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My campaign fleet [Updated Jul 19]
2018-07-12, 06:07 PM (This post was last modified: 2018-07-19 09:25 PM by GiantSnake.)
Post: #1
My campaign fleet [Updated Jul 19]
Hello everyone. I made this thread so I can dump all my designs that I use in my current campaign playthrough here. I consider myself to be OK at the game, neither amazing nor terrible. The ships are slightly stronger than similarly sized & priced Expert-difficulty Steel Striders designs on average, so I'm pretty happy with how strong they are.

BTW, they use fleet paint. I may decide to change this at some point, since not everyone's fleet paint fits my style, but for now I'll stick with it. My style is a mix between modern & futuristic for most of my designs, with even some WWII influence creeping in in certain instances.

Now, onto my ships.

Salamander-class light frigate
This ship is one of my 2 "starter" craft at the moment. It's the larger of the 2, but actually not as useful. I don't really know what to do with this thing but it's a solid all-rounder design so I can't complain.
[Image: attachment.php?aid=51149]
Cost: 45k resources
Volume: 4905
Armament
1 200mm multi-purpose frag gun
1 54mm light AA sabot gun
10 missiles

Defences
Reflect shielding
Missile Interceptors

Strengths
Good against DWG & LH vessels
Can do most roles
Suprisingly tough
EMP missiles very effective against OW ships

Weaknesses
Slow
No anti-sub defences
Not very effective against heavily armoured targets

Medusa-class corvette
The smaller of my 2 "starter" ships. This one is smaller, cheaper but has a much worse cannon and is overall more frail, as well as lacking good defences.
[Image: attachment.php?aid=51150]
Cost: 37k
Volume: 3331

Armament
2 146mm frag cannons
6 HE torpedos
4 AA frag missiles

Defences
Reflect Shields

Strengths
Cheap
Torpedos hit hard
Cannon is effective at anti-air
Missiles deal with microfighters effectively
OK armour for it's size

Weaknesses
Small & compact. 1 hit from a CRAM volley can cause serious internal damage
Cannon is less effective against ships
Almost useless against airships
No active defences aside from shields

Spark-class heavy frigate
The workhorse of the sea, and my oldest ship which has been constantly modernized for well over a year now. It's always been based on the same prefab hull, and has never failed me in the campaign. Thanks to R0sefall for the hull, as when I first made this ship I had no idea how to make good hulls.
[Image: attachment.php?aid=51148]
Cost: 61k
Volume: 5859

Armament
4 1320mm CRAM cannons
2 1119mm CRAM cannons
12 frag missiles
1 36mm light AA cannon

Defences
Reflect Shielding
Missile Interceptors
Sonar Buoys

Strengths
Powerful armament
Tough
Well protected against most advanced cannons & missiles
Fast despite it's bulky hull

Weaknesses
Expensive
This version does not have smoke installed.
Not as effective at killing aircraft as it is at killing ships

Paladin-class heavy cruiser
A defensive powerhouse of a ship. This is also quite an old design that has gone through multiple variations over time. This current one was never even intended to be used in the campaign, and was just a testbed for my first CIWS using a hull that wasn't even my own. Thanks to TheLightLOD for uploading their hull on the forums. I heavily modified it to fit the guns & engine on, as well as added a lot more armour which eventually resulted in a ship that ended up being accidentally very good.
[Image: attachment.php?aid=51147]
Cost: 208k
Volume: 22280

Armament
10 1771mm pendepth CRAM cannons
2 1273mm HE CRAM cannons
4 36mm AA deck guns
6 36mm AA guns
10 frag/EMP missiles
12 HE torpedos

Defences
Reflect shielding (double layer in some areas)
Missile interceptors
Sonar buoys
2 CIWS cannons (The 2 large gatling guns in front of the bridge)

Strengths
Really durable, especially when broadsiding
Ridiculously strong main armament that can cripple a ship in a few volleys
Competent at killing small to medium fighter aircraft
Missiles can distract LAMS for the CRAM shells to get through
EMP missiles effective against shielded targets
Torpedo armament hits pretty hard
Fast for it's size

Weaknesses
At the moment, it doesn't have smoke. I will fit this & my other ships with smoke when I fight the Lightning Hoods though.
Armour near the front of the hull is thinner to reduce price & increase buoyancy
Expensive
It's very long, making it easy for torpedos to hit it.
Struggles against big battleships. It's only a cruiser, and is made as a defensive ship to draw fire, not for 1v1ing Excaliburs.

I will post my planes soon, and hopefully I'll keep updating this as I add more to my fleet.
Plans
Light/Medium Cruiser "Krait"
Light AA Cruiser "Iguana"
Refit/upgrade my destroyer
Aircraft Carrier "Commander"
Battleship "Champion"


Attached File(s) Thumbnail(s)
               

.blueprint  Medusa Mk8.blueprint (Size: 100.17 KB / Downloads: 6)
.blueprint  Paladin Mk7 B Repaint.blueprint (Size: 488 KB / Downloads: 7)
.blueprint  Salamander Mk5.blueprint (Size: 129.98 KB / Downloads: 7)
.blueprint  Spark Mk8.blueprint (Size: 146.41 KB / Downloads: 7)

My BP thread!
How to win neter. Step 1: Get that godly battleship to spawn inside a mountain. Step 2: Steal it.
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2018-07-12, 07:28 PM
Post: #2
RE: My campaign fleet
Some good ships all around. My only concern is the lack of APS as main guns on the big ships, or as anything other than AA, that is, while I myself typically go for no more than 2/3 of the main armament as CRAMs, even on more dominantly CRAM ships. It's all up to you, though, and I'm guessing some other ships yet to come may have some main APS.

On the Salamader, that looks like bigger than 200mm for the main gun. Am I correct, or is the image slightly decieving?

You could also indicate which guns on the Paladin are CIWS, I don't see any mention of them in the description below.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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2018-07-12, 08:54 PM
Post: #3
RE: My campaign fleet
(2018-07-12 07:28 PM)MizarLuke Wrote:  Some good ships all around. My only concern is the lack of APS as main guns on the big ships, or as anything other than AA, that is, while I myself typically go for no more than 2/3 of the main armament as CRAMs, even on more dominantly CRAM ships. It's all up to you, though, and I'm guessing some other ships yet to come may have some main APS.

On the Salamader, that looks like bigger than 200mm for the main gun. Am I correct, or is the image slightly decieving?

You could also indicate which guns on the Paladin are CIWS, I don't see any mention of them in the description below.

On the topic of the Salamander's gun, yes that's bigger than 200mm. The picture there is a picture of the Salamander prototype which was identical to the regular one aside from the gun. It was originally a 333mm HESH spamgun but it ran out of ammo too quick and was useless against anything with shields, so I replaced it with a different gun.

Also, I'm aware of my usage of CRAM cannons. I use them simply because I really like them, but I do have dedicated AA ships to deal with aircraft. I typically choose what ships to put into battles depending on what the enemy fleet consists of. I have a destroyer that is similar in size to my large frigate that I will use instead of it if it's a predominantly air based fleet, but swap it out if the biggest threat is a ship, for example. The same is true for my cruiser. I have a WIP anti-air cruiser that can be used instead of it if an enemy fleet consists of mostly planes.

I typically build my larger ships to be very good at one specific thing such as anti air or anti ship ect. My battleship will be the exception to that rule since it will be a generalist ship designed to just kill everything.

My BP thread!
How to win neter. Step 1: Get that godly battleship to spawn inside a mountain. Step 2: Steal it.
I reply to people way too much.
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2018-07-19, 09:24 PM (This post was last modified: 2018-07-20 12:56 PM by GiantSnake.)
Post: #4
RE: My campaign fleet
Scorpio-class Anti-Air destroyer [PROTOTYPE]
The previous version of the Scorpio was simply too ineffective to refit (bridge was right at the back, main guns both in the front half of the hull so it couldn't shoot backwards) so I decided it would be simpler just to make a new one. This is a prototype and is still very rough around the edges, so it may have issues that my other designs would otherwise not have at all.
[Image: attachment.php?aid=51234]
Cost: 60k resources
Volume: 7189

Armament
1 88mm AA frag cannon
1 88mm AA sabot cannon

16 5-block missiles

Defences
Reflect shielding
Smoke
Missile Interceptors

Strengths
Decent armour, especially around the guns
Good at killing DWG ships despite being made for AA
Very good at dealing with mid-sized fighters like the Retribution and Spike
Slaughters microfighters
Lots of missiles
Defended against lasers
Cheaper than the Spark despite being bigger

Weaknesses
A lot slower than I would like
A lot of the hull is above the water in comparison to my other ships, making it easier to shoot
Very bad against any armoured ships
Ineffective against tanky airships (eg: Onslaught, Endeavour ect)
Belt-fed guns have long reload times

Overall not my most amazing ship but I'm happy with it so far, and it will hopefully be even better once I find iron out some of it's flaws in the finalized version. Soon, I will have some aircraft up here, and once I finish my 2 light cruisers I'll post those too.


Attached File(s) Thumbnail(s)
   

.blueprint  Scorpio Mk6.blueprint (Size: 178.82 KB / Downloads: 0)

My BP thread!
How to win neter. Step 1: Get that godly battleship to spawn inside a mountain. Step 2: Steal it.
I reply to people way too much.
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2018-07-19, 11:02 PM
Post: #5
RE: My campaign fleet [Updated Jul 19]
So nice. I like the aesthetics going on.
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2018-07-19, 11:36 PM (This post was last modified: 2018-07-19 11:42 PM by KuramaFox.)
Post: #6
RE: My campaign fleet [Updated Jul 19]
Nothing wrong with having a topic with some nice campaign ships in it. In fact, why don't we see if there are any improvements we can make.

Since I am an engine nut, I'll go with engines of course. Someone who is better at APS could potentially replace one of the CRAMs on one with an APS if they want too, of course.



Anyway, my modifications:

Medusa, Salamander, and Spark:

Replaced that inefficient injectron with a few mini-bluelines. Fuel efficiency greatly increased.

Removed some fuel tanks since it now needs only about a 10th of the fuel it did before (I think I generally removed about half the tanks for any given boat). Fuel tanks are RP-heavy so this should cheapen the ships a bit.

The paladin was already using a T1 engine (and thus was better than an injectron), and seemed to need the power it was providing, so I left that one alone.
.


Attached File(s)
.blueprint  Medusa Mk8 _mod engine.blueprint (Size: 102.61 KB / Downloads: 1)
.blueprint  Salamander Mk5 mod engne.blueprint (Size: 129.64 KB / Downloads: 1)
.blueprint  Spark Mk8 mod engine.blueprint (Size: 148.57 KB / Downloads: 1)

Your giant expensive powerful warship of doom can be destroyed by dropping an anvil on it. One day, I will finally have enough engines to actually make a ship without stopping to make more engines.
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2018-07-20, 08:48 AM
Post: #7
RE: My campaign fleet [Updated Jul 19]
I just realized a massive problem with the Scorpio. I accidentally used an older BP of it which didn't have the detection system properly set up & had no processing cards, and one of the turrets was stuck. I replaced that BP with a functional one with proper detection and turrets that actually tuen, so it should not be an issue anymore.

Also, massive thanks to Kurama for the engine upgrades. I suck at making good engines so that was great of you to upgrade my ships. The destroyer uses a cut-down Paladin engine, which is relatively fuel efficient so it won't need any upgrades as far as I know, and a lot of my current prototype ships are using Mortazel's "Emerald" engine which is an efficient yet powerful engine so they should also not need any significant engine-related overhauls.

My BP thread!
How to win neter. Step 1: Get that godly battleship to spawn inside a mountain. Step 2: Steal it.
I reply to people way too much.
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2018-07-20, 05:29 PM
Post: #8
RE: My campaign fleet [Updated Jul 19]
If you ever need engines try these:

The Unified Engine Raft II I'm putting together and maintaining at present. Has a nice variety of high end engines for a variety of efficiencies. Many of them are extendable (i.e. you can have them at a customized length to some degree).
http://www.fromthedepthsgame.com/forum/s...?tid=37008

Guaibee's engine platform. Has a good variety of higher power engines. I selected some of the best ones to put on my raft (and made a minor upgrade for one or two of them), but if you can't find an engine with the ideal dimensions then Guaibee's platform may well have what you need.
http://www.fromthedepthsgame.com/forum/s...?tid=26052

I believe some of the engines on either one should be a small amount superior to the gemstone series (emerald, ruby, etc), if its the ones I saw on steam at one point at least. But the degree to which they are superior may not be sufficient to necessitate ripping out an Emerald from an existing ship unless you really want to.

I typically use terms like T1, T2, T3, etc for engines. The number after the T basically means how many fully gassed turbochargers are connected to each carburetor. Each one is a multiplier of 3.93 for fuel efficiency. So a T1 ends up usually being, um, forget right now, but near 350ish was it? A T2 is usually near 1288. A T3 is near 5000ish. Etc.

If its engines for campaign ships, then my recommendations would be:


General purpose: T2 engines. At that level of fuel efficiency, you can afford to have many fewer fuel tanks on a ship. Since fuel tanks cost a lot of RP for a blueprint, this makes them quite nice since they can make a ship cheaper to build as a result (in addition to being cheaper to run).
-A mini-blueline (being 4 tall, fits well into smaller ships) is a nice T2, and if you place several side by side you can optionally pipe the exhaust of one into the next to improve the system's overall efficiency at lower RPMs (I did this when I slapped them into your ships)
-The blueline neo is a great engine that does well to honor the legacy of its namesake of being an incredible fixed-size engine.
-The Neptune is the most power-dense T2 I am aware of (it is essentially an extendable blueline type), and is made possible due to the efforts of multiple people (my contribution being to basically take two engines and repipe them a bit so I could merge them into a single extendable with the strengths of both)

Larger Ships: Depending on power desire, a T2 may work, but you can also consider a T3, especially if the ship is not terribly power hungry. The Foxtrot is a nice smaller one though if you want it for a medium sized ship though.

Ships that need lots of power: T1 engines are a good bet. Much better than injectrons for fuel efficiency, but if you have a 5 by 5 space available can still provide similar or better power output than a 3x3 injectron. Guaibee's platform has more if the ones I selected for the raft aren't to your liking. I should probably try to find/make some decent 4-tall ones sometime, since it seems to be a common height for a below-decks area for many builders.

Injectrons are basically good if you need a lot of power, and are also stuck with a 3x3 space for the engine and are maybe intending it to be a short range vessel (possibly just having fuel for one battle and being resupplied by a carrier between them).

Your giant expensive powerful warship of doom can be destroyed by dropping an anvil on it. One day, I will finally have enough engines to actually make a ship without stopping to make more engines.
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