Aeson -> RE: So how should I deal with the Shakturi? (7/9/2015 3:31:05 AM)
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it's also heavily armed aside from its super laser. If I'm not mistaken, Shakturi use the same planet killers as can be found incomplete and scattered around the galaxy; if that's the case, the armament aside from the Super Laser is merely 12 Titan Beams, 8 Plasma Thunderbolts, 12 Terminator Autocannons (which don't matter since ardonquen doesn't have fighters), 5 Advanced Fighter Bays, 1 Derasian Shockwave, and 4 High Power Tractor Beams. 5 Advanced Fighter Bays and 6 Terminator Autocannons is roughly a size-600 carrier; 12 Titan Beams, 8 Plasma Thunderbolts, 6 Terminator Autocannons, 1 Derasian Shockwave, and 4 High Power Tractor Beams is roughly size-equivalent to the armament I'd give a size-800 heavy battleship. For a ship that clocks in at 2829 size units, having offensive power (ignoring the super laser) comparable to a size-800 battleship and a size-600 carrier is not all that impressive. Its defenses are similarly unimpressive for its size, at only 18 Meridian Shields and 30 UltraDense Armor, which is roughly size-equivalent to what I'd put on a size-600 heavy battleship. It's certainly still a problem for less advanced ships at size-500, but as long as we're ignoring the super laser I wouldn't call the planet killers particularly heavily armed, at least not for something as big as it is. quote:
Also, how should I design a ship to jack one of their world destroyers? As far as capturing a planet killer goes, I think it'll have ~800 boarding defense. I'd suggest bringing at least enough boarding pods to double that, and more would be preferable. Might also want to have a construction ship nearby on standby, just in case you need to make some significant repairs, but on the other hand planet killers come with 4 S2F4 RepairBot components, so you might not need the construction ship. If you have a save where you have access to a planet killer, you might want to load that up and use the editor to spawn in some planet killers and test various capture ship designs and capture fleet compositions that way. Blasters are a good choice for the DPS; missiles are another weapon type I'd consider due to their penalty against armor, which can help reduce the damage the target will take, but planet killers have 30 UltraDense Armor so you might not need to worry too much about damaging the target anyways. I'd generally stay away from torpedoes on capture ships simply because torpedoes have good anti-armor performance due to their high shot damage, and I'd stay away from phasers due to their combination of low DPS and good anti-armor performance, which is essentially the opposite of what you want on capture ships. Still, against planet killers, I don't know that I'd worry too much about anti-armor performance simply because the ship is so big that it's not terribly likely that you'll disable critical components like the command centers (of which planet killers carry two, both of which must be destroyed for the ship to be rendered inoperable) or the hyperdrive and it's not terribly likely that you'll deal enough damage to destroy the ship in the process of capturing it. Railguns and graviton weapons should be ignored on capture ships; you want to take down the shields, but those weapon types bypass shields. Also be warned that planet killers carry 60 Ultra Dense Fuel Cells; refueling it from empty will require at least 6000 hydrogen, maybe 7200 if you've upgraded the fuel cells. You might want to keep a well-stocked Resupply Ship handy.
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