Cosmoteer Chaingun Ship
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- เผยแพร่เมื่อ 25 พ.ย. 2024
- A basic design for a chaingun ship with the magazines in extended wings. I was thinking of beefing this up with more armor, stronger engine core, and possibly another set of chainguns on the other side, then I could spin it around while the crew reloads the chainguns on one side and fight with the chainguns on the other side (plus protect my backside if there are problems.
Hadn't crossed my mind that putting chain guns on a diagonal ship would make the magazines more manageable, nicely done!
I liked the opposing directions of the feeders. I didn't know that you could do that they could be "upside down".
It's certainly a very interesting design with more than enough dp, it definitely has a few flaws. While yes, It can use more armor as you've said in the description, I don't think that will solve your primary defense issue. At this stage in the game and beyond, enemies begin to have too much emp to keep your chain guns safe with just shield, meaning you'll most likley have to reconfigure the chain guns entirely, OR add armor chutes extending outwards , leading to sort of diagonal corridors for your chain guns to shoot out of, with the sacrifice being their regular firing arc. Also, your chain gun reload speed is quite slow. Not much can be done about that in terms of changing the design of your ship, so I recommend trying to get more crew and reconfiguring the crew commands a little better, and placing the crew quarters a little closer to the ammo storage and belts. I also understand ships that use skeleton crews, but those shouldn't be used on their own in most situations as they tend to not have sufficient damage after an alpha strike.
Of course nukes suck, so I absolutely understand your need for smaller thrusters, but they are not overly useful in career for much else, so I recommend finding a new place for all that sulfur and ammo storage behind your thrusters that is preventing you from putting more huge thrusters for the frontal engine room. If you ever decide to COMPLETLEY redesign your ship, but still want to use chain guns later on, either heavily space them out and use an additional weapon or two (as they don't take much to take out in a typical set up like this), or use a set up similar to what is done in pvp chain gun ships where they are treated almost like an ion core, in the sense where all the chain guns are aligned down a sort of barrel in the middle of the ship, making it look similar to an ion ship. Either way, career is more lenient, but if you don't want to be save scumming 12 times a minute in order to avoid loosing tons of cash every time a chain gun or two gets destroyed, I highly recommend making some improvements in the defense department. Hope this finds you well :)
Cool design, but in the end of that station attack *7:15* you should have really targetted the leftover control room instead of the reactor. That way you'd have a lot of materials leftover to salvage. Also the chaingun reload is pretty lackluster, you definitely could have improved on that.
Thanks.
Definitely some crew assignments and priorities would go a long way if nothing else.
On the other hand I found one of the really interesting things about large magazine chainguns is that the speed of the reload is actually not as much of a concern as for other weapons. With a large magazine you can load it. Get into a fight and even with a skeleton crew/inefficient layout have a pretty decent duration of fire until the magazines are dry. Either you win the fight or back off to repair/reload.
Some minimally crewed chain gun based support ships is something I had some interest experimenting with, but didn’t really have the time.
Cool ship 😃
I actually wonder if it would be better to feed ammo to the segments similar to the way you feed power to a railgun. Lots of ammo stations along the way instead of a big cache at the end. Your thoughts?
Folly loaded chainguns can put out a great deal of damage without having to reload, in fact incapable of being reloaded until they stop firing. This makes it less critical to have a fast reload.
If you keep the 2 space gap between the two magazines, crew would have to move 6 or so tiles at 50% speed for some reloads equivalent to about 24 tiles in moving walkway. It might be an interesting experiment. You will probably need more crew though, since you can't have those crew at the front of the magazine wander all the way back to refill a storage at in room 50% speeds.
This doesn't that good. It's kinda like an ion beam where its a constant stream of dps but it takes up too much magazines to be effective against bigger ships. Because of the space constraints, you also can't make it into a narrow funnel with many shields protecting it like ions.
Yeah,, Ions are the ultimate scaling weapon, as a large Ion core can be built deep in the ship and can fire for full DPS with 100% uptime. Railguns don't have any firing arc to worry about occluding, and only need to be pointed at the enemy ship briefly.
@@zanthrasw The best classic ship is a diagonal ship with a deep-set ion core.
But it is nothing compared to a spinning disk with rails.
It's a little sad about this.
@@777CHEKIST777 railspinners can be countered with a rammer ship, as the rammer can stop the spinner from spinning, its like rock paper scissors
@@vbgvbg1133 Maybe. But this is the neutralization of 1 ship, and if there are two of them. An ion gigabeam ship requires much more resources than a rotating disk with rails. This is an economically losing strategy.
@@777CHEKIST777 chaingun rammer, roughly within the same price range as the railspinner, would counter the railspinner
You create much more economical and versatile ships 😭😭😭, but mine are gigantic and I have to save a lot of money
LMAo you took out one small ship
I can't tell if you found the video amusing, or me amusing, but I am glad I could entertain!
You gotta make your ship more manuverable. You can fit a lot more thrusters, and add a lot more shields to that ship man.
chaungun magazine sucks