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Relativeley fast, does offer enough turn speed to not be frustrating, has a ♥♥♥♥-ton amount of of weapon slots.
How do you arm it?
Mirror each sides. So one side consist of:
2 Dual heavy turrets
2 Heavy blitz autogun
4 Autoguns
2 Air bursts
4 Rotary
All the best types.
Considering all air bursts tho instead of rotary.
Reasons being:
#1 No need for a commission store. Acquire 500K and its yours.
#2 max cruising factor 4 this ship can easily reach high cruising speeds to make cargo jobs easy.
#3 relatively large amount of grid space for optional additions like shields or similar.
#4 Very decent weapon slots. It has been able to deal with hostile fleets on its own and punch above its weight so it can even handle bounty hunting in addition to running cargo jobs.
#5 Decent cargo space for practically any job or two.
#6 As an AI escort it can be absolutely deadly regardless.
Downsides:
#1 Fairly horrible turn ability. But officers and player adapting tends to solve this.
#2 Still need commission stores to unlock more effective parts for high speed.
Side notes.
Currently at 672.3KM/h its hard to want to go back to anything slower.
With the right setup, it can be an all-rounder ship or combat freighter, as well as an auxiliary (support) ship that can be neither a parasite carrier like an aircraft carrier nor a mobile factory that produces fuel, ammunition, and material at some or all at the same time. as well as combine carriers, mobile factories, and combat freighters into one ship.
And it can feed a bullet-hungry ship if a munition manufacturer (+20/s) is placed on it. If one is not enough, you can have another ship with the 32nd NVRN Defender Commission Shop in Firefort City or capture it.
My all-rounder Iberian Ibex Clipper Freighter has a 118k shield, 8 cannon (all pivoted green color), and (6) 3x2 parasite bays with a cargo space of 151, an accepted speed of 92.4kmh, and a turn of 0.89 rpm. This setup can confront almost every class up to heavy frigates and military logistic fleets, except battle cruiser Jormungandr and Monarch Eagle (those monsters), but with sneaky tactics, you can win it.
As for cruise speed, it depends on the board navigator. It's around 540 to 635kmh. My fleet can travel from Streampool City to Laventum City at full tank and one crystallization tank in less than 5 minutes in real time (if not interrupted).
Victory is perfect for main ship with extremely good turn rate and a 20 second drive prepare. Stone dragons are nice bulky supporters. Both are accessable very early and can last a long while.
Their speed potential is approx equal which is neat since you don't waste cruising.
Both are relatively cheap.
Mid game - cruiser type ships in general, I prefer Sparrowhawk x3, a pretty perfect hybrid of weapon power/cargo slots/speed potential/turn speed.
Other cruiser have bigger disadvantages IMO. Alpine carries engines on outer parts of the ship while Leviathan has pretty poor engine grind for min maxing(can't fit 3x3 engine)
Technically sparrowhawks are viable for endgame too.
Other mid game ship types have generally more disadvantages. The only remotely considerable alternative is Freighter ship type. But they are too weak in combat. And their main advantage of high speed can only work if you use x3 of them which is extremely weak for combat.
End game I would say Monarch x3 or just stay with sparrows..
I feel like Jormungandr is overkill simply. Making 3 of them capable of good speed/turn speed is way too much effort.