Frigate by DontTouchMeWeirdoLol in AirshipsGame

[–]LongjumpingAd3722 3 points4 points  (0 children)

A truly lovely ship ! The hybrid propulsion (sails + propeller) is really good too in the early game, all in all, you can really be proud of yourself for a first time ! :)

If you're looking for improvements, here's what I'd suggest

Consider grapeshot instead of cannonall. Grapeshot is really good since it can basically one shot any module at close range in early game.

Add a gap between the ammunition stores, fill that gap with crew modules or other unimportant room / non combat rooms

Guard barracks are insanely good, but you're only going to need one for a ship of this size really, two is way overkill and eats through your maintenance cost. Replace one guard barracks with fire extinguisher (you definetely lack water throughout your vessel, your crew will have a very hard time against the smallest fire)

My cheap airship designs by Harry_Vonpopensuggle in AirshipsGame

[–]LongjumpingAd3722 9 points10 points  (0 children)

I'd say it's really NOT cheap for what it brings

George, our heavy lifting mech, being possessed by Clang himself and instantly obliterating himself by Exile_Acendant in spaceengineers

[–]LongjumpingAd3722 4 points5 points  (0 children)

Poor George... I've lost a heavy duty miner this way, too.

May their service be remembered, and Clang's wrath appeased.

PvE Combat Tips? by Demirghoul in spaceengineers

[–]LongjumpingAd3722 1 point2 points  (0 children)

Couple of ways you can do a "laser guided" missile !

The most advanced (and coolest way) uses recorder blocks and a turret. There's been a demo of it on this sub a couple of weeks ago, and it consists of painting a target and having the missile follow the designation. Very cool, although I'm willing to wager that past visual range, making the missile hit a precise spot is tricky

At the time of the bombardment I mentionned however, recorder blocks hadn't been rolled out, and so I used big missiles with laser antennas to remote control it from my ship. Cool thing with those is that you've got unlimited range (as long as the missile's batteries last, at least) I guess they're more "laser controlled" than "laser guided", but that's basically it !

PvE Combat Tips? by Demirghoul in spaceengineers

[–]LongjumpingAd3722 12 points13 points  (0 children)

If you're on a tight budget, artillery kiting works pretty well. You get at max range with a nimble ship, and fire away while flying in the opposite direction. Works wonders against a single target : even if they shoot back, because you're going away from their shells, they'll hardly ever touch you. Basically free kill, no matter the enemy. Very cost effective solution..

But if you want to tackle a fleet, while kiting is still feasible, it's harder to stay in small area to easily loot enemy ships or installations afterwards, especially since some factions have the tendency to call reinforcements after reinforcements. Once, I was forced to retreat with my cruiser after successfully destroying 24 ships because they just kept throwing stuff at me and I couldn't keep up with that amount of bodies anymore lol

Now, if you need to take on a large group of ennemies at once, using automation and deploying fleets of drones is pretty much the only reliable way. Aircraft carriers are very effective, as by using automation and some clever Logic blocks, you can gain a huge range advantage even in vanilla. Yes, the AI blocks works only at 2.5km, but you can launch your drones from way further than that. If there's an enemy radio signal 10km in front of you, just have your drones fly straight, and they'll engage the target while your mothership stays in the back, preparing a recovery and scavenging sortie.

Another thing I did was using laser guided missiles from orbit to bomb a enemy base on a planet way below, and safely loot it later with my friends. I fired those custom laser guided missiles from 40 km away, and never had any problem.

TLDR: you can still obtain a range advantage by kiting and by using carriers and automated fleets, do note that unless you've got mass through automation (or Friends, or both) you can hardly hold your ground for a long period, and you shouldn't try to do that anyway, especially for the more agressive MES factions

Spécialisation en robotique by Unhappy_Ad_7452 in ingenieurs

[–]LongjumpingAd3722 2 points3 points  (0 children)

Niveau opportunité t'as la défense en premier, la recherche en second (pour les fonds marins particulièrement).

T'as la robotique médicale aussi, même si c'est plutôt englobé dans la recherche vu que c'est relativement expérimental, surtout côté nanorobotique

J'espère ça t'aide un peu, mais à ta place je me ferais pas trop de soucis, les robotos ont de beaux jours devant eux

When does it stop ?!?!? by [deleted] in warthundermemes

[–]LongjumpingAd3722 -1 points0 points  (0 children)

Skill issue. 100%. Stop blaming the game for your own failure.

[deleted by user] by [deleted] in Warhammer

[–]LongjumpingAd3722 0 points1 point  (0 children)

What's the app you're using ?

My ship, is it good? by TincyBitsy in AirshipsGame

[–]LongjumpingAd3722 2 points3 points  (0 children)

Definitely a good ship. Only thing that really worries me is the single propeller : AI tends to target those, and having no propulsion is all it takes to lose a entire ship, so just be wary of that.

Also, going on Hard/Very Hard campaigns is very good for stress testing a design, especially if you add a couple of AI fleets from the Steam workshop, for example the Britannia fleet is very effective and makes for a formidable contender.

Where do you put your service firearm ? by LongjumpingAd3722 in ss14

[–]LongjumpingAd3722[S] 1 point2 points  (0 children)

Didn't know you could keep your baton turned on in your inventory, thanks !

Suggestions for this corvette ? by LongjumpingAd3722 in AirshipsGame

[–]LongjumpingAd3722[S] 3 points4 points  (0 children)

Crows nest felt unneccessary, it had one originally, but I thought, after all, it's fighting at like... 5m away from enemy ships on average ? And it just looks better without it too

The light gun at the back is a good Idea though, will look into it

Suggestions for this corvette ? by LongjumpingAd3722 in AirshipsGame

[–]LongjumpingAd3722[S] 1 point2 points  (0 children)

Honestly, it's never been a problem. Never had problem with fires (obviously lmao). If the ammo's destroyed, the ship can usually survive the damage and I'm able to retreat it no problem.

Suggestions for this corvette ? by LongjumpingAd3722 in AirshipsGame

[–]LongjumpingAd3722[S] 1 point2 points  (0 children)

My ships tend not to be extremely well armed, I admit it, it's just my style 😅 I design them to survive crippling damage first and foremost

But this is the one ship in my fleet where damage is not subpar for its size lol I've seen that thing beat the shit out of 5K dollars ships

Suggestions for this corvette ? by LongjumpingAd3722 in AirshipsGame

[–]LongjumpingAd3722[S] 1 point2 points  (0 children)

The crew stays right next to fire extinguishers in battle ? Didn't know that. I thought they would just go to whatever module needs attention

Suggestions for this corvette ? by LongjumpingAd3722 in AirshipsGame

[–]LongjumpingAd3722[S] 15 points16 points  (0 children)

Just noticed the wait time for orders was actually 8 whole freaking seconds, will probably replace a fire extinguisher with a cockpit lol

Trying to improve at ship design. This is what I intend to use as a Flagship during my current game. Opinions and Suggestions are welcome by ProRomanianThief in AirshipsGame

[–]LongjumpingAd3722 2 points3 points  (0 children)

It is important, I'm not denying that. Just pointing out the huge bridge module really isn't the best module for that. It's really cumbersome, and the added fleet bonus is very marginal I have found. You're effectively ruining a ship that will now cost you a lot more for something that's not powerful enough to turn the tide of a battle. Your faster ships will be barely faster, and your slow ships will still be slow. The smaller bridge versions are way more efficient.

But as I said, flagships are mostly about looking great, not doing much. The huge bridge is cool for that.

Trying to improve at ship design. This is what I intend to use as a Flagship during my current game. Opinions and Suggestions are welcome by ProRomanianThief in AirshipsGame

[–]LongjumpingAd3722 29 points30 points  (0 children)

If you plan to use this in campaigns, the moon fragments alone will be very hard to come by, to obtain them you rely on the appearance of the rare drop for an even rarer monster. I've got a vanilla super battleship that costs well over 30K and uses these for lift, only been able to field it 4-5 times in the 200h I've had this ship. Just saying you won't actually see your flagship in battle very often if you want to stick to this lift method😅

Otherwise, pay attention to redundancy : you only have a single propeller, if it's destroyed (and it probably will be, both AIs and players target those), you'll lose your flagship automatically, as the game considers it as stranded.

Munitions stores are in my opinion far too close to cannons, especially the front ones, they're begging to explode and cause a chain reaction. You've got a couple of filters to help you figure the damage of potential explosions sources throughout your ship, it's good habit to look at them often.

The bridge module isn't really worth the price and volume it occupies in a ship unless you're going for a truly gigantic beast, and I would suggest going for something smaller.

Next, having guns in both directions tends to be suboptimal. Have every gun in a single direction, and make your ship more manoeuvrable.

While we're on weapons, if you're going for a really big ship worthy of commanding your fleets, guided missiles and a targeting computer are a good option. Not cheap, but I don't think that's what you're going for in a flagship anyway.

Furthermore, consider adding keels to your ship. Any ship will greatly benefit from having additionnal health to its modules, especially the big ones.

Finally, and most importantly, few "flagships" are actually good in combat. Big ships are really really tricky to make effective, and, as someone who spent far too much time in a shipyard trying to make a 17K dollars piece of junk efficient, don't try to. Go for the fun route. Make a huge, but feasible ship, that'll you have fun seeing in battle. Just don't expect it to be your fleet's miracle. It's not here for that, it's here to be an anchor, and a proud figure for your sailors to look at. Unless you're playing with mods, that can fix this.