I'm picking up both Nuke Accelerators 3 and CL-4. Both do what they are supposed to. Lowered Cannon Mount II seems like it has just as many negatives (lowered speed and range) as positives (better defense). Do we think we need that much more defense for next time???? What are folks thinking about this special.
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Shrikes move underwater. Can afford to be slow.
Negative ballisitc range doesnt affect shrike
The positives on the blueprint all stack with all my other specials on my shrike designs.
Definately going on shrikes.
Hyper30 lowered canon2 cl4 and 4 ferrous. New launcher special and old special from the hydra . And siege battery 4.
3 limited stalker launchers on each 5 as i have 15 and 3 normal shrike launchers.
Thats my design for completion after vxp suicide ranking and on paper it looks like an auto target beast of a tank.
It drives like a ship on auto so might as well design it to auto
Wish it got them launchers more dmg too but just ballistic so ??
Mine will sit in the FM Prize Pool right next to the first one.........
Maybe might be an unrealized use. So, probably...........
That build has 24 combat speed. 98 to all resistances 65 evade and 30 splash reduction.
25% speed boost from flag Solons. 24 + 1/4 24. 24 +6 = 30 combat.
100% speed boost underwater so double that when its on the move.
60 combat.
So nope.. no engine.
As per all my above posts...
Ive used all normal launchers incase most of the community doest have at least 15 limited launchers. If you do add 3 to each ship and the resistances go from 97 to 98.
Reasoning behind this design...
slow no engine tanky shrike design. dont forget it gets 100% ( double speed) underwater when its moving and cant be hit by flamers or any other turrets while on the move as mod confirmed there is no detection.
i build it for evade and resistance and splash damage reduction when it surfaces and makes itself a target.
it doesnt have to run around the target on the surface at high speed to outrun the flamers.
it can slowly slink into range pop up fire then sink beneath the waves and creep to next target
It functions like auto ship.. move stop fire and repeat... so might as well design it to be the auto ship..absorb lots of damage as its a sitting duck when its firing.. reduce flamer splash by 30% and reduce damage by 97/98% and avoid up to 66% of incoming bullets i hope.
Shipbuilder code..
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Regards.
... because we want 50% evade and 35% to both relevant resists for literally no downside?
Our range doesn't suffer and Shrikes do not actually care about combat speed
Now now loco you slacking mate... tut tut.
You forgetting... very useful projectile speed and the 100% building damage too.
Give the guy the full picture so he can start to learn how to be a better shipbuilder or understand ship design mechanics.
Hehe
That's not a good build. LCM2 does not suit hydras at all because it slows it down drastically. You want the combat speed.
I understand if you want to keep the limited charged armor on for Legion Colony targets, but for max efficiency do all C1-CR.
Siege Capacitor is not the capacitor to use. Aegis is the way to go. Less flechette damage increases the amount of shockwaves you can get off a single turret, which will help damage anything around it more efficiently. It also beefs up resistance more than anything else, without compromising speed. You don't need to outrange throwers if you can outrun the shots.
Shoot, you're right lol
They can now both be equipped to the same ship once again.
TY Templar.
Thanks for passing this up and feeding back
Much appreciated
My build is viable once again.
Yay