Resource icon

    Interceptor Zrx96 Corp 2017-01-05

    That's my first ship here. It's got 2 rapid fire cannon, heat seeker missiles,
    a scanner, a jump drive and 50 000 shield.
    I decorated the interior, it's quite simple but enough in my opinion.

    It also has a atomatic pressurized sas.

    It is not definitive ;)

    Interceptor01.PNG
    Interceptor02.PNG
    • Like
    Reactions: MattDavidS
    Author
    Zarxos96
    Downloads
    319
    Views
    348
    First release
    Last update
    Rating
    4.00 star(s) 2 ratings

    Latest reviews

    Hello, here's your constructive criticism :p

    Aesthetics aren't really my thing, but a bit of colour/texture variation could help in some spots, although the ship is overall very solid. Maybe different colour along some of the edges? Thrusters in particular might benefit from a little more variation in material.

    The interior is space efficient but really bland; you could use thruster and jump drive modules to bring a bit of texture variation for the floor and ceiling at least.

    The (intakes? Ice crystal wedge thingamadoos) are massive weakspots in the ship; especially with the majority of power systems behind them. Even light missiles will instantly knock out your ship if they hit them. Since only the front block of transparent blocks are rendered, you can replace the rear metal grill wedges with crystal armor and your ship will look exactly the same. Or you can just rely on shielding instead.

    The ship has a great shape to it, along with a lot of depth. You should probably listen to someone else on aesthetics, but from what i've picked up it's quite solid already.

    In terms of systems and combat ability however the ship has a lot of issues i'm afraid :(

    First of all is your mass distribution. Standard armor is very pretty and especially in blue it looks much better than hull, but it's also 3x as heavy. Almost half your ship mass is in armor, with another 25% in thrust needed to lug that armor around, although kudos for keeping your ship agile! I don't know where your emphasis lies as a builder, whether its combat ability or aesthetics/roleplaying, but if you want combat capable ships armor is currently really terrible; it's super heavy and unable to protect you against most weapons.

    Second issue is your power system; you've got that reactor lines are a thing, but they're not really optimized. I modified your power layout to this: http://imgur.com/oT5iLnG which bumped up power generation to 133k, while using fewer total blocks; those three lines are the only power reactors on the ship but they're able to fully power it, and you should be able to fit twice that just by vertically mirroring it. You'll probably have to remove all your system blocks to redo it, but it will significantly improve what your ship can do, and allow some other improvements (see below)


    You also have an excessive amount of power capacity; nothing on your ship uses anywhere close to 700k power, and generation is much cheaper than capacity. You can cut a lot of capacity on the ship and spend that on something else.

    The weapon systems suffer from the typical mistakes here, and some more pressing ones. On a high level, the combination doesn't make much sense; your ship has no way to deal with a fast ship that has any kind of shielding since your cannons can only do hull damage and the missiles are too slow to catch fast opponents; a fast ship with a single shield recharger would be unbeatable.

    On a more technical note the guns are all far too weak to inflict significant damage, something a lot of players struggle with. In this case it's a combination of the mass inefficiency (<5% of your ship mass is guns on a ship that's supposed to kill things) but it's also due to too much projectile spam. A cannon that can't break a single block every time it fires risks spending it's time scratching a ship's armor instead of disabling it, and high speed dogfighting makes it pretty hard to land several consecutive shots on the same block, so damage gets spread out without doing anything to your opponent, where a weapon that can break through armor and destroy system blocks can rapidly disable an opponent.

    For the cannons i would recommend switching to punch-through effect. Punch through reduces the amount of damage that goes into armor HP when you hit armor blocks, making lower damage weapons better at breaking though armor, and it still allows you to damage shields. If you make some of the other changes i've suggested you should have room for MUCH heavier weapons, along with enough power to keep them going. Punch-through bullets need to do at least 800 damage per bullet to inflict damage past advanced armor, although 1000-5000 is usually the range i like to stay in for good armor penetration and system damage. You can also reduce the slave percentage on your weapon to reduce its firing speed but with stronger bullets. Cutting slave to 66% will net you 3 shots per second that are 3 times stronger, so it will still be a rapid fire weapon.

    If you're up for a major overhaul you can also consider merging the cannons into a single output rather than two; that will also help with penetration.

    As for the missiles, i'd recommend switching to missile/beam if you intend to use these ships as part of a fleet; your wingmen may not appreciate the friendly fire. I'd also suggest switching your effect from explosive, since it's a very light missile weapon, and explosive increases your blast radius, spreading the damage out more so it's weaker against armor. As with the guns i recommend switching to punch-through, although if you're keeping the missile system this small you can also consider overdrive passive to give them a huge boost in damage, just keep track of how much power capacity you need to add to make them work.
    If you want to keep them heat seeking instead of locking on, you can just use a single slave block. That will produce a single much stronger and faster missile since it inherits the stats of a slaveless missile system.

    Finally your ship has no supporting effects. An interceptor is not going to be very useful if it can't keep up with it's targets, so adding a passive overdrive effect should be a priority i think ;) Also consider ion effect to improve the allready strong shields and if you boost the power generation a radar jammer will greatly improve your ships defense.

    But don't let the horrible 4 star rating bug you too much, i'm just an elitist prick :p Your ship is aesthetically above average, but needs work if the systems are to match.
    Z
    Zarxos96
    This criticism is what i needed !!! i'm quite good to build something aestethically good but for the rest i'mjust drwoning because I've never known how I should begin. Thank yous so much and I'll follow your advices as soon as possible and maybe in some days there will be an Interceptor ZRX96 MK 2 :)
    This is not bad for a first upload. I would go as far as to say a good ship by any standard.
    If it were detailed more with vents, tanks and a little more block variation, it would be an excellent ship. It very well still could be.
    Look for some of the higher rated recent highly detailed ships on the docks to see how they go about detailing further for reference material on how to do so yourself and i think you will become an excellent builder.
    Z
    Zarxos96
    Ok I'll follow your advices concerning the aesthetics ;)