PVP ship concepts, need feedback please!

    Are any of these good?

    • Concept A

    • Concept B

    • Concept C


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    ((Yes, I voted once for each in the poll because I couldn't see the answers. -1 for each one for total votes))
    Red = Removed, Green = Edit

    Alright, seeing as I've been wanting to join in on PVP for a while, I've come up with several different Ship weapon layouts that I want opinions on.

    Concept A: A simple ship with a large (Probably 21k blocks total, 7k for each weapon/support/effect) Beam/pulse/ion with another Cannon/pulse/punch of the same mass. This ship is a coring ship, and meant to leave the target as intact as possible for either harvest or re-use. Will most-likely be smaller, and have anti-missile turrets and self-sustaining beam/cannon(50%)/ion weapons to keep shields down.

    [After finding out turrets are no longer targeted by swarm missiles from the mothership, Concept B is going to be revised.]
    Concept B: Nicknamed the 'Eraser', this ship is very complex. It contains 10 groups of 10 Missile/missile/explosive(Or ion) launchers each, 1-5 blocks depending on power cost. All 10 of these will be linked to an extended logic clock with enough delays so that one or two launchers are always going off. The ship itself will have no turrets and will also have a beam/pulse/ion weapon to cut shields. It will be somewhat small to medium sized, and have enough power regeneration to sustain its firing mechanisms. This ship is a 'doom ship' designed to leave any ship virtually useless after a fight, even if they flee. It is meant for 1v1 and vs small fighter groups only, and is not a viable defense ship.

    Concept C: A long-ranged turret boat. The ship itself will not have very many weapons, instead it will have a massive power regeneration/capacity and shield cap. The ship itself will be mostly black to help it hide. Color will be dependent on defensive and what is available seeing as I forgot that colorful backgrounds exist. The turrets attached will be larger and support either beam/beam/ion Cannon/beam/ion weapons or missile/beam/explosive with a Radarjammer to keep from being located. Obviously, these turrets would be in groups of 10 or 15 each in order to counter anti-missile turrets and shields, and would have decent shield caps. The ship would be for one-on-one long-ranged combat or a group battle, with the objective of eliminating lead ships.

    Are any of these setups good for PVP or have potential? I'm planning on working on them over the weekend and want to be sure my work will not be in vain.
     
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    Top 4ce

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    Only change the Beam/Beam/ion to Cannon/Beam/Ion. You don't need a lot of beam modules, but the range increase and not notifying your position is useful.

    EDIT: Also, a radar jammer helps
     
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    Only change the Beam/Beam/ion to Cannon/Beam/Ion. You don't need a lot of beam modules, but the range increase and not notifying your position is useful.

    EDIT: Also, a radar jammer helps
    Sounds good to me, thanks ^_^
     

    CyberTao

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    I vote for B, it seems like it would be a more satisfying method. A seems kinda cheap and cant quite say I'm a huge fan of turrets (they are kinda easy to knock out with smaller ships).
     
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    ((Yes, I voted once for each in the poll because I couldn't see the answers. -1 for each one for total votes))
    Red = Removed, Green = Edit

    Alright, seeing as I've been wanting to join in on PVP for a while, I've come up with several different Ship weapon layouts that I want opinions on.

    Concept A: A simple ship with a large (Probably 21k blocks total, 7k for each weapon/support/effect) Beam/pulse/ion with another Cannon/pulse/punch of the same mass. This ship is a coring ship, and meant to leave the target as intact as possible for either harvest or re-use. Will most-likely be smaller, and have anti-missile turrets and self-sustaining beam/cannon(50%)/ion weapons to keep shields down.

    Concept B: Nicknamed the 'Eraser', this ship is very complex. It contains 10 groups of 10 Missile/missile/explosive(Or ion) launchers each, 1-5 blocks depending on power cost. All 10 of these will be linked to an extended logic clock with enough delays so that one or two launchers are always going off. The ship itself will have no turrets and will also have a beam/pulse/ion weapon to cut shields. It will be somewhat small to medium sized, and have enough power regeneration to sustain its firing mechanisms. This ship is a 'doom ship' designed to leave any ship virtually useless after a fight, even if they flee. It is meant for 1v1 and vs small fighter groups only, and is not a viable defense ship.

    Concept C: A long-ranged turret boat. The ship itself will not have very many weapons, instead it will have a massive power regeneration/capacity and shield cap. The ship itself will be mostly black to help it hide. Color will be dependent on defensive and what is available seeing as I forgot that colorful backgrounds exist. The turrets attached will be larger and support either beam/beam/ion Cannon/beam/ion weapons or missile/beam/explosive with a Radarjammer to keep from being located. Obviously, these turrets would be in groups of 10 or 15 each in order to counter anti-missile turrets and shields, and would have decent shield caps. The ship would be for one-on-one long-ranged combat or a group battle, with the objective of eliminating lead ships.

    Are any of these setups good for PVP or have potential? I'm planning on working on them over the weekend and want to be sure my work will not be in vain.
    all of them work fine to be honest :)
     
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    I vote for B, it seems like it would be a more satisfying method. A seems kinda cheap and cant quite say I'm a huge fan of turrets (they are kinda easy to knock out with smaller ships).
    A may seem cheap, but look at it this way.
    Pros:
    Able to take down *most* ships (Dependant on class and size)
    Lots of loot

    Cons:
    Anything with more agility and turn-speed will wreck me
    My aim is pretty terrible
    Rear ambushes

    Y'know... I should make a pros and cons list later....

    EDIT:
    all of them work fine to be honest :)
    Good to hear!
     

    Jaaskinal

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    The Thryn has something in the works like option C, servers that increase the range limit of weapons (EE) are very nice for this concept, as AI can hit anything that is loaded and in range now. Cannon/beam isn't that useful at long ranges due to AI's inaccuracy. Missile/beam is a very powerful weapon at long range, besides point defense messing with it, it is a guaranteed hit at any range.
     
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    The Thryn has something in the works like option C, servers that increase the range limit of weapons (EE) are very nice for this concept, as AI can hit anything that is loaded and in range now. Cannon/beam isn't that useful at long ranges due to AI's inaccuracy. Missile/beam is a very powerful weapon at long range, besides point defense messing with it, it is a guaranteed hit at any range.
    good to know.

    I believe the server I play on has it set to default, and the sectors are a 5km radius I believe. not sure if that changes anything or not.

    good to know that missile/beam is good on turrets through, those will be useful :3
     
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    Jaaskinal

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    Yeah, it's good but balanced on default, but on EE my turret can hit things from three sectors away, completely out of nav range. Scanners make it a bit less OP, but it's still hilarious xD
     
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    Yeah, it's good but balanced on default, but on EE my turret can hit things from three sectors away, completely out of nav range. Scanners make it a bit less OP, but it's still hilarious xD
    That's nuts o_o
     
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    Judging by the votes, C seems to be the most popular, followed by A, then B. Not quite what I expected, but what the heck, I guess I have the concept to work on this weekend.

    If anyone else wants to have a say at these ideas, feel free to.
     
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    Tbh, why not build a ship that has everything from the concepts?
    haha, yeah when you make a really big ships eventually you'll be able to fit in all the systems and still to a lot of damage in each of them xD
     
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    Tbh, why not build a ship that has everything from the concepts?
    haha, yeah when you make a really big ships eventually you'll be able to fit in all the systems and still to a lot of damage in each of them xD
    Couple of reasons.
    1. Concept B wont quite work with A or C, seeing as spread heat-seeking targets turrets on your own ship.
    2. All three ships are intended to be more agile than larger ships while still packing a punch. I want to not have to stay in a heavy firefight with what I'm up against on this server.
    3. The more space I have dedicated to the smaller amount of weapons, the more powerful they will be, letting me cream a shield entirely and then going in for a killing blow is much more effective in a dedicated weapon than just a general-purpose one.
    I will admit that some parts of A and C could possibly work together, but I don't see the point in adding missiles to a coring ship, only shield suppression turrets.
     
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    I've played with all three of these. Posting my results.

    Concept A: A simple ship with a large (Probably 21k blocks total, 7k for each weapon/support/effect) Beam/pulse/ion with another Cannon/pulse/punch of the same mass. This ship is a coring ship, and meant to leave the target as intact as possible for either harvest or re-use. Will most-likely be smaller, and have anti-missile turrets and self-sustaining beam/cannon(50%)/ion weapons to keep shields down.
    Sounds good in theory, really isn't. On servers with larger sectors and higher speed limits it is fucking impossible to core in a single shot. However I've found that breaking the CPP arrays into 4-6 different arrays with separate computer systems is also good against titans, given their larger target profile. If you're wasting this much power on a single shot, you better be goddamn sure it's going to hit.. This way you can still do a good amount of block damage while not having to worry about point defense. For general purpose combat I would not recommend.

    Concept B: Nicknamed the 'Eraser', this ship is very complex. It contains 10 groups of 10 Missile/missile/explosive(Or ion) launchers each, 1-5 blocks depending on power cost. All 10 of these will be linked to an extended logic clock with enough delays so that one or two launchers are always going off. The ship itself will have no turrets and will also have a beam/pulse/ion weapon to cut shields. It will be somewhat small to medium sized, and have enough power regeneration to sustain its firing mechanisms. This ship is a 'doom ship' designed to leave any ship virtually useless after a fight, even if they flee. It is meant for 1v1 and vs small fighter groups only, and is not a viable defense ship.
    This is not effective. You would be better off with 5 arrays of Missile+beam+ion at 50-75%, firing them in salvos. Also, given beam's poor range, they are not a good choice for turret weapons. For turrets you should be using cannon+beam, cannon+cannon, or any form of lockon missile.

    Concept C: A long-ranged turret boat. The ship itself will not have very many weapons, instead it will have a massive power regeneration/capacity and shield cap. The ship itself will be mostly black to help it hide. Color will be dependent on defensive and what is available seeing as I forgot that colorful backgrounds exist. The turrets attached will be larger and support either beam/beam/ion Cannon/beam/ion weapons or missile/beam/explosive with a Radarjammer to keep from being located. Obviously, these turrets would be in groups of 10 or 15 each in order to counter anti-missile turrets and shields, and would have decent shield caps. The ship would be for one-on-one long-ranged combat or a group battle, with the objective of eliminating lead ships.
    This is what our battleship basically is. However, I would advise against leaving teh mothership unarmed. Turrets are exceedingly vulnerable to missiles, and if for some reason your escort is eliminated and the enemy can close the distance against your ship, you will find that you will lose turrets very quickly. This ship is most effective with an escort to screen incoming targets and fire. This is probably your most viable design.
     
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    I've played with all three of these. Posting my results.



    [A] Sounds good in theory, really isn't. On servers with larger sectors and higher speed limits it is fucking impossible to core in a single shot. However I've found that breaking the CPP arrays into 4-6 different arrays with separate computer systems is also good against titans, given their larger target profile. If you're wasting this much power on a single shot, you better be goddamn sure it's going to hit.. This way you can still do a good amount of block damage while not having to worry about point defense. For general purpose combat I would not recommend.



    This is not effective. You would be better off with 5 arrays of Missile+beam+ion at 50-75%, firing them in salvos. Also, given beam's poor range, they are not a good choice for turret weapons. For turrets you should be using cannon+beam, cannon+cannon, or any form of lockon missile.

    [C] This is what our battleship basically is. However, I would advise against leaving teh mothership unarmed. Turrets are exceedingly vulnerable to missiles, and if for some reason your escort is eliminated and the enemy can close the distance against your ship, you will find that you will lose turrets very quickly. This ship is most effective with an escort to screen incoming targets and fire. This is probably your most viable design.

    [A] good to know.

    Turrets were not included in this design because of the fact that this sip fires salvo after salvo of spread-shot homing missiles to do massive exterior damage. I'd like a clarification on this one if you wouldn't mind.

    [C] Glad to see my 'spur of the moment' design seems to be my best. Not sure how available an escort will be to me seeing as most people in my faction are quite inactive, but I will definitely reconsider putting weapons on my mother-ship.
     
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    Turrets were not included in this design because of the fact that this sip fires salvo after salvo of spread-shot homing missiles to do massive exterior damage. I'd like a clarification on this one if you wouldn't mind.
    Ehhhhhh. Not a fan. I usually run in a fleet though, so I'm biased against them. I DO use them for dealing with pirate stations, since the heatseekers will go after turrets relentlessly. If you're running alone, go for it. If you're in a group, pick something else.
     
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    Ehhhhhh. Not a fan. I usually run in a fleet though, so I'm biased against them. I DO use them for dealing with pirate stations, since the heatseekers will go after turrets relentlessly. If you're running alone, go for it. If you're in a group, pick something else.
    Alright then.

    Normally I don't run without turrets, but this design was pretty much intended for station destroying and demolishing parked ships.
     
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