Duzzit
CSC 1st Multiversal Fleet Commander
- Location
- London, UK
Yes, it worked thank you
Yeah, I think the only reason conventional start is there, is that you can RP the time before the discovery of the TN tech.TIL you can't build anything like a warship without trans-newtonian technology. Look at this poor frigate:
Before you ask, no, I can't add Missile FC, Magazine space, or other weapons It has 4 useless missiles in box launchers. Cool, huh.
Yes... it's kinda cool.Yeah, I think the only reason conventional start is there, is that you can RP the time before the discovery of the TN tech.
Cool, thanks.You have breached the armour (and are now able to do internal damage; however, some armour might still remain).
This also confirms that you're not fighting against one of the spoiler races, precursors.
Edit: And not the swarm, either. They're leaking liquid.
Cool, thanks.
Although... The other race might be Precursors... I never got the 'streaming atmosphere' alert for them as far as I remember. But they had a 'population' and 'ground forces' as well as two planets, so maybe not...
This group has gone from tanking hits to knocking down my waves with CIWS and AMMs. This does not bode well for my ships. Hopefully I can punch out the new Borodinos before this group attacks Sol......Um. I might have a problem. While the enemy seems to not actually have missiles... They have an uncomfortably large number of ships. I just whacked a half dozen 6250 tonners and now they have a dozen 12500 tonners and 21 6200/6250s coming right behind them.
This is one of the issues with missiles - the logistical concerns. Both due to limited stocks and the cost missiles impose on your economy. That being said, if you're faster than them - hopefully - stay out of their range, run your magazines dry then get out of there - not directly to the jump point, or they might blockade it. A jump point assault is one of the most dangerous situations you'll face....Um. I might have a problem. While the enemy seems to not actually have missiles... They have an uncomfortably large number of ships. I just whacked a half dozen 6250 tonners and now they have a dozen 12500 tonners and 21 6200/6250s coming right behind them.
0.0
Cover your butts, troops...
This should not happen - there is no mechanic as to smaller vessels being too close. If you're in sensor range, you'll see them even if they're on top of you.Also, apparently sensors are crap because now I can't see the smaller enemy vessels as they're 'too close' or something... *facepalm*
Okay, they popped up really soon after that, possibly subships popping into carriers or something. A different time I was having difficulty getting target lock when they were closing, though, even when I had weapons in the mag and was already shooting them.This should not happen - there is no mechanic as to smaller vessels being too close. If you're in sensor range, you'll see them even if they're on top of you.
Hmm. I'll have to try that sometime. I think I was outside their active circle, but that could have been missile range or something... Plus, they were clocking along at ~4300 km/s while I was doing 701.Also, if they don't have you on active sensors, you can just shut down yours and get out of there.
Getting target lock? With the message of ECM reducing effective targeting range, perhaps? I don't know of any other possible issues.Okay, they popped up really soon after that, possibly subships popping into carriers or something. A different time I was having difficulty getting target lock when they were closing, though, even when I had weapons in the mag and was already shooting them.
Say goodbye to your ships, I think. You may have a chance, but it's unlikely. Also, 701km/s is pretty slow.Hmm. I'll have to try that sometime. I think I was outside their active circle, but that could have been missile range or something... Plus, they were clocking along at ~4300 km/s while I was doing 701.
Precursors don't leaver their home system....Do Precursors ever come out of their own system to attack you? Because I'm pretty sure I just started mugging an attack group of theirs.
EDIT: No wait, they opened fire with missiles. So not quite mugging (albeit Size 1 AMMs are fun to use as ASMs.)
Shrike class Missile Defence Satellite 494 tons 2 Crew 59.6 BP TCS 9.88 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6.75
Maint Life 0 Years MSP 0 AFR 98% IFR 1.4% 1YR 2 5YR 36 Max Repair 16 MSP
Intended Deployment Time: 3 months Spare Berths 1
Magazine 79
Size 3 Box Launcher (15) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC47-R83 (1) Range 47.6m km Resolution 83
Strider Anti-ship Missile (26) Speed: 65 600 km/s End: 88m Range: 346.3m km WH: 6 Size: 3 TH: 218/131/65
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
Well, they are not dropping lifepods and have pretty good tech (34k km/s Size 5 Strength ~10 missiles, every thirty-ish seconds), so I'm not sure what they are...
Progenitors.Well, they are not dropping lifepods and have pretty good tech (34k km/s Size 5 Strength ~10 missiles, every thirty-ish seconds), so I'm not sure what they are...
The system map is purple, your maximum speed is restricted in proportion to your armour and it says nebula somewhere.
There are a few ways to do it. The first one is to basically build a missile defense ship without engines, crew quarters or maintenance. Needs shipyards and locally stocked missiles. The second one is to build a very small satellite stuffed with a single reduced-size gauss cannon and fire control. Ideally, you'll be able to fit it into under 500t, making it produceable by your fighter factories. These won't run out of missiles, won't need crew quarters (if you're deploying them on larger colonies) etc. The third, and my favourite one, is to use meson PDCs. Mesons are the only beam weapons which can fire through thicker atmosphere, and while any meson PDC you build early on isn't going to stay effective for long it is, ultimately, extremely cheap and extremely cheap to maintain. My standard design - if I remember the details correctly - was mounting 50 quad meson turrets, a small active sensor and a ton of armour for about 1200BP. If you deploy two or three of these on a planet, the enemy will be nearly unable to kill them without a huge missile alpha strike.What's the best way to design a missile defence satellite?
Just curious since I'm thinking of using them as a sort of last line of defence or something.
I believe they may sometimes do so if they see you leaving the system. If not, they will defend the jump point. Did I mention jump point assaults are hell?...Do Precursors ever come out of their own system to attack you? Because I'm pretty sure I just started mugging an attack group of theirs.
They are fun, but also highly inefficient. There's a reason using AMMs offensively is called sandpapering.EDIT: No wait, they opened fire with missiles. So not quite mugging (albeit Size 1 AMMs are fun to use as ASMs.)
First of all, I recommend you use the code tag for designs.Say, what should I use this design for?
Code:Shrike class Missile Defence Satellite 494 tons 2 Crew 59.6 BP TCS 9.88 TH 0 EM 0 1 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6.75 Maint Life 0 Years MSP 0 AFR 98% IFR 1.4% 1YR 2 5YR 36 Max Repair 16 MSP Intended Deployment Time: 3 months Spare Berths 1 Magazine 79 Size 3 Box Launcher (15) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours Missile Fire Control FC47-R83 (1) Range 47.6m km Resolution 83 Strider Anti-ship Missile (26) Speed: 65 600 km/s End: 88m Range: 346.3m km WH: 6 Size: 3 TH: 218/131/65 Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s This design is classed as a Fighter for production, combat and maintenance purposes
Or should I wait for advice on making a missile defence satellite?
Eh, same thing (assuming you mean the robot guardians), different words.
Yeah, but one of my enemies that round had a murderblob of ships with massive PD strength (presumably turrets) capable of knocking entire waves of 25 40k missiles and once or twice 40 at a time with no leakers. So you can overkill one ship and then the missiles retarget to something else.They are fun, but also highly inefficient. There's a reason using AMMs offensively is called sandpapering.
You'll never be able to; you need at least one crew quarter. The only influence you can have is via the "Deployment Time", see here for an example, in the upper left of your design window. But with so many box launchers, you'll only have very few crew members anyways, and therefore little savings potential.How do I remove all the crew quarters? The class designer isn't letting remove the last one.
1.) Retool a shipyard to the target ship class you want to refit to