KSN FG-6A Typhon

    KSN FG-6A Typhon 2017-04-02

    Ares Aerospace is proud to announce our newest addition to the Dyrae line of light frigates, the KSN FG-6 Typhon!

    This is a Light Recon Frigate variant with both greatly enhanced sensors (1445 Blocks) and a primary jump core that's doubled in size.



    Mass 11,059
    Blocks 12,225
    Power 17.6 Million, 2.02 Million E/S
    Thrust 17,340, 1.4 T/M Ratio
    Shields 1.01 Million, 33,000 SM Jewels/Second

    Ratios
    Armor 31%
    Thrusters 20%
    Shields 18%
    Power 17%
    Weapons 10.5%
    Jump Drive 2.6%

    This is a complete refit of our 1st generation Dyrae class frigate, the KSN FG-2 Tisiphone.

    The most obvious differences is the almost complete reworking of the ship's entire weapons package.

    The twin missile batteries of the Tisiphone have been replaced with a single 8 silo vertical launch system holding a lighter, less power intensive medium weight general purpose ASM/AFM missile with decreased range but a higher rate of fire.

    (1600 Missile, 800 Beam, 1600 Punch, Eight Outputs)

    The forward light plasma pulse cannon has been replaced with a more powerful, longer ranged Twin Heavy Particle Beam Projector.

    This weapon has proved successful in slowly degrading power systems, rendering offensive and defensive turrets combat ineffective, and occasionally taking entire weapons systems off line by destroying command and control interfaces.

    (1000 Beam, 1000 Bea, 1000 Explosive, Two Outputs)

    We retained the Light Shield Disruptor that's proven effective in the field during deployments of both the FG-2 Tisiphone and DD-6 Empyrean lancer.

    (1000 Beam, 1000 Bea, 1000 Ion, Two Outputs)

    The upper and lower particle beam turret of the Tisiphone have been replaced with a quad ultra light rocket pod which can damage minimally armored targets, but has a primary function of overwhelming anti missile systems.

    (100 Missile, 100 Cannon, 100 Overdrive, Four Outputs)

    In addition, a pair of AMS turrets have been replaced with a Mk 30 Flare pod to push the target’s anti missile grid even further towards being overloaded.

    (10 Missile, 10 Cannon, 10 Overdrive, Four Outputs)

    Finally, the tertiary defensive grid of ten Mk 8 quad heavy phalanx turrets were retained going from our 1st generation line to our 2nd gen offerings.

    For non combat systems, we upgraded the Mk 250 sensor array of the Tisiphone line to our new Medusa Pattern Mk 1445 sensor grid, we doubled the power of the shield charging generators, and doubled the primary jump core of our signature triple core tactical FTL system.

    (2000 Jump Modules for the primary, 250 for both the secondary and tertiary)

    The one compromise we where forced to make, is that the larger FTL drive and enhanced shield generators both draw more power from the ship's power grid and take up more internal volume, resulting in a slightly less efficient sublight drive system.

    (T/M Ratio is 1.4 compared to the 1.5 of the sister ship line)

    This ship is far more capable of conducting extended range operations far from the support of any friendly ships or station. The two ultra light rocket turrets and pair of flare pods are capable of overwhelming the point defense grid of even our much larger Spatha Class escort destroyer, thus acting as a superb force multiplier to the dorsal missile silos.

    The missions profiles this ship would be ideal for is scouting unexplored systems, deep raids versus lightly defended assets, engaging and destroying ships of a similar tonnage in one on one engagements, or supporting larger vessels with medium range fire during larger operations.












    To add one of these fine ships to your fleet, visit our galnet site or swing by our newly opened shipyards in the Kushan State capital in the GXN galaxy!

    END RP

    This is a the recon variant of the Tisiphone I've been promising for a few weeks now. This ship is much better suited to being piloted by a human player in a small scale pvp engagement.

    A special thanks to those who offered feed back on the Tisiphone, I incorporated a lot of advice to make this ship more dangerous on the PVP side of Starmade.

    The doctrine I had in mind for this ship is to hang back around the 1 sector range and engage the target with the Ion Beams and Heavy Particle Beam in between missile salvoes and slowly work your way closer to the target to try and find that sweet spot where you can dish out the damage without taking too much in exchange. Obviously, depending on the build of the target, this may work extremely well or not at all :-p

    I was able to take out an AI piloted version of the Empyrean Lancer with this ship, I held the range open and was able to maneuver fast enough to not get shredded by the oversized cannon array on that ship, while being close enough for the rockets to suppress the AMS grid and still score hits with both missiles and beams.

    In the post action damage assessment, I found that I had managed to completely destroy the weapons computer for the cannon array after punching through the exterior armor and the 5 blocks thick advance armor bulkhead around main fire con in the Lancer. I'm still getting used to how dangerous beams have gotten with the new damage calculations :^D....

    As a bonus, the improvements on both the scanners and jump drive also make this ship a good fit for scouting unexplored or hostile systems while taking a decent amount of hitting power along with you.
    Author
    Tamren Shade
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    Missiles are strong design wise, well tuned versus both AHP & SHP.
    Overall dps is very low for its mass, shields slightly weak though I do note it's lengthier armor phase. Performance in combat is highly reliant on landing player fired missile strikes, which can only help so much and its limited overall firepower will wither versus a faster and/or more shielded design. Explosive beam could be more rapid (or split into more seperate comps to be chained) and/or be AI based, Ion beam should be a primary not some utility, overall weapons contribution should be increased somewhat to ensure viability vs other designs in its mass class, wont punch far/at all above its weight in pvp without a large systems rebalance.

    Interior is a nice touch & doesn't hurt the vessel at all, visually pleasing both while piloting & while out of the core. Aesthetically this is a high quality ship and performs better than many dare i say most of its pretty peers, but competitively speaking it's not particularly viable, this isn't to say that's a problem with nice aesthetics at all, there is major room for improvement without aesthetic design changes.

    -What i would do to this ship in a pinch if its all i had;
    Replace explosive effect beam to be Ion effect, consolidating current ion beam into it, split missiles up across a least 2 seperate computers, remove all resulting redundant power capacity in favor of as much defensive overdrive as i can fit, if this falls under 25% ovd, i'll use shield blocks (50/50) instead. It wouldn't suddenly make it a competent duelist/survival pvp ship, but it would increase it's chances somewhat based on the systems it already has in place (in my opinion anyway)
    Tamren Shade
    Tamren Shade
    I plan on reworking the designs on all three frigates once the new power and chamber system hit. Past that, capacitors won't be needed anymore and I imagine these ships will get much nastier.......
    The more I test out your ships as an AI opponent, the more I love them. The Typhon taught me the importance of extra AMS as the first missile barrage after the ion beams did their work took out the back starboard quarter of my work-in-progress frigate, putting me on the back foot until I maneuvered into a good circle-strafe and shot out the missile computer (I though my piloting had saved me from further missiles but the combat post-mortem revealed a missing weapon system). This is a most excellent ship.
    Tamren Shade
    Tamren Shade
    Thanks! And a hard hit from some big missiles can remind anyone that AMS is a good thing! I'm glad my ships are working out as a good AI enemy for you! :D
    First of all - this is ship is deliciously pretty! Love those clean lines - the edges and the black diagonal delineations. The abundance of realistic hull detail is also impressive. So it's not just pretty but also really looks like a proper spaceship.

    I totally get the weapon combination here - shield stripping beam, system shredding front cannons & crater making missiles ! supported by a myriad of various smaller fire & turrets.

    The power is all the way to the soft cap - anything above that would make ship heavier or will require some modular design.

    Thrust is decent (although I personally prefer 2.5 t:m - but that would either take more mass or energy via overdrive)

    I'm not a PvPer, so haven't had any chance ever to test any ships against human opponent - but this one looks like it could be fun to fight on both sides :)

    All in all - It is a complete, fully functional, properly detailed, realistic looking all-rounder Spaceship. I hope to one day make something THIS complete.

    Kudos & CheerZ :)
    Tamren Shade
    Tamren Shade
    Thanks! And I'm sure you can make something like this, it just takes time and a lot of inspiration from google image searches on modern naval ships and sci fi ships :)
    Great to see you finally put this on the dock, I don't really need to tell you how amazing it is because I have seen it on CBS. keep up the good work
    Tamren Shade
    Tamren Shade
    Thanks! It took me awhile to get the Typhon balanced to a point I wanted to put it on the docks :)
    Very well built ship, pleasing to look at and explore on the inside. I especially love the thrust/mass ratio, at that mass range ships usually start getting sluggish, well not this one. The interior is well thought out, although the color choices are a bit dull compared to the exterior paint job. Nice material variations though to make it interesting.
    The shielding and armament are adequate, especially with the good AMS coverage. The weapon choices are smart, with the turrets' missile spam you have a good chance to hit with the lock-ons. The long range beam seems a little underpowered for the block count, but that's a weakness for that weapon type in general, at least it's easy to hit.
    What I recommend is replacing the secondary and tertiary jump drives with a chain drive (Alterintel and Jaaskinal made some good compact ones) to give better long-range capability while being more block efficient - you could install a jump inhibitor in the freed up space, or upgrade the scanner even more.

    Overall, nicely done, I'm looking forward to your coming designs!
    Tamren Shade
    Tamren Shade
    Thanks for the stars!

    Scratch what I originally, they recently opened up the rules on GXN and I'm going to have to ask around and see about adding that chain drive is against the server rules or not. It's a really good idea/..

    And I'll agree that I'm not the most inspired architect when it comes to making interiors pop. Something to work on with later builds and refits :)