Pebble unender works
Agile light frigate
[ shape pebble | size 82L 39H 63W | mass 13.5k | blocks 115.2k ]
[ weapons 1 beam | beam 3500 : cannon 3238 : punch through 3500 ]
[ shields 420k / 60k regen / 60% full ion effect | armor 2M | structure 7.28M | turrets 10 AMS/flak ]
[ radar jammer | jump drive 46 sec charge | cargo 42k | AI | faction module | scanner 1min 8sec recharge ]
[ top speed 221.7 | turn 360° 23.5sec | accel 0 to 221.7 13.75sec | thrust 33,076.8 | thrust to mass ratio 2.5 ]
[ power recharge 1.94M | power capacity 17M ]
[ perma-Ion perma-Jam & perma-fire indefinitely ]
[ perma-Ion perma-Jam & perma-thrusters 1min 15sec ]
[ perma-Ion perma-Jam & perma-fire perma-thrusters 15sec ]
[ full power recovery 8.77sec ]
Pebble was designed based on a KISS principle {keep it simple, stupid}:
+ 1 single powerful weapon which could be fired almost continuously (slight stutter) effective against shields & dig into armor & systems;
+ speed, agility & maneuverability serving as key components to battle strategy;
+ reasonable shields with full Ion effect (more than doubles effective shield strength), moderate armor, radar jammer & 10 Rivet AMS/flak hybrid defense turrets for survivability;
+ 1.946M power recharge with 17M power reserve to keep all the systems running smoothly - allowing for periodic hard maneuvering & near-continuous weapon fire with only short breaks in maneuvering for power recovery.
Would Greatly Appreciate Any Performance Feedback!
Enjoy
Agile light frigate
[ shape pebble | size 82L 39H 63W | mass 13.5k | blocks 115.2k ]
[ weapons 1 beam | beam 3500 : cannon 3238 : punch through 3500 ]
[ shields 420k / 60k regen / 60% full ion effect | armor 2M | structure 7.28M | turrets 10 AMS/flak ]
[ radar jammer | jump drive 46 sec charge | cargo 42k | AI | faction module | scanner 1min 8sec recharge ]
[ top speed 221.7 | turn 360° 23.5sec | accel 0 to 221.7 13.75sec | thrust 33,076.8 | thrust to mass ratio 2.5 ]
[ power recharge 1.94M | power capacity 17M ]
[ perma-Ion perma-Jam & perma-fire indefinitely ]
[ perma-Ion perma-Jam & perma-thrusters 1min 15sec ]
[ perma-Ion perma-Jam & perma-fire perma-thrusters 15sec ]
[ full power recovery 8.77sec ]
Pebble was designed based on a KISS principle {keep it simple, stupid}:
+ 1 single powerful weapon which could be fired almost continuously (slight stutter) effective against shields & dig into armor & systems;
+ speed, agility & maneuverability serving as key components to battle strategy;
+ reasonable shields with full Ion effect (more than doubles effective shield strength), moderate armor, radar jammer & 10 Rivet AMS/flak hybrid defense turrets for survivability;
+ 1.946M power recharge with 17M power reserve to keep all the systems running smoothly - allowing for periodic hard maneuvering & near-continuous weapon fire with only short breaks in maneuvering for power recovery.
Tests:
1) Tested fighting against 2 pirate LRSF-1 Orion :
- was worried about the enemy overdrive weapons which did most damage but both ships didn't bring my shields below 70%
- taking out the main turret was very time-consuming
- before anything - taking down enemy shields below 20% was the toughest challenge - since at that point enemy shield regen was high
+ I could outmaneuver the 2 enemy ships: keeping my distance, keeping one enemy farther out than my current target, keeping away from the more powerful weapons, drawing them apart - so I could concentrate on 1 enemy at the time
+ Did not receive much damage - my shields never went below 70%
Overall Test against 2 LRFS 1 Orion ships went very well, proving speed & maneuverability a great asset, single powerful weapon a good investment in constant damage, sufficient shielding.
1) Tested fighting against 2 pirate LRSF-1 Orion :
- was worried about the enemy overdrive weapons which did most damage but both ships didn't bring my shields below 70%
- taking out the main turret was very time-consuming
- before anything - taking down enemy shields below 20% was the toughest challenge - since at that point enemy shield regen was high
+ I could outmaneuver the 2 enemy ships: keeping my distance, keeping one enemy farther out than my current target, keeping away from the more powerful weapons, drawing them apart - so I could concentrate on 1 enemy at the time
+ Did not receive much damage - my shields never went below 70%
Overall Test against 2 LRFS 1 Orion ships went very well, proving speed & maneuverability a great asset, single powerful weapon a good investment in constant damage, sufficient shielding.
2) Against 1 pirate controlled RAI Arbalest - That is one hell of a ship!
- "won" 2 out of 3 times, every time with armor & systems damage to self
- enemy cannons did severe damage bringing down shields in a few shots & destroying armor & systems quickly after that.
- enemy was also maneuverable enough to align their main gun (main source of trouble) a few times (which is enough to cause damage to Pebble)
- Pebble's 1k range beam meant that I had to keep getting very close to the enemy
- "won" 2 out of 3 times, every time with armor & systems damage to self
- enemy cannons did severe damage bringing down shields in a few shots & destroying armor & systems quickly after that.
- enemy was also maneuverable enough to align their main gun (main source of trouble) a few times (which is enough to cause damage to Pebble)
- Pebble's 1k range beam meant that I had to keep getting very close to the enemy
if Pebble wasn't fast & maneuverable, it wouldn't stand a chance in this test.
+ I had to run away beyond 1.5k distance to recover the shields - so speed helped again
+ shields held well enough, as long as not more than 1-3 shots were taken from the enemy's main gun
+ the weapon kept inflicting constant damage to the enemy, even throughout the (very difficult, constant) maneuvering & with time brought down the enemy
Overall Test against RAI Arbalest went reasonably well - 2 out of 3 duels, but highlighted dangers of low shields, especially against an enemy with Ion effect damage. Maneuverability & speed were a key as keeping away from enemy's main weapon was the only way to keep surviving. Pebble's unrestrained constant weapon damage slowly whittled down enemy's defenses & occasionally shot out key docked entities & systems.
+ I had to run away beyond 1.5k distance to recover the shields - so speed helped again
+ shields held well enough, as long as not more than 1-3 shots were taken from the enemy's main gun
+ the weapon kept inflicting constant damage to the enemy, even throughout the (very difficult, constant) maneuvering & with time brought down the enemy
Overall Test against RAI Arbalest went reasonably well - 2 out of 3 duels, but highlighted dangers of low shields, especially against an enemy with Ion effect damage. Maneuverability & speed were a key as keeping away from enemy's main weapon was the only way to keep surviving. Pebble's unrestrained constant weapon damage slowly whittled down enemy's defenses & occasionally shot out key docked entities & systems.
Would Greatly Appreciate Any Performance Feedback!
Enjoy