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Monster combat ships

Started by ArithonUK, March 19, 2015, 11:53:32 AM

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ArithonUK

Since the advent of the new Hull Reinforcement and Shield Boosters, the possible strength of a ship's shields and armour can be buffed further than ever before.

With this in mind and a close eye on power consumption, I have created the specification for a Monster Combat Viper with more than double the normal armour and shields a Class above normal, meaning the Viper would be Vulture-tough.

[Viper]
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
S: 1D/F Cannon
S: 1D/F Cannon
U: 0C Shield Booster
U: 0C Shield Booster

BH: 1I Reactive Surface Composite
RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 3D Sensors
FS: 2C Fuel Tank (Capacity: 4)

3: 3D Hull Reinforcement Package
3: 3A Shield Generator
2: 2D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
---
Shield: 221.34 MJ
Power : 9.95 MW retracted (83%)
        11.91 MW deployed (99%)
        12.00 MW available
Cargo : 0 T
Fuel  : 4 T
Mass  : 124.5 T empty
        128.5 T full
Range : 12.00 LY unladen
        12.00 LY laden
Price : 3,037,462 CR
Re-Buy: 151,873 CR @ 95% insurance

Normally a Viper's best possible shield strength is 178.5MJ (which is somewhat better than a Cobra's 125.5MJ) but this configuration gets 221.34MJ! Recharge time is 170 seconds.

Armour has gone from 70 to a whopping 175 (Vulture is 160).

The bird will still get 12Lyr jump range and has A rated thrusters. The whole package comes in (full price) at 3,037,462 CR.

ArithonUK

A combat Asp is a bit of an odd one, but the shield boosters and hull reinforcement make this an interesting one.

With a range of 24Lyr and a cargo capacity of 32T even with all the guns and add-ons, this is a pretty tough ship.

Shields are a huge 367.24MJ and the armour is 450 - very tough. Plus you've got no less than six weapon hardpoints, so this thing kicks. The catch? The price-tag. 41M CR.

[Asp]
U: 0B Shield Booster
U: 0B Shield Booster
U: 0B Shield Booster
U: 0D Shield Booster
S: 1F/G Pulse Laser
S: 1F/G Pulse Laser
S: 1F/G Pulse Laser
S: 1F/G Pulse Laser
M: 2D/G Cannon
M: 2D/G Cannon

BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5A Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6A Shield Generator
5: 5D Hull Reinforcement Package
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 367.24 MJ
Power : 17.62 MW retracted (86%)
        20.26 MW deployed (99%)
        20.40 MW available
Cargo : 32 T
Fuel  : 32 T
Mass  : 462.0 T empty
        526.0 T full
Range : 24.93 LY unladen
        23.42 LY laden
Price : 41,016,609 CR
Re-Buy: 2,050,830 CR @ 95% insurance

froge


Carr0t

Your Viper build interests me, but I don't think i'd want *purely* ammo-fed weapons. I wonder if I could get 1 class 1 and 1 class 2 gimballed pulse in there, if I made it so the FSD went offline when I brought the guns out...
[imga=right]http://77.108.129.49/fahtags/ms10.jpg[/imga]Wash: This is going to get pretty interesting.
Mal: Define interesting...
Wash: Oh god, oh god, we\'re all going to die?

ArithonUK

Quote from: Carr0t;396609Your Viper build interests me, but I don't think i'd want *purely* ammo-fed weapons. I wonder if I could get 1 class 1 and 1 class 2 gimballed pulse in there, if I made it so the FSD went offline when I brought the guns out...

Try this loadout: http://www.edshipyard.com/#/L=60M,5Rg5Rg7N77N70__0__,334s4s4s3m4s5K3c,13q7Pc12G10i

I've switched to two fixed Pulse Lasers and two gimballed cannons but stayed within power limits.

Chaosphere

Your viper load-out is almost identical to the one I use, apart from one or two worse components in mine.
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