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Ideal theoretical ships build


Drakkolich

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If you could take any base ship, and have any component thats in the game right now to make the most overpowered beast, what would you make?

 

I'd start with a Bomber base

Primary: Burst Laser Cannon

Secondary: Slug Railgun

System: Target Telemetry

Shield: Distortion Field

Engine: Barrel Roll

Armor: Light Weight

Reactor: Large Reactor

Magazine: Regeneration Extender

Thruster: Regeneration Thrusters

 

A ton of mobility and engine power to run away with burst lasers for up close, with 2 missile breaks and the ability to give slug railgun more and bigger crits ^^

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If you could take any base ship, and have any component thats in the game right now to make the most overpowered beast, what would you make?

 

I'd start with a Bomber base

Primary: Burst Laser Cannon

Secondary: Slug Railgun

System: Target Telemetry

Shield: Distortion Field

Engine: Barrel Roll

Armor: Light Weight

Reactor: Large Reactor

Magazine: Regeneration Extender

Thruster: Regeneration Thrusters

 

A ton of mobility and engine power to run away with burst lasers for up close, with 2 missile breaks and the ability to give slug railgun more and bigger crits ^^

 

ehhhhhhhh

 

  1. no ion rail :(
  2. I think you will find this is in a much worse place than even the Quarrel vs. scouts. Bomber base speed/maneuverability + regen thrusters is still works in close quarters than Quarrel.

 

I am thinking:

 

Scout base

Primary: Burst Laser Cannon

Secondary: Ion Railgun

Secondary: Cluster Missiles or Rocket Pods

Shield: Distortion Field

Engine: Barrel Roll

Armor: Light Weight

Reactor: Large Reactor

Magazine: Regeneration Extender

Thruster: Regeneration Thrusters

 

Maybe trade regen extender for range or damage capacitor.

 

Alternately, the same build but with ion rail traded for slug and clusters/rockets traded for TT, as you have it.

 

Either way, I think a scout base gives you a much better platform to actually get into firing position.

Edited by Kuciwalker
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Scout base

Primary: Burst Laser Cannon

Secondary: Ion Railgun

Secondary: Cluster Missiles or Rocket Pods

Shield: Distortion Field

Engine: Barrel Roll

Armor: Light Weight

Reactor: Large Reactor

Magazine: Regeneration Extender

Thruster: Regeneration Thrusters

 

lol, this is disgusting.

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Scout Base

Primary: BLC

Secondary: Slug Railgun

Secondary: Ion Railgun

Shield: S2E Converter

Engine: Power Dive (with Turning)

Reactor: Turbo

Armor: Lightweight

Thrusters: Turning

Magazine: Regeneration

 

Reasoning:

In TDM, the most dependable way for me to support my team is with Ion and Slug Railguns as long as I can go unharassed. If a lone ship closes on me, I use Scout +20% Turning to own them with BLC's.

 

If I get overwhelmed (or spot a DO), I boost. S2E Converter gives me near-unlimited boost and good shield capacity. The Turbo Reactor means my shields recharge faster than I can burn them for engines--essentially my 2 button gives me 20 free engine energy every 6 seconds.

 

Power Dive gives me an energy-free missile break every 10 seconds and a make-shift travel skill to put space between myself and pursuers. The only ship that would be able to catch me would be a Scout with S2E using Regeneration or Speed Thrusters. But once they caught me, I'd be able to out-turn them.

 

In Domination, I do as much damage as I can to a satellite's defenders with railguns, then close in and clean up with BLC's and superior turning and speed, to take/hold the satellite. S2E Converter lets me cross the map quickly to react to enemy attacks.

Edited by Nemarus
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I agree that Nem's or a variation of Nem's is a contender.

 

Basically I think it comes down to "railguns would be horribly OP if they weren't on a gunship chassis".

 

edit: OMG. If we ever actually get infiltrators I hope they have a railgun option :eek:

Edited by Kuciwalker
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This one may seem a little odd, but I'd run with this build forever.

 

Scout Base

Primary: BLCs

Secondary: Interdiction Missile

System: EMP Burst

Shields: Distortion Field

Engines: Retro Thrusters

Damage Capacitor or Turbo Reactor

Regeneration Thrusters

Lightweight Armor

Regeneration Extender

 

So this build can do multiple things:

 

A. Take down Gunships that attempt to run away (Interdiction Missle)

B. Remove satellite defense turrets with ease (Armor Piercing on the BLCs)

C. Obliterate bombers and their defenses (thanks to EMP Burst)

D. Probably some other stuff that I can't think of right now.

E. Win

 

Don't mess with the Burst.

Edited by Camelpockets
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Another fun one might be

 

Scout base

Primary: Heavy Laser Cannon

Secondary: Rocket Pods

System: Repair Probes

Shield: Distortion Field

Engine: Retro Thrusters

Capacitor: Frequency Capacitor

Armor: Lightweight Armor

Reactor: Large Reactor

Thrusters: Regeneration Thrusters

 

This would be a jousting machine and would eat charged plating builds alive, not to mention the infinite rocket pods because of repair probes. In combination with wingman or bypass crew abilities would be devastating.

 

Great builds nem and kuci, for yours kuci maybe seismic or interdiction mine instead of cluster or pods?

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This one may seem a little odd, but I'd run with this build forever.

 

Scout Base

Primary: BLCs

Secondary: Interdiction Missile

System: EMP Burst

Shields: Distortion Field

Engines: Retro Thrusters

Damage Capacitor

Regeneration Thrusters

Lightweight Armor

 

So this build can do multiple things:

 

A. Take down Gunships that attempt to run away (Interdiction Missle)

B. Remove satellite defense turrets with ease (Amor Piercing on the BLCs)

C. Obliterate bombers and their defenses (thanks to EMP Burst)

D. Probably some other stuff that I can't think of right now.

E. Win

 

Don't mess with the Burst.

 

Unfortunately, Interdiction Missile isn't very useful against non-Bombers unless you have a way to lure out missile breaks first.

 

Only build I've really had luck with Interdiction Missile is my Jurgoran variation which foregoes a railgun for Cluster Missiles. I spam Cluster Missiles at a target until I'm confident they've spent their missile-breaks. Then I loose an Interdiction Missile. Once they are slowed they are easy to take out with BLC's and Clusters.

 

It's a fun build and works decently as a short-range dogfighter, sat-taker and Bomber killers, but it requires sacrificing a slug railgun.

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Another fun one might be

 

Scout base

Primary: Heavy Laser Cannon

Secondary: Rocket Pods

System: Repair Probes

Shield: Distortion Field

Engine: Retro Thrusters

Capacitor: Frequency Capacitor

Armor: Lightweight Armor

Reactor: Large Reactor

Thrusters: Regeneration Thrusters

 

This would be a jousting machine and would eat charged plating builds alive, not to mention the infinite rocket pods because of repair probes. In combination with wingman or bypass crew abilities would be devastating.

 

Great builds nem and kuci, for yours kuci maybe seismic or interdiction mine instead of cluster or pods?

 

This build and Nem's build would be... disastrous if implemented :p Well, my Flashfire would either own them with Quads'n'Pods or the notorious BLC.

 

... that's under the condition that I get the jump on them - under all other circumstances those builds would wreck a CattleScout.

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Scout base

Primary: Seismic mine

Secondary: Seismic mine

System: Seismic mine

Shield: Seismic mine

Engine: Seismic mine

Armor: Seismic mine

Reactor: Seismic mine

Magazine:Seismic mine

Thruster: Seismic mine

Edited by phoenixjon
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Hmm...

 

Strike Fighter Base

Primary: BLCs (Ignore Armor, Hull damage) or Heavies (Ignore Armor, Shield Piercing)

Secondary: Ion Railgun (aoe, snare)

System: Blaster overcharge

Shield: Shield-to-Engine (increased shield pool)

Engine: ...hard to say... power dive for missile breaks ? barrel roll for mobility ? or the less asteroid-seeking koiogran ? (either way : speed)

 

Reactor: Large

Armor: Reinforced

Capacitor: Frequency

Thrusters: Speed

 

Fast, Durable, Lethal. Kind of need a friend with a repair drone though.

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Unfortunately, Interdiction Missile isn't very useful against non-Bombers unless you have a way to lure out missile breaks first.

 

Only build I've really had luck with Interdiction Missile is my Jurgoran variation which foregoes a railgun for Cluster Missiles. I spam Cluster Missiles at a target until I'm confident they've spent their missile-breaks. Then I loose an Interdiction Missile. Once they are slowed they are easy to take out with BLC's and Clusters.

 

It's a fun build and works decently as a short-range dogfighter, sat-taker and Bomber killers, but it requires sacrificing a slug railgun.

 

I suppose that's true. Maybe I just like the idea of the slow too much.

 

I also didn't want to recreate a build they didn't already have :) (minus the BLCs)

 

On another note, maybe something like this?

 

Scout Base

Primary: Heavy Laser Cannons

Secondary: Seismic Mine

System: Maybe Interdiction Mine?

Shields: Distortion Field

Engines: Power Dive

Armor: Lightweight

Reactor: Turbo

Thrusters: Turning

Magazine: Regeneration

 

An incredibly mobile minelayer with two missile breaks.

Edited by Camelpockets
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I think it's odd that the thread assumes that you can have a railgun without it being on the gunship base. The gunship base is a crappy base *because* it allows this! To me that's like saying "Hull of bomber, shield of strike, turning and engine consumption of scout..."

 

So I think you get the following ideas:

 

Base: Your base is anything but gunship. I think in general scout is the best call, because it has 10% base evasion and the best movement. Also if you want a railgun, the slow pitch/yaw of bombers is not so great. I think strike is a decent mix between these two, but overall I think the scout frame is going to be superior, especially from range.

 

1 button- I think this is where you choose between the two real models in this game- do you have a systems, like drako, or a swappy weapon here?

 

Secondary- This can be railguns or mines

Primary- Burst or Heavies are generally nicer for everything. They are easy to use and have straightforward applications ("get to optimal range then shoot").

 

So here's the ones I like:

 

 

Railgunnery:

Base: Scout

Primary: Burst Laser Cannon or Heavy Laser Cannon

Secondary: Slug Railgun

Systems: Combat Command or Targeting Telemetry

Shields: Distortion

Engines: Power Dive or Barrel Roll

Secondaries: Armor/Reactor/Magazine/Thrusters

 

Melee:

Base: Scout

Primary: Burst Laser Cannon

Primary: Heavy Laser Cannon

Secondary: Seismic Mine

Shields: Distortion

Engines: Power Dive or Barrel Roll or Retro

Secondaries: Armor/Reactor/Capacitor/Thrusters

 

Defense:

Base: Bomber

Primary: Burst Laser Cannon

Secondary: Seismic Mine

Secondary: Slug Railgun

Shields: Distortion

Engines: Power Dive or Barrel Roll

Secondaries: Armor/Reactor/Magazine/Thrusters

Edited by Verain
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Agreed about the bodies and such. However, my vote would include this:

 

wtfthisisbullsh*t!

Base: Scout

Primary: Burst Laser Cannon

Secondary: Slug Railgun

Systems: Repair Probes

Shields: Distortion Field

Engines: Power Dive or Barrel Roll

Secondaries: Armor/Reactor/Magazine/Thrusters

 

to support this:

 

wtfthisisreallybullsh*t!

Base: Scout

Primary: Burst Laser Cannon

Secondary: Slug Railgun

Systems: Seismic Mine

Shields: Distortion Field

Engines: Power Dive or Barrel Roll

Secondaries: Armor/Reactor/Magazine/Thrusters

 

If we're throwing any type of logic out the window we could always use this one:

 

lolhavefuntrying

Base: Scout

Primary: Railgun Sentry Drone

Secondary: Ion Railgun

Systems: Railgun Sentry Drone

Shields: Railgun Sentry Drone

Engines: Railgun Sentry Drone

Secondaries: More drones or the usual

Edited by TrinityLyre
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Holy overloaded, Batman.

 

If ships had a capacity and components had mass, those poor scouts would only be able to fly around at 10 kph. Not to mention, where would you put all those mines? Drag them behind on cables and just detach (and pray they don't bang against each other)?

 

Pilot 1: Scout A, we have a gunship in C4 that's giving us trouble. Can you take him out?

Scout A: Sure thing, Pilot 1. I'm currently in C3, but I'll be there in approximately 5 mikes. *Barrel roll, S2E..slog slog slog, Barrel roll, S2E....* :cool:

Scout A: Pilot 1, I have him in my sites. Engaging in 5 seconds. :mad:

*Static* :confused:

Scout A: Pilot 1? :confused:

*More static* :(

Scout A: Aw hell. I'm all alone out here. *Turn, barrel roll, S2E..slog, slog, BOOM!* :eek:

Gunship: Hahaha! :D

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Railgun drone is a system, not a primary.

 

I like that you are pointing this out, but not that it's a system, not a shield, a system, not a n an engine.

 

 

I think it really depends on what is up for grabs.

 

I think the ship would be better as a 1 button that switches between secondaries:

 

lolhavefuntrying

Base: Scout

Primary: Railgun Sentry Drone

Secondary: Interdiction Sentry Drone

Secondary: Railgun Sentry Drone

Shields: Railgun Sentry Drone

Engines: Railgun Sentry Drone

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I was thinking about if you could do an ideal starfighter off of a strike base, and came to the conclusion that you can, but you do it by giving the strike an extra major component slot and an extra minor component slot.

 

If you're trying for an ideal strike you swap the sensors on a Type 3 for thrusters, oh, and make HLCs available.

 

Swapping the secondary weapon for a system might also give an interesting Type 1 variant, though really it's just a slightly nerfed cattlescout.

 

Base: Strike

Primary 1: HLC

Primary 2: BLC

System: TT or BO

Engine:Retro thrusters

Shield:Directional

Reactor:Large

Thrusters:Speed or regen

Capacitor:Frequency

Magazine:Regen

 

Also, where's the scout or bomber base chassis with 3-5 capital ship turrets mounted? It would only work for domination matches, but think about the node guarding power.

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