Paladin Class Destroyer

    Paladin Class Destroyer 1.0

    For more details on why I love this build please see https://www.youtube.com/watch?v=Th9hgHTmDQA
    Star-Boy
    Star-Boy
    Thanks for reviewing my ship. I thought it was funny how many times you criticized it for not being a battleship when it has "destroyer" in it's name. I built it primarily to serve as an escort ship for my mining fleets. I plan to release a few variants of this ship for RP, PvP, and other roles. These will have different interiors, systems, turrets, and some changes to the exterior. I didn't like the look of these turrets at first but they definitely grew on me after a while. Having them hang low like they do gives them a much better ability to track targets. The blast shield is meant to be reminiscent of a medieval helmet to make the ship look a bit like a knight or more specifically a paladin. I think it'd look better if it only flipped up 45 degrees instead of 90. The inner ship remote was labeled "Chain Drive" and the lights are supposed to blink but it seems these things don't get saved in the blueprint so I'll add some display modules to explain how to set those things up. I wish you had tested the weapons on another ship because the beams are pretty neat. They have 90% EMP effect which negates about 3 million e/s recharge. Most ships hit by these beams quickly lose all power. With no power they can't fire back, regenerate shields, or run away. With no power for shield regen the beams can drop enemy shields as fast or possibly faster than ion beams. Once the enemy's shields are down the nukes can be dumb fired to blast large sections of the ship away. The turrets are 500/500/500 cannon/cannon/explosive and absolutely wreck any fighters they target.
    Original, i like it.
    you make a nice work on the shape he is very nice the canon turrets too
    Good design, details, and colors; they all fit nicely together to make an attractive and unique ship. I really like the look of the AMS and main turrets. The rail blast visor is a nice touch, as well. AMS coverage seemed pretty good in the fight I had with it.

    One combat note, if interested:

    The EMP beams, while very effective (annoyingly so!), are limited to a range of 1000m. This makes them very easy to avoid, I found, even with AI ships.
    Star-Boy
    Star-Boy
    Thanks for the review. The server I play on has a range of 7,500m for these beams and 15,000m for rapid fire cannons. I went with beams instead of cannons because of the improved accuracy with beams (It's hard to hit even a stationary target at more than 7,500m with a machine gun.) If your server has a 1Km range for beam/cannon I'd definitely change them to cannon/cannon since hitting stuff at 2K is easy enough with a machine gun. Either way you want to have a continuous fire weapon since the enemy can quickly regain power if your EMP weapon spends half the time on cooldown. The main turrets have double the range of the beams and the missiles have more than tripple the range. You could change the turrets and missiles to beam slaves if you need more range. The EMP beams aren't really meant for taking out fighters, they're for disabling larger, slower ships and stations while your turrets handle fighters and your nukes finish off a disabled enemy.