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    Here's my submitted ship for Blood and Steel season 3

    As you all know it failed at its task ;_; not without giving two outstanding fights that I'm proud of. Here it is for anyone to enjoy.

    starmade-screenshot-0004.png


    Damage output:
    AP bullets: 10x can/beam/pt barrels. Primary group differ slightly between each barrel. Goes from 50/50/50 to 59/50/50.
    This shot's purpose is to clean armor for the sync'ed EXP shot coming behind.
    Average DPS of all barrels: 15k

    EXP bullets: 10x can/beam/exp barrels. Primary group differ slightly between each barrel. Goes from 450/450/450 to 531/450/450.
    Average DPS of all barrels: 139k

    Weakest single AP+HE shots penetration: 63 blocks on test target
    starmade-screenshot-0001.png starmade-screenshot-0002.png starmade-screenshot-0003.png
    This target has 5 layers of adv. armor, then 15 layers of basic hull, then 100 layers of power tanks. Horribly heavy but representative of what are my guns are good against ^^

    Comments:
    The main turret suffered a lot from being fired by AI. While it's able to hit slow targets 100% of the time up to 4km, it needs to get <1km for AI to hit most of the time if the opponent has as much agility. Can/beam shots are crazy fast nevertheless and could hit from further away if they were manually aimed since humans can lead (That was my asset in first BnS tournament but my mate happend to fail hard undocking his turret in the second round. Human failure is a thing but I maybe should not have gone solo after that, even if I was successful in second BnS. Striggon teached us how much of an asset it is)

    The different 1st group sizes are to make a progressive "machinegun" effect when fired by the AI. 2x10 shots every 4 sec. It offers a 550k alpha strike on shields (before mitigation) when picking a target (all barrels fire together) then the spacing helps a lot with blocks destruction on target (much less damage wasted by piercing the target entirely).

    On the defensive aspect, most of the turret's blocks are buried inside the pilot's entity (they're unreachable until the shields drop down to 0%, which require sustained DPS). While this requires a lot of space, it give protection to the secondary and third weapon groups as well as the computers and dockers. The 1st wpn groups are outside hull protection and take damage as soon as shield drop down to 25%, but will fire till the last cannon block if shields remains. It's able to sustain tons of damage from lockons/swarmers at the cost of DPS
    ION torps: 10x mis/beam/ion. 25/25/25 each.
    Max DPS on shields: 30k (0 on blocks)
    Max alpha strike on shields: 1m35 (0 on blocks)

    PT torps: 10x mis/beam/pt. 25/25/25 each.
    Max dps on blocks or shields: 15k
    Max alpha strike on blocks or shields: 675k

    Comments:
    BnS team called Vanu is just a guy from Switzerland, so Chronos is wearing the Swiss flag. But he's always been close to frenchyz, because of geography, tongue and love for freedom of speech. And also blood. That explain the tricolor missiles, and before that the liberty swarm. He doesn't mind if it's mistaken as American.

    Missile deal realistically 1/2 max damage on average, and can then be mitigated a lot by shield resistance and/or armor protection. I'm not even expecting those to deal much damage at all. They're great for alpha striking the shields but they need to be under cover of the decoy missiles turrets for that.

    Once shields are completely broken on target, ION computers can be removed using warheads, making it normal 25/25 dealing 10k DPS on blocks and 480k dmg in alpha strike. This has been done so missiles can also be useful for finishing the target, so they don't deal 0 damage when shields are over.

    Their heavy cooldown (45s) make them barely noticeable sometimes, but they're a perfect addition to the main turret since they're super long range and deal alpha strike dmg reliably as soon as the decoy missiles turret overload the opponent's AMS.

    Torps can't fire if the target is not within 30 degrees in front of the output (docked AI weapons). The ship must face the target most of the time if you want torps to deal damages reliably.

    Torps can't be distracted by decoys/turrets and go straight for the main entity selected by the pilot. Jamming can possibly disturb them.

    Defense:

    Shields capacity: 2m
    Shields recharge: 67k/sec at maximum
    Ablative docked hull soaking damage before shields when <= 25%
    - PT and EMP defensive effects on hull entity
    - Overdrive and ION defensive effects on pilot entity

    Utility:

    Thrust: 23k97 (~<2:1 TWR)
    24x spinning AMS turret, 6/6 can/can with 6 output, and almost full coverage
    Inline front decoy missiles turrets

    This version of the ship could be perfected, filled, and raised over the actual 12k mass, but I don't think it'll ever happen =(
    Author
    HerrColonel
    Downloads
    360
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    479
    First release
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    Rating
    5.00 star(s) 2 ratings

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    Thanks for uploading again, interesting to see the little changes from last year, and the not so little changes to the hull lol. Awesome looking, super durable & fast shield tank with some hard hitting AI weapons, love that all you gotta do is point and fly.

    New turrets are awesome, the sort of weapon I'd be tempted to build if going after larger ships than 12k, but then that heavier armored thryn ship didn't think much of my own low block damage per hit machineguns so maybe the higher alpha option was the right one.

    Certainly a vessel to watch out for
    You definitely could beat my ship; it was pure luck on my part you didn't knock out the weapons. I think the cannon hit me twice knocking out:
    - Swarmer controller
    - Overdrive effect computer
    - Scanner computer
    - radar jammer
    - self-destruct button

    If it had hit the cannon control i would've lost, and given how much tankier this ship is you probably would've beaten striggon(sp?) in the finals. :(

    In any case, really powerful tournament ship and look forward to next years entry :p