- Joined
- Oct 18, 2013
- Messages
- 453
- Reaction score
- 361
Scoundrel; stealth pirate-farming tool
990 000 e/sec, 660 000 power, 1.5 thrust-to-mass armed perma-cloaker/ jammer. Hauls and cloaks two AMS turrets, a little fold-wing shuttle with about 30 seconds of cloak and one of two weapon modules.
The cannon or missile module is docked in the hollow front fuselage. It is fired wirelessly and as such does not break cloak or jam when firing (so OP against pirates). You can blast away, carving the undesirable blocks from the unaware pirate of your choice and then salvage the overheating valuable bits without ever dropping out of cloak.
It produces just enough e/sec to continuously fire it's 30-output cannon array or one missile per second while still cloaked and jammed. The power shell is fairly efficient for it's shape using 3155 rechargers in 29 groups.
The missile module sequentially dumbfires 32, 18k damage missile-50%beam missiles choked down to the 3x3 square around the main entities camera, with enough beam secondary to bring refire rate to 30 seconds so it can sustain continuous fire. It also has four 135k damage missile-pulse-explosive dumbfires to try and shoot through armor holes.
The cannon module has 30, square-stacked 112 damage cannon-84%cannon machine guns fired by a fast rotator that fires most of them most of time it's supposed to (works flawlessly in single-player of course).
Both Weapon modules have a light-duty logic-controlled salvage-cannon arrays as well. The salvagers output to storage containers that slide into the, uh, controls room when their weapon module docks (the different shading on the right storage array indicates it is a docked component).
Yup, there's a decent control room, surrounded on all sides by standard armor or plex doors including sealing off the docked entity's storage array. Four one-unit jump drives are easily charged while cloaked. Tons of storage and a fully-enclosed hanger to boot, also a scanner and some medical supplies.
With a long station battle in mind I tend to leave the shuttle at home to ease the cloaking power requirements.
If used for stealing AI controlled ships, remember to disable the AMS turret AI's before disembarking.
That'll buff out.
990 000 e/sec, 660 000 power, 1.5 thrust-to-mass armed perma-cloaker/ jammer. Hauls and cloaks two AMS turrets, a little fold-wing shuttle with about 30 seconds of cloak and one of two weapon modules.
The cannon or missile module is docked in the hollow front fuselage. It is fired wirelessly and as such does not break cloak or jam when firing (so OP against pirates). You can blast away, carving the undesirable blocks from the unaware pirate of your choice and then salvage the overheating valuable bits without ever dropping out of cloak.
It produces just enough e/sec to continuously fire it's 30-output cannon array or one missile per second while still cloaked and jammed. The power shell is fairly efficient for it's shape using 3155 rechargers in 29 groups.
The missile module sequentially dumbfires 32, 18k damage missile-50%beam missiles choked down to the 3x3 square around the main entities camera, with enough beam secondary to bring refire rate to 30 seconds so it can sustain continuous fire. It also has four 135k damage missile-pulse-explosive dumbfires to try and shoot through armor holes.
The cannon module has 30, square-stacked 112 damage cannon-84%cannon machine guns fired by a fast rotator that fires most of them most of time it's supposed to (works flawlessly in single-player of course).
Both Weapon modules have a light-duty logic-controlled salvage-cannon arrays as well. The salvagers output to storage containers that slide into the, uh, controls room when their weapon module docks (the different shading on the right storage array indicates it is a docked component).
Yup, there's a decent control room, surrounded on all sides by standard armor or plex doors including sealing off the docked entity's storage array. Four one-unit jump drives are easily charged while cloaked. Tons of storage and a fully-enclosed hanger to boot, also a scanner and some medical supplies.
With a long station battle in mind I tend to leave the shuttle at home to ease the cloaking power requirements.
If used for stealing AI controlled ships, remember to disable the AMS turret AI's before disembarking.
That'll buff out.