A change to Capital Ships - Research Required? (BACK ON TOPIC)

Making Caps more powerful without destroying the early game

So i was just thinking about carrier caps, and how they are largely useless (and, seperately, how other cap ships could become more powerful).

I read one post that proposed (in addition to new abilities/weapons etc) Carriers carrying many more squadrons of SC initially, and ultimately leveling up until it had like 12 or 15 squadrons at level 10. Then alot of people said (correctly) that that would kill the early game because there would be no counter to it. Everyone would have to choose the carrier first, or just rush and tech up to carriers and flak super quick.

This is a very valid point. But the idea was nevertheless quite good, and unless you turn it into another Utility Cap or Battleship Cap, I personally can't think of any way to make it more useful. After all, its a Carrier Cap, its supposed to be very strong SC combat.

So. Im getting slightly off topic here. What i was thinking is, atm, all Cap Ships are available from Day One. However, if we made it that certain capital ships (say the carrier, the dreadnought and the utility/support caps) required research before they could be constructed, then those caps could be made much more powerful without throwing off game balance. For instance, you could only bring out the Carrier Cap once Flak and/or Light Carriers are researched, or even just at the same time.

This would also open the door for a few things:

1. Early game caps (lets say the battleship and the coloniser for the moment) can have their powers and abilities made much more powerful as they level so as to scale better with the more powerful later game cap ships. A lvl 10 Kol lvl 3 Gauss Railgun Blast (sic) could punch right through a LF or LRF etc, and be bery powerful vs heavier ships, for instance.

2. Each race can be given a weapon equivalent to the Missile Barrage, some level 6 ability that will only come out mid-late game once enemy fleets will be more likely to survive it. Also, standard weapons and abilities can be boosted to really reflect the role of a Capital Ship.

3. As an alternative to the first point, the existing early game caps (lets say Kol and Akkan etc) can be left as is, and new caps can be added to the menu with greater firepower, speed and abilities etc, and once researched (lets say tier 5-7? maybe both Civilian and Military research required?) will be available. This was you can have some smaller 'destroyer' type caps, which act basically as weapons platforms and give basic abilities (colonisation, targeting computer, basic interrupt abilities, heavy weapons (gaus railgun) etc), and then late game bring out the REAL capital ships, with much greater/more powerful/more useful(?) abilities and, of course, greater firepower.

I know this sounds like another quest for Super-Cap ships. I assure you, its not. I just think caps atm give you a little bit of use with their abilities until someone focus fires on them and they evaporate. And i also think carrier caps need to be given a place to belong. something they do exclusively. perhaps co-ordinating the fleet (sorta) and giving extended range, or better mobility, or higher damage output, etc etc something fitting and useful... rather than missile platforms that get left behind anyway

So. These are some ideas. I know at times the community can get iffy with big changes, so I just hope this isnt too radical.

103,283 views 74 replies
Reply #1 Top

carrier caps are not useless, just take a look at the Halcyon man.  Repulse?  Definately a good one.  An an ability that gives you more fighters, a great one.   What was the other one?  Oh yeah, amplify energy, the one that gives  all energy based weapons a lower cool down time.  Just surround the halcyon with illums and you have powerful and fast beams comming out.  And the last one, which is pretty cool,  the drone tempest, 30 extra strike craft.  you can't tell me carrier caps are useless

Reply #2 Top

Quoting dresda, reply 1
carrier caps are not useless, just take a look at the Halcyon man.  Repulse?  Definately a good one.  An an ability that gives you more fighters, a great one.   What was the other one?  Oh yeah, amplify energy, the one that gives  all energy based weapons a lower cool down time.  Just surround the halcyon with illums and you have powerful and fast beams comming out.  And the last one, which is pretty cool,  the drone tempest, 30 extra strike craft.  you can't tell me carrier caps are useless

okay, ill concede that, i wasnt familiar with Advent Caps, and, also, with Vasari, but i have heard other people making similar sentiments so...

however, have a look at the Sova and tell me what its good for... the best thing it has i reckon is Embargo... which is only useful during a battle in an enemy system, or if you send it in and leave it there with an escort... except a medium fleet comes in and wipes it out... yay...

Reply #3 Top

hmmm maybe i spoke to soon as well, just looking at the sova it doesn't look to good.  embargo is a really good ability.  i guess we just have to make the best of the sova.  i'm not too familiar with TEC strategies, so some else may have a good use for it.

Reply #4 Top

Ya... I allways thought the sova was preety pathetic... but it has gotten a... slight... buff? When all other carriers are at 85% build rate penelity... a high level sova can kick out 4(at lv 6)-6(at lv 9) sqauds of strike craft instantly... and keep them at full strengh for no less than 45 seconds... which, just might be really helpfull when you notice a migrator jumping towards your homeworld and you want to switch to bombers fast.

 

and its animation is really cool... all those sparks... :-)  The sova is still near the bottom of the heap as far as multiplayer... unless you can frack around with embargo on their homeplanet... but for comp stomps... it makes a nice addition to your capital ship armada...

Reply #5 Top

1.  I like that idea.  Nuke and Gauss are both kinda weak for attacks that ought to destroy a frigate in one shot...

2.  Well...The Kortul has Volatile Nanites which can devastate frigates by making them weaker and damage each other upon death.  The Radiance has Cleansing Brilliance which when used with Malice is a fleet destroyer...

3.  I actually like this as well...  At first you have "Lancer," Colonizer, and Destroyer classes of caps that come out.  With later research, you could bring out real caps, but you would have to buff them to make it worth the while...  Oh and for reference:

Lancer Class: Super-high damage weapons with long cooldown.  They carry an axial cannon which has extraordinary range.  They do have other weapons, but they do very little...

Colonizer Class: Low damage but strong hulls/shields.  They have the ability to disable enemy ships [briefly] and provide some support... More than anything else, they work as cannon fodder.

Destroyer Class: High Damage ships with average hulls/shields.  They are good at ganging up on targets and are covered in weapons. They are made to target five-six enemies at once.

 

As for the Sova..  The only good thing about it is when you are only like 2-3 jumps from an enemy.  Other than that, it is a waste.  Sure you can steal income, but the only time that is worth while is endgame, but you don't need the extra money then... As for mass production, it is good, but the other two abilities aren't.  It has almost no ability to engage other ships and the TEC doesn't have good squads...  They don't have numbers like the Advent or power like the Vasari...  I play against AI a lot and trust me...  Its not all that good...  When I see ships TEC caps, this is the order they go down... Marza>Dunov>Kol>Akkan and Sova. These ships can't fight.  You are better off putting your money into a Kol/Marza or a Dunov...

Reply #6 Top

2. Well...The Kortul has Volatile Nanites which can devastate frigates by making them weaker and damage each other upon death. The Radiance has Cleansing Brilliance which when used with Malice is a fleet destroyer...

Actually, i was thinking of either improving existing abilities if not giving them new ones. for instance i think the vasari dreadnought... i forget the name... has a phase missile swarm ability... see where im going? give that the range and power of missile barrage (or tweak it however necessary, but you get the idea, power to destroy fleets)

And the cleansing brilliance atm requires targets to be lined up to be most effecient (as i understand it). instead of just one beam firing straight out, you could either have three beams firing at 45, 90 and 135 degrees, or else have the one beam that sweeps around in front of it cutting all ships in the way in half?

*evil laugh* sounds nasty... alot of people will most likely jump and say IMBALANCE or OP!!! but honestly... meh, i cant say i care. Caps are supposed to be CAPITAL SHIPS, nasty buggers you think damn... this is going to get hairy... and they should be able to take a beating too

Lancer Class: Super-high damage weapons with long cooldown. They carry an axial cannon which has extraordinary range. They do have other weapons, but they do very little...

yeah, this idea is good, but it should have the standard 3 weapons at least, methinks.  maybe plus that high-powerered axial cannon. so like (for TEC) lasers, missiles, beam weapons maybe? plus the axial... sounds good to me

Reply #7 Top

I do like your idea of researching to make the current ablities better. 

I would like some research that improves a capitals ability to survive.  Maybe a PDS/counter measure system.  Put it up high enough in the trees it does not kill the game early but helps caps survive the focus fire fleets later on. This system can shoot down missles from lrms and come how counter the illum beams by forcing them to target dummies.  It would not be a perfect system, over all it would reduce damage from some types of weapons, perhaps you could make it passive and for anti matter you could make it work over time for a short while or something.

 

 

Reply #8 Top

I do like your idea of researching to make the current ablities better.

thankyou, but i was actually saying you would need to research to get better cap ships with better abilities, but yeah, i guess it could work.

a counter-measure system for caps would be quite good, it would give them another distinction over cruisers, who also have mitigation.

as for countering illum beams, we could "equip caps with a special shield generator which specifically deploys at the illum beams point of attack and mitigates (to like 95%) the damage done by that beam, by matching the beams frequency and dispersing the energy"

Reply #9 Top

I guess something like that would work.  Tec use missles and vasari use phase missles, the adaptive shield would work well agaist advent.  Of course like anything there needs to be a balance. 

 

Okay, yeah getting better abilites or different onces would be nice as well.  I think the game in general could use more rearch options.  Are you thinking along the lines of for upgrades to capital ships like they have upgrades to star bases IE research needed and hard limits of how many upgrades a ship can have? IE you can have either  PDS type system or an adpative shield but not both on the same ship.

Reply #10 Top

sorta, im thinking like research needs to be done in order to build the ship in the first place. just like atm all advanced frigate and cruiser prototypes require research before you can build them, the same applies here but with capital ships

however, you raise an interesting point... for the later game Capital ships (as opposed to the starting destroyers, as ill call them) choosing which upgrades you can have on one ship  (like a starbase) would be a good idea. im not sure about if you have to research each ability or not, maybe just some of the larger, more powerful/useful abilities

in particular to your example of the PDS system or adaptive shield, they both have to come together, otherwise either advent of TEC/Vasari will have an advantage vs that particular ship. but yeah, you could choose abilities that make it more of a weapon, so lots of gun upgrades, armor upgrade, direct combat abilities etc, or you could make it a fleet supporter, with an increased range fleet buff, increase speed fleet buff, cap based AoE repair etc whatever.

Honestly, my original thoughts were (to use the TEC as example) at the start of the game to have only the Kol and Akkan available as choices for first capital ship. then, as you tech up and build more labs/research more stuff, you can unlock more advanced cap ships. this would enable ships like the Sova to start out with 4 or 5 (arbitrary number) squadrons and not kill early game balance, for example.

also, i think caps need a general boost in power and usefulness (yeah, excuse my sweeping statements). like ive said before, you are supposed to think, oh, cap ship, i need to pay attention. so, by releasing more advanced cap ships later, we can boost their power while ensuring by the time they are released the opposition should have built up sufficient force to counter it.

and, also, to bring out 2-3 new Capital ships which fulfill almost the same role as the current Kol and Akkan, but are many orders of magnitude more powerful, and keep the current Kol and Akkan (and equivalents) as more like Destroyer class starships, and replacing them with said new Capital ships

but yeah, limiting upgrades on the 'super' cap ships and some upgrades requiring research sounds like a good idea =)

Reply #11 Top

Just a few ideas...

1.  Researchable Sova Upgrades: make it launch more SC's...  Simple enough.

2.  Rearcheable Kol Upgrades: Gauss Cannon=>Railgun.  Yields a very high increase in damage and range but decreases firing rate somewhat...

3.  Make the Phase Missile Swarm act like phase missiles!!!!!  (as is, they cannot penetrate shields...)

4.  The following ship ideas...

 

Destroyers:

Eyron Evangelist [Advent]  

Fore: one heavy plasma cannon, two heavy beam cannons

Port/Starboard: two medium plasma batteries

Aft: two medium beam cannons

Manipulate Shields: Drain 100/200/300 points from a target and give yourself 50/100/150 for 100/80/75 AM.

Active Mitigation: increase maximum mitigation by 4%/8%/12%

Unity: Causes all ships in a 3000/3500/4000 radius to share all damage by a percent.  (Ie: a ship loses 10% of its shields and there are ten ships in the radius.  Each one loses 1% of its shields.)  Costs 130/100/70 AM

 

Gartel Destroyer [TEC]

Fore: three heavy leaser cannons

Port/Starboard: two heavy autocannon batteries, one medium laser cannon

Aft: two light rocket launchers

Cannonade: Increase the damage of all weapons by 5%/10%/15% for 20/30/40 seconds.  Costs 40/45/50 AM

Broadside: Damages all ships on either side for 100/200/300 Damage in one massive volley.  Costs 60/55/50 AM

Allegiance: Increase damage of a nearby flagship by 20%/30%/40% for 10/15/20 seconds.  Costs 80/80/85 AM

 

Stardock Entertainment

Kramrock Dissapator [Vasari]

Fore: two heavy phase missile batteries

Port: One medium pulse beam battery

Starboard: One light pulse laser battery

Discouragement: Increase weapon cooldowns of the three closest enemy ships by 30%/40%/50% for 80/70/60 AM

Invasion: Damage planet for 40/80/120, but kills 50/100/150 population.  Requires 40 AM

Genocide: Damages all ships of a specified type in a gravity well for 200/250/300 Damage to hull. (Ultimate spam killer)

 

 

I could go ahead and do the lancers and colonizers if people like these, but I thought I'd just throw them out there to see what people think...

 

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Reply #12 Top

Ship ideas are cool, but what role will they serve that is not currently fulfilled? They sound great, but unneccassary.

Reply #13 Top

Let  a " Sova " do what carriers do , support fleet with bombers and strike craft { up to as many sqaudrans as neccasary } and be able to defend itself from attack , not in itself an offensive weapon per se

Reply #14 Top

Quoting JuleTron, reply 12
Ship ideas are cool, but what role will they serve that is not currently fulfilled? They sound great, but unneccassary.

Well..  This idea is about making the caps more powerful.  In this way..  You get the following hierarchy for TEC direct combat ships:

Cobatl<Kodiak<Gartel<Kol

 

The suggestion was to increase the power of the current caps while adding in new ones that are ever so slightly less powerful than the ones now.  So... for the Kol's gauss cannon, you would have it buffed anyways so instead of 300/500/800, you might have 400/600/900 and then have the railgun upgrade I suggested that would increase the damage to: 600/900/1200 while increasing the cooldown by 10%.

Basically, we are shuffling things around.  Current caps are buffed and these new ones fill in the gap left by them.  I mentioned it before, but I'll say it again...

Light Frigate<Heavy Cruiser<Destroyer<Battleship.  In naval battles today, that is the order of power.  Bringing in one true battleship can turn the tide, just as a carrier can.

Reply #15 Top

And I'm just curious... Does anyone want me to go ahead and make the lancers?

Reply #16 Top

I was just using the adaptive shield and dps as an example.....having the two come togather would be part of the counter messures upgrade. But you will have to make sacrifices do you want the counter messures level 2 upgrade or do you want your kol ot have lower cool down times for its flak burst.

Reply #17 Top

I was thinking about this... You could potentially delete the current abilities and make everyone direct combat, and have the "abilities" just passive buffs that increase damage/mitigation/RoF/range...  I don't really want to do that though...  I mean sure it isn't quite to that extreme of a point as you still kinda have abilities, but without a massive overhaul, it won't happen...

Reply #18 Top

not sure if this has been suggested, how about in addition to researching the capital ships, you have to research the abilities to give to a capital ship?

Reply #19 Top

If that was the case, all the abilities would have to be twice as good...  I don't really think that would happen though as they would be up at tier 4+ and would make young caps worthless...  Without abilities, caps can't survive unless they are like level 10...

Reply #20 Top

1. Researchable Sova Upgrades: make it launch more SC's... Simple enough.

2. Rearcheable Kol Upgrades: Gauss Cannon=>Railgun. Yields a very high increase in damage and range but decreases firing rate somewhat...

3. Make the Phase Missile Swarm act like phase missiles!!!!! (as is, they cannot penetrate shields...)

1. yeah, that was the idea. but early game SC would be overpowered because there would be nearly no way to counter it, hence the research to introduce it later in the game

2. how would this work? do you mean research to boost the ability?

3. they dont? hmm... that should definitly be fixed... but yeah, like i was saying before, i think each race should be given a fleet destroying ability, either a completely new one or modifying an existing ability...

Eyron Evangelist [Advent]

sounds good, but with the Unity ability, how do guardians affect that? if they are boosting the shields of other ships?

Gartel Destroyer [TEC]

With broadside, you said it damages all ships on either side, does that mean one side or the other or both?

With allegience, you said increases damage of a nearby flagship... is that like capital ship or specifically flagship? because once 2 capitals reach the same level the flagship designation dissappears...

Kramrock Dissapator [Vasari]

these abilities sound good... a little unorthodox... maybe some tweaking needed, but i get the general idea

well done Volt for those great ideas!

I was just using the adaptive shield and dps as an example.....having the two come togather would be part of the counter messures upgrade. But you will have to make sacrifices do you want the counter messures level 2 upgrade or do you want your kol ot have lower cool down times for its flak burst.

yeah, i understand, like a Starbase right? yeah, for new caps (the 'super caps' if you will) we could do that... we would have to balance things though... what things did you have in mind? upgrades like firepower and hull strength etc? or keeping with the current system of just abilities? 

not sure if this has been suggested, how about in addition to researching the capital ships, you have to research the abilities to give to a capital ship?

yeah, it has been... and again, are you thinking about like researching ion bolt for the akkan? or like researching trade ports for the starbase? or researching increased hull points type thing?

idn, i think caps should stay pretty much like they are now in terms of just choosing abilities... maybe have more options than you can choose to upgrade, maybe give firepower, hull/armor etc upgrades to destroyers

Reply #21 Top

1.  That is exactly what I said...

2.  Yes, make ability buffs researchable...

3.  Its not a bug.. Its intentional... 

 

Eyron: I may want to change the exact way in which it works, but think of it as a super powered guarding shield sharing ability...

Gartel: Both sides...  Port and Starboard.  The rand would be something like 5000 and anything within a 45 degree firing arc would receive said damage.  I was referring to an actual flagship.  It will have to be nerfed, but I think such an ability would certainly give an added advantage to having a level six Radiance or Marza as the flagship.  That would indeed be interesting.  I just thought that the game was lacking the concept of one ship buffing a superior ship.

Kramrock: Yeah they are a little unusual, but I thought it funny that no ship was capable of invading...  As for Genocide, it is something to make spammers think twice before creating two hundred scouts/illums/HC's etc...

 

And you didn't say whether you wanted the lancer class?

Reply #22 Top

Volt_Cruelerz Those are awesome ship Ideas: I would how ever add or change these.

1: These Destroyer should be produced at the Capship factory and cost ½ the price of a real cap ship.

2: They shouldn'T be "real" cap ships per say. Their HP should be somewere between a HC and ½ of their racial Battleships.

3: They max lvl should be 5 or 6. So it's imposible to to have all abilaties on 1 of them. Should also not be any trainable lvls for them. EI you can't pay money to train the ship to a higher lvl liek you can for cap ships. (How ever possible to train it from lvl 1 to lvl 2 with the train capship crew upgrade that all Races have.)

4: They should have no or little SCs.

5: Supply cost should be around 20-25 no cap ship crew needed.

Changes: (By hard code in this game ship that are classed as Caps can only have 3 different weapons and all weapons are of the same type, So cant have heavie, medium and lights on 1 ship. You simulate that witht he damage the weapons do.)

Gartel Destroyer [TEC]

Fore: three heavy leaser cannons Change to 2 Heavy Beam Cannons (kol beams)

Port/Starboard: two heavy autocannon batteries, one medium laser cannon Make it 3 heavy Autocannons will look cool with Broadside, also to repect the 3 weapons rule)

Aft: two light rocket launchers Have these situated at teh back but aim them foward will look cool.

Cannonade: Increase the damage of all weapons by 5%/10%/15% for 20/30/40 seconds.  Costs 40/45/50 AM

Broadside: Damages all ships on either side for 100/200/300 Damage in one massive volley.  Costs 60/55/50 AM AM 70/65/60

Allegiance: Increase damage of a nearby flagship by 20%/30%/40% for 10/15/20 seconds.  Costs 80/80/85 AM Should only affect standar weapons and not abilaties

Kramrock Dissapator [Vasari]

Fore: two heavy phase missile batteries Make it 4 more cool looking

Port: One medium pulse beam battery
                                                            These should have identical sides. So 1 beam and 1 laser on each side
Starboard: One light pulse laser battery

Discouragement: Increase weapon cooldowns of the three closest enemy ships by 30%/40%/50% for 80/70/60 AM

Invasion: Damage planet for 40/80/120, but kills 50/100/150 population.  Requires 40 AM Ouch Kills 25/50/75 population, cost 80 AM. This abilaty is NASTY.

Genocide: Damages all ships of a specified type in a gravity well for 200/250/300 Damage to hull. (Ultimate spam killer) 100 AM consumption.

Eyron Evangelist [Advent] 

Fore: one heavy plasma cannon, two heavy beam cannons 2 plama 1 beam, advent has to much beams anyways

Port/Starboard: two medium plasma batteries

Aft: two medium beam cannons That works but could use lasers instead to fill 3 wepaon slots

Manipulate Shields: Drain 100/200/300 points from a target and give yourself 50/100/150 for 100/80/75 AM.

Active Mitigation: increase maximum mitigation by 4%/8%/12% Costs 55/60/65 AM

Unity: Causes all ships in a 3000/3500/4000 radius to share all damage by a percent.  (Ie: a ship loses 10% of its shields and there are ten ships in the radius.  Each one loses 1% of its shields.)  Costs 130/100/70 AM

 

I'll draw some picture. On 2nd thought I'll draw them by hand when I am done movign and plug in my scaner.

 

Reply #23 Top

And you didn't say whether you wanted the lancer class?

didnt I? im sorry, yeah, well, go for it and we'll see afterwards what you come up with!

Reply #24 Top

1,2,3: I was already thinking that...

4: I was thinking none...

5. Uhh.. I could make it cost less supply, but its being a cap makes it require one unless I can find a back door...

Gartel:

As far as light, medium, heavy...  I mod.  I have made new ships before and what I meant by that was that on the Gartel for example, the forward lasers deal say 40 DPS total while the side ones only deals 10 DPS.  You can have up to three weapon types on a ship.  IMO: light<10 DPS, medium<17 DPS, heavy<25 DPS, very heavy>25 DPS.  (This is referring to single cannons only, not batteries...)  The weapons I currently have on the ship are as follows: laser, autocannon, missile.

You referenced making it three auto cannons... That would look less cool... A cannon battery is three or more cannons situated together that fire in sequence to devastate a single target.  There are two batteries on each side of it.  That means six autocannons and a collective DPS of 50ish.

As far as rear mounted, forward firing, that is not what I meant.  I wanted them to be facing the rear so that even when you are retreating, you can still fire on them.

Allegiance only affects weapon damage.  Besides, I don't think you can even buff abilities...

 

Kramrock:

Once again, these are batteries, not individual launch tubes...

How about one light pulse beam on each side, or maybe two but not medium ones.  The forward phase batteries would rip any ship to shreds!  You don't need extra weapons on this thing.

I could go with that and yeah, invasion does need a bigger AM cost.  The ability was after all designed to deal more population damage than actual structural...

I just didn't define Genocide's AM cost, but yeah, that sounds about right...

 

Eyron:

I guess that works... It gives the plasma upgrade more of a purpose...

As far as switching the weapon type on the aft cannons, you don't have to have three weapon types...  The progenator only has two (plasma and laser)

As far as active miti goes, I was thinking of a passive...  But I guess it could be a castable...

 

Go ahead and do the pics... I'd like to see what you think they ought to look like...  I could go draw them and then model them, but I don't have any ideas (because I didn't try to think of any) for these ships... Really, the only requirement is that they are armed to the teeth...

 

Ok... I'll go ahead with the lancers...

Reply #25 Top

The DPS stats I am placing beside the weapons is the combined damage of all the cannons in said bank.

 

Lancers:

 

Nolane Converter

Axial: 1 super heavy beam cannon 30 DPS

Fore: four heavy plasma cannons 65 DPS

Port/Starboard: Two light laser cannons 10 DPS

PsiTech Ranging:  Increases range of all weapons (passively) by 10%/20%/30%.

Charged Cannons: Increases weapon damage by 35%/45%/55% and increase cooldown by 10% for 20 seconds.  Costs 45/40/40 AM

Apocalypse Summoner: Activates axial cannon and deals 100/200/300 DPS for 4/5/6 seconds.  Costs 120 AM

 

Astrom Lancer

Axial: 1 super heavy laser cannon 60 DPS

Fore: 4 heavy autocannons 60 DPS

Port/Starboard: two light autocannons 12 DPS

Maximum Firepower: Increases damage of all weapons by 100%/120%/140% for five seconds.  Costs 60/65/50 AM

Focus Fire: increases damage done by nearby ships by 10%/20%/30% for 30 seconds.  Costs 75/70/65 AM.

Railgun: Activates axial cannon and deals 350/900/1650 damage to the target.  Costs 120 AM

 

Rashnak Obliterator

Axial: 1 super heavy pulse beam cannon 90 DPS

Fore: 4 heavy phase missile launch tubes 50 DPS

Port/Starboard: 2 light pulse beam cannons 14 DPS

Phase Cloaking: Phases self out, reducing incoming damage by 50%/60%/70% for 4/5/6 seconds.  Costs 90/85/80 AM

Nanite Slugs: causes all weapons to yield a 2/3.5/6 DPS to the target for 10 seconds.  (Passive)

Obliteration Cannon: Activates axial cannon and damages the target for 500/1200/2100.  Costs 140/130/120 AM

 

Now just for the record, axial cannons will go down in the code as an actual weapon which is fired normally.  Only when using the prime cannon abilities does it function as a true superweapon...  Another thing to keep in mind is these ships have massive, long range forward guns, but can easily be outflanked.  They are good for the first volley of damage in a fight and for focus firing.  These ships also have an increased crystal cost (just as destroyers require more metal than normal).

As far as shape goes, they are long and cylindrical.  Essentially, you took a cannon and put engines on it.  Think of it that way...  For this reason, they are slow at turning, but can accelerate linearly very well and have a very high top speed for a ship its size.

 

OH!!! and something that I forgot about...  When charging/using the axial cannon, all weapons are disabled (as well as engines and the like)

 

So, now the general order goes as follows...

Cobalt<Kodiak<Gartel<Kol

LRM<Astrom

 

I suppose that is the best way to think of them.  They are an LRM's big brother.

 

The most important thing to remember is not to get caught in this thing's sights.  Once you enter the 20 degree forward firing arc (I want it small for the reason below), you are doomed.  Between the Axial cannon's ability, its normal fire, or even the other four forward cannons, it can rip any ship to shreds.  That said, If you are facing them, the best thing you can to is flank them.  They have little defense on their sides and by flying circles around them, you can make your life much easier.  Because of their added range though, they will hang back and snipe.  

If your opponent has just one or two, send small groups of ships to harass them until they have to retreat or are destroyed.  You can't win so long as your enemy has these things up and running...  If your enemy has 4+, I would recommend an immediate tactical retreat...  These things in large numbers would be by far the most devastating thing on the field.  Now, of course they do require a command crew so you won't see too many of them, but all the same, don't underestimate them.  They have the offensive power of seven HC's plus abilities so anything they aim at will die.  Knocking these things out must be your first order of business (unless there is a level 6 Marza too at which point your first order of business should be running away) as they will singlehandedly destroy your fleet.