Posted by: Drgong
« on: January 14, 2017, 06:33:31 PM »Agreed, I can understand the role of this ship and it could be very useful.
What I meant was you might want to trim the design to better fill that specific role instead of being an all-purpose design that can fill any spot.
There is little difference in the warhead between the Slamhammer and Sparrow to justify the range difference.
Because designing slightly larger ones that can detect 1,000 tons and smaller at 10m km+ is a lot better.
1) how is that possible? 1.5)What kind of res is it?
But if it had a resolution of 200 or so, then you could see very large enemies at a very long range
And if a luck shot were to hit the sensors, the engines would already be taken out and it would already be helpless.
You should be able to track you own missiles, that's how fast you need to keep your anti-missile turrets. You definitely did not put enough RP into BFC.
Hey, that's great if you want a whole fleet of ships to escort each of your survey fleets. But this if you just get one escort or you want to be able to break fleet assets up and spread them out, they could benefit from being independent.Ah, I assumed wrong in what you were escorting and how you wanted to escort them. But I also think you misunderstood me. An escort ship should be able to defend the ship it is escorting while it runs away. It is meant to swat down any missiles, fighters, and other smaller ships that are catching up to the ship being escorted. I don't use fleets of escorts using different designs, I use one design with the number of ships scaling with the size of the group being escorted. What I meant was you might want to trim the design to better fill that specific role instead of being an all-purpose design that can fill any spot.
Why? As you see, I already can fire a wave of 22 Sparrow missiles that are twice as strong as that. As mentioned, that's the primary attack capability of a generally defensive ship. The Slamhammer Bombs are available at closer range similar to that Nova Bomb and work well together.I did not see the Sparrows, they look pretty nice. Those are the kinds of missiles I was talking about, and you should be filling you ship with those instead of the Slamhammer, LOB, Crybaby, Watchman, and A-1. There is little difference in the warhead between the Slamhammer and Sparrow to ustify the range difference.
Why? They're easy to research, cheap to make, and that one detects 2,500 ton ships at 2.5m km, pretty effective for monitoring jump points without putting my ships into harms way. How's that useless, exactly?Because designing slightly larger ones that can detect 1,000 tons and smaller at 10m km+ is a lot better.
And the other one has a range of a billion kilometers and looks fantastic as flushing out enemies.1) how is that possible? 1.5)What kind of res is it?
One is a tiny backup on costs me one tenth of an HS or 0.17% of the ship's tonnage. That's well-worth it to prevent the ship from being rendered completely helpless by a lucky shot.But if it had a resolution of 200 or so, then you could see very large enemies at a very long range. And if a luck shot were to hit the sensors, the engines would already be taken out and it would already be helpless.
32,000 isn't enough tracking? That's 4x my beam fire control, so I'm not sure what you're suggesting I do. It doesn't get better than that until I get to a significantly better tech level and I don't see that happening soon unless you think I should put more RP into beam fire control tech than engine tech. You might as well be complaining that it doesn't have beam core drives.You should be able to track you own missiles, that's how fast you need to keep your anti-missile turrets. You definitely did not put enough RP into BFC.
It's probably far better for you to make one larger sensor with electronic hardening. Redundancy isn't as useful in this game as it is in real life. Redundancy in this game usually means "build more than one ship"
One is a tiny backup on costs me one tenth of an HS or 0.17% of the ship's tonnage. That's well-worth it to prevent the ship from being rendered completely helpless by a lucky shot.
While I am all for generalist, all purpose ships, ships of this size really need to be more specialized than this.
Remove all of the size 1 "bombs" and create a small missile similar to the Meteor but with a warhead of 2-4
Size 1 buoy sensors are pretty much useless.
There is no reason to have two different sensors with the same resolution.
Your turret does not have fast enough tracking.
It does not have enough range to justify 4 years of deployment time, and even the speed of what it should be escorting doesn't either.
Omg, rearming this thing must be a logistical nightmare!
Shepherd class Escort Corvette 3 000 tons 45 Crew 880.6 BP TCS 60 TH 375 EM 0
6250 km/s Armour 3-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 26.85
Maint Life 4.44 Years MSP 202 AFR 65% IFR 0.9% 1YR 17 5YR 249 Max Repair 187.5 MSP
Intended Deployment Time: 48 months Spare Berths 0
Magazine 161
375 EP Magnetic Fusion Drive (1) Power 375 Fuel Use 25.5% Signature 375 Exp 10%
Fuel Capacity 277 500 Litres Range 65.3 billion km (120 days at full power)
Quad Gauss Cannon R4-17 Turret (1x20) Range 40 000km TS: 32000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S01 30-32000 (1) Max Range: 60 000 km TS: 32000 km/s 83 67 50 33 17 0 0 0 0 0
Size 1 Box Launcher (18) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Active Defense Pod (110) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Size 1 Missile Launcher (25% Reduction) (4) Missile Size 1 Rate of Fire 430
Size 10 Box Launcher (1) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Missile Fire Control FC4-R1 (50%) (3) Range 4.3m km Resolution 1
Missile Fire Control FC12-R1 (2) Range 13.0m km Resolution 1
Missile Fire Control FC94-R120 (1) Range 94.6m km Resolution 120
Meteor Mk III (110) Speed: 81 000 km/s End: 0.5m Range: 2.3m km WH: 1 Size: 1 TH: 1674/1004/502
Nova Bomb Mk IV (1) Speed: 54 000 km/s End: 3.6m Range: 11.6m km WH: 81 Size: 10 TH: 666/399/199
Sparrow Mk II (22) Speed: 40 000 km/s End: 38m Range: 91.3m km WH: 7 Size: 1 TH: 333/200/100
Slamhammer Light Bomb (8 ) Speed: 66 000 km/s End: 5.9m Range: 23.4m km WH: 9 Size: 1 TH: 286/171/85
L.O.B. Light Orbital Bomb (1) Speed: 0 km/s End: 0m Range: 0m km WH: 20 Size: 1 TH: 0/0/0
Crybaby Probe (2) Speed: 10 000 km/s End: 1.3d Range: 1082.9m km WH: 0 Size: 1 TH: 33/20/10
Watchman class Sensor Buoy (4) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1 TH: 0/0/0
Decoy A-1 (4) Speed: 127 500 km/s End: 2.6m Range: 20.3m km WH: 1 Size: 1 TH: 680/408/204
Active Search Sensor MR1-R1 (50%) (1) GPS 6 Range 1.4m km MCR 157k km Resolution 1
Active Search Sensor MR32-R1 (1) GPS 135 Range 32.4m km MCR 3.5m km Resolution 1
ECM 10
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 Military Vessel for maintenance purposes