ANTEATER-CLASS DESTROYER

    ANTEATER-CLASS DESTROYER v1

    Game version
    0.199.646 (Classic systems)
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    INTRODUCTION:

    Allow me to present my first attempt at a "min-maxed" / high-efficiency combat ship, the Anteater-class destroyer.

    I realize that the Golden Age of the classic power and weapon systems is over, but here's my attempt at bringing the most out of it.

    This was my first project that I started with the intention of compressing the highest amount of offensive/defensive potential that I can into a confrontation-oriented ship. It has minimal interior space at the front, and is otherwise filled to the brim with dangerous stuff. Although it is a product of merely two days of work and mediocre knowledge about StarMade combat engineering, the results are pretty impressive. Despite the fact that the ship occupies a box-volume of only 65x67x67 (not including its protruding turrets), and that a significant portion of its block-count serves mobility, it still has no less than six heavy assault weapons, plus a high-power shield drainer.

    Let us now see what makes this oddly shaped little space vessel surprisingly capable for its size, in a "User's Manual" fashion. (The over-praising of it is just a stylistic thing.)

    ~ USER'S MANUAL ~

    Thank you for choosing the Anteater-class destroyer! - Cyberspace Shipyards wishes you a pleasant and fruitful experience with blowing things to smithereens.

    Please read through each section of the following illustrated document to learn what's inside your new Anteater-class destroyer that makes it a serious combatant.


    1) POWER SYSTEM OVERVIEW:

    Rest assured, your energy demands will never become a problem when piloting the Anteater-class destroyer, which was actually constructed around its exceptional power system. Despite being a mere 65 meters long, the ship's cleverly designed, compact nuclear-electric reactor setup keeps its reserves filled at a recharge rate only a little short of 2,000,000 E/sec, with the reserves having a total capacity of 9.9 million! Refer to the illustration below to gain further insight into the magic.

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    2) ARMAMENT TECHNICAL SPECIFICATIONS & TACTICAL ADVISE:

    With its exceptionally performant power system, the Anteater-class destroyer features a rich assortment of weapons with a destructive potency unusual in the ship's size range. Its tools of destruction include:
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    3) MOBILITY, DEFENSE & AUXILIARY EQUIPMENT:

    Speed and maneuverability were some of the main focuses when designing this versatile spacecraft. The ship's source of propulsion is a beautiful, star-shaped arrangement of 13,800 thruster units. Together they produce a huge, visually appealing plume of red-hot burnt fuel. With its 1.5 thrust-mass ratio and finely tuned engine power distribution settings, the Anteater-class destroyer can reach its overdriven maximum speed of 190 m/s in a mere 5 seconds.

    For the sake of such high mobility, a low-density alloy was chosen to achieve a light-weight but sturdy hull, compensated with an energy shielding of 924,000 S, generated at a rate of 43,500 S/sec, plus eight strategically placed AMS turrets.

    Additionally, the ship is equipped with two pre-charged jumpdrives and a handy scanner system.

    The small interior accommodates a simple airlock, a one-seat cockpit, washing facilities, and a bedroom with one bed, some storage for space food and a personal computer. Enjoy!
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    Author
    DeepspaceMechanic
    Downloads
    534
    Views
    952
    First release
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    Rating
    3.00 star(s) 1 ratings

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    [ship not spawned, purely "Display window" review from data on Content page]
    3 star rating, would have been 4+ if you didnt have a high-e/s power array in there. - I would have rated 3.5 but we cant have half star ratings, and since its advertised as a PvP vessel its average runner on that front.

    The biggest letdown on this machine is the choice in weapon systems. Effect make a HUGE difference to the way something is handled: Using pierce or punch effect on missiles is a massive DIRECT upgrade to standard missiles - Explosive effect is only a situational upgrade to them. Pierce makes all missiles ignore 50% of the armour value on heavier armours like Standard and Advanced. What is normally 2000 HP to destroy becomes barely 360hp to Pierce missiles, as it decimates armour where Explosive effect would be absorbed - this os especially true on tiny missiles. Pierce and punch effect even add +5 Radius to a missile vs Explosive's +10!

    You lack any form of decoys bar the swarmer missiles, and your missiles are 1 single shot on each - this is heaven for AMS and none will ever really get through. Also never 100% missile slave swarm systems as they slow down the swarm missiles massively. At the very least go to 50% missile slave, and then simply split the swarm main tubes in half to get the same amount of missiles back, but move at a faster, more dangerous clip.

    The second is there is no self-guided AMS Stop-waffle to defeat missiles. 8 AMS turrets are not going to save you if they become saturated or locked up allowing missiles to get through. Your entire back-face is completely exposed to fire - Even basic hull absorbs missile explosions into AHP far far better than system blocks do. A decent Missisle sneaking past defences and striking you in the rear during manoeuvres looks like it could potentially 1-shot you.

    I dont see any Ion effect. Ion effect is a 2.5x buff to both shield cap and recharge. Its a MUST.
    Punch effect passive is optional but will help your AHP last longer VS missiles.

    You have 2 million e/s and probably 1/3or so is used up on thrust and effects, cant speak for Turrets as I cant see them from just the content page. You have 2 Rapid-fire weapons on your ship that you cant use at the same time. Beam, and cannon. You should have the Ion beam be 12,000 total modules through 1 output as you have enough power for it. Explosive effect cannons are still somewhat sub-par. Due to choice in aesthetics over weapons, your 4 cannons have a massive void between them which will make it hard to deal consistent hull damage. Cannon-cannon-punch is generally better when arranged properly and will rip through armour the enemy may be using, this too can be 12,000 total modules on about 6 outputs if I remember correctly, but I understand this machine was meant to be compact so there might not be extra room for that. For tiny ships like this, missiles arent all that efficient due to the power capacitors, but this will be changing on the new power update.

    TLDR:
    - Use ion effect passive

    - Always use pierce effect on small missiles - no exceptions bar Punch or OD (situational)

    - Install AMS waffle on ship (Cannon cannon stop at least 50 outputs/ 150 total modules)

    - Make sure weapons are using mostl available power when in use - you never want to be glued to 100% power as it means there is wasted DPS potential.

    -Never use 100% missile slave as its too slow

    -install decoy launchers ( I use AMS-like missile-cannon turrets to keep AMS permanently occupied)

    I might have missed some things but this covers most my concerns - hope its helpful. I will mention Docked Hulls are OP and if you are VERY serious, smaller ships benefit from them (Immunity to 1-shot ion alpha, immunity to stop effect, among other weird things) as well as larger ones.
    DeepspaceMechanic
    DeepspaceMechanic
    Thank you, I find all of your advises highly valuable. It's very nice to get such comprehensive feedback, much easier to learn this way than to seek out such wisdom in small chunks, scattered in all sorts of random threads. I will definitely consult this review on future combat-oriented projects.

    I probably should have said in the description that this was more of a preliminary experiment of mine / just my first step into the direction of trying to min-max a combat ship, for which I never had much interest before. Thanks again! :)