Space Engineers

Space Engineers

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BlakLite Sep 4, 2019 @ 1:41pm
Combat Ship Design?
I want to build a combat ship for taking down cargo ships and pirate bases. but so far, everything I've tried gets shredded by enemy turrets in seconds. What are your design suggestions? How much armor should it have, and where does it need to go? How much and what type of firepower do I need? Where can I safely position batteries, gyroscopes, thrusters, etc.?
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Showing 1-12 of 12 comments
Buzzard Sep 4, 2019 @ 2:33pm 
Decoy blocks, out front, and AWAY from your vital parts. Turrets shoot at anything with computer components in them, and the decoy gets extra attention. For bonus points, you can build decoy rockets that go out and attract fire OVER THERE, while you slip in from a different angle and take out turrets, preferably before the turrets get finished with your decoys.

Having your cockpit up front may give you a good view, but it also gives the turrets a nice view of YOU. Similar deal with your vital systems. Figure out what you can afford to lose and build accordingly.

Blueprints. Get a design you like or are working on, blueprint it before heading out. Building a new one, or repairing a damaged one with a repair projector is a lot easier with a blueprint to work from.

Get used to the idea of rebuilding/replacing such ships often.

Dodge and weave CONSTANTLY. Don't just bob left and right, but include up/down and speed changes. Don't go back to a vector you just left, as there's bullets headed for that spot and/or a stream crossing there.

If you can find one, a weapon that will function beyond 800m would be ideal for some of these bases and such. Turrets can only target things out to 800m at most. If you can do a little sniping of turrets, getting in close becomes easy.
Okim Sep 5, 2019 @ 3:28am 
As Buzzard wrote - decoys on front, vitals away.

The good idea is also to ensure that your own turrets are placed behind AND away from decoys. This way your own turrets will have greater chance to destroy enemy weapons before getting hit.

Heavy armor or blastdoors is a must if you wish to avoid expensive repairs.

Internal turrets on hull to intercept missiles. Missile interception is bugged in SE - turrets will keep firing at the last known coords of missile (where it impacted / was intercepted / died out), so making your gatlings to intercept missiles is a waste of combat efficiency and ammo.

It is vital to manually controll your own turret (or turretS with some slaving scripts like Whip`s) since this way you can snipe out enemy turrets. You can move and rotate your ship while controlling a turret by holding ALT key - this makes fighting a bit easier and more immersive this way.

For small grids with fixed weapons make a drone carrier and a few as cheap as possible drones with remote control, camera, antenna and a single battery. Use these to dodge enemy turret fire while sniping these turrets one by one. Approach from blind zones. Losing such a ship is inexpensive and you can just switch to your other drone to finish the job.

Another drone tactics would be using a heavily armored decoy drone (large grid!) that will suck enemy fire while you take out turrets with a combat drone. You can combine large and small grids using rotors to make this decoy drone cheaper.

And as a more creative and funnier way - you can make a missile with a few warheads behind multiple layers of heavy armor, sensor hidden in the rear (that arms and detonates warheads at 10-15 range from the target), battery with RC, antenna and camera + thrusters and gyro. Not a very axpensive build that can cause serious destruction if used properly (and if used headon can actually stop the cargo ship).
Last edited by Okim; Sep 5, 2019 @ 3:30am
Namdoolb Sep 8, 2019 @ 10:20am 
To be fair it's less about what you are flying, and more about how you are flying it.

As long as your ship has at least some armour protection & good mobility it can be used as an effective weapons platform. (against the ai (fights against human opponents are a lot trickier))

First off, try to avoid using the forward facing weapons; stick to turrets if you can.
The forward facing weapons are nice & destructive, but it's really easy to become target fixated when using them & forget to keep moving.

This leads me to #2
Always be moving. Specifically always be accelerating. You will find that turreted weapons are very accurate against a stationary ship or one moving in a straight line at a fixed speed. However is you are changing direction & speed those turrets will have a hard time hitting you.
(if you're flying a larger ship you may still get tagged by the fire, but it won't be hitting the component it was aiming at).

#3 Keep your distance:
You ideally want to maintain a distance of 600-800m from the enemy. Turreted weapons are least accurate at this range, and the extra travel time of the incoming fire will make dodging easier. If you close to within 400m you are going to take a lot of hits.

So yeah;
Equip your ship with turrets if possible
Always try to be accelerating (and obviously try to move laterally to your opponent)
Try to stay at a distance of 600-800m

Also, all the ship design tips in the two posts above.
BlakLite Sep 8, 2019 @ 1:21pm 
Let's say I built a manned, small-grid fighter with forward-facing weapons because it seems like it would be fun to fly. What if I were to accelerate my ship in a direction that would miss a Cargo Ship by a hundred meters or so, turn off my dampeners, then aim and shoot as I sped by sideways? Is that a viable tactic, or is it a dumb idea?
Buzzard Sep 8, 2019 @ 1:28pm 
You're skimming by on a *VERY* predictable path. The turrets will quickly figure out your vector, figure out how much to lead the target, then quickly delete your ship from existence. Oh, and you too, while they're at it. All you're lacking is a shout of "Leeroy Jenkins!" to make this complete.

ALWAYS be accelerating in changing directions. Up, down, left, right, forward and back. A straight line is easy to target and hose down. A squiggle or spiral is an ever loving B[censored] to try and hit. A simple left-right or some other alternating change will have you getting peppered more often than not. You have 3 dimensions to accelerate in, USE THEM.
BlakLite Sep 8, 2019 @ 1:38pm 
Originally posted by Buzzard:
You're skimming by on a *VERY* predictable path. The turrets will quickly figure out your vector, figure out how much to lead the target, then quickly delete your ship from existence. Oh, and you too, while they're at it. All you're lacking is a shout of "Leeroy Jenkins!" to make this complete.

ALWAYS be accelerating in changing directions. Up, down, left, right, forward and back. A straight line is easy to target and hose down. A squiggle or spiral is an ever loving B[censored] to try and hit. A simple left-right or some other alternating change will have you getting peppered more often than not. You have 3 dimensions to accelerate in, USE THEM.
Okay, I got it. I was under the impression that enemy turrets didn't lead their shots.
Buzzard Sep 8, 2019 @ 1:59pm 
Now with your fixed-guns up front design, you CAN succeed. You'll be doing a lot of aim corrections with all your evasive weaving. If you manage to lob some decoys out ahead (and maybe OVER THERE somewhere) you'll have a bit of extra breathing room until the decoys die.
Pro tip: Build some large decoys that float freely, then grab them with a landing gear or a connector on your fighter. It'll take a bit of work to haul them out where you want them and such, but go bowling for turrets. A bit of armor around the decoy is extra mass to haul, but extra time before the decoy dies.

At longer range, there'll be some extra time to aim and pick your shots. Up close, the bullets arrive sooner after being fired, but less leading of targets is needed. (Bullets have to travel distance too)

As to taking cargo ships, pay attention to their designs and find the holes in their defenses. Some ships may only have a single turret on a certain side, making for an easier approach. Once you reach the ship, you can lock landing gear on it and start with whatever plan you had for it.
Pembroke Sep 9, 2019 @ 7:22am 
Originally posted by BlakLite:
small-grid fighter

There's your problem. :steamhappy:

Small grid assault craft may look pretty but essentially they're carp. Scout, survey, mine, haul cargo, that kind of stuff, fine. Combat, not so much.

As already stated, your combat craft is going to get damaged so don't get attached to it. It needs to do its job and be easy to repair, so make it perform, don't make it pretty. The age-old multiplayer combat design still reigns supreme: The Brick

- Armor the parts that cover essentials and face the enemy
- Have an inside thruster chamber. If they're outside they're exposed to enemy fire. You don't want that.
- Cram your inside full of gyros. Your Borg cube needs to be nimble and quick in its turns.
- Cram your outside full of gatlings. The space gods favor the side with the most guns.
- Putting a missile turret makes one less place to fit a gatling, so don't.
- Build "out-riggers" that stick away from your ship and mount decoys and cameras on them at the farthest points away from you ship. They will get shot. Which is better than the other parts getting shot.
- The correct place for your cockpit is in the middle of your craft in a closed space with no openings. You fly using 3rd person. You don't need windows. Windows are for luxury cruise ships for gazing at stars and relaxing.

Humans are devious and mean. Any effective MP combat design will make mincemeat of AI ships. So, if the AI is your intended target then you can, if you want, relax a bit and have some cosmetics as well and not make it *that* hard-line but OTOH no war was ever lost because of going for overkill...
BlakLite Sep 9, 2019 @ 3:34pm 
Originally posted by Pembroke:
Originally posted by BlakLite:
small-grid fighter

There's your problem. :steamhappy:

Small grid assault craft may look pretty but essentially they're carp. Scout, survey, mine, haul cargo, that kind of stuff, fine. Combat, not so much.

As already stated, your combat craft is going to get damaged so don't get attached to it. It needs to do its job and be easy to repair, so make it perform, don't make it pretty. The age-old multiplayer combat design still reigns supreme: The Brick

- Armor the parts that cover essentials and face the enemy
- Have an inside thruster chamber. If they're outside they're exposed to enemy fire. You don't want that.
- Cram your inside full of gyros. Your Borg cube needs to be nimble and quick in its turns.
- Cram your outside full of gatlings. The space gods favor the side with the most guns.
- Putting a missile turret makes one less place to fit a gatling, so don't.
- Build "out-riggers" that stick away from your ship and mount decoys and cameras on them at the farthest points away from you ship. They will get shot. Which is better than the other parts getting shot.
- The correct place for your cockpit is in the middle of your craft in a closed space with no openings. You fly using 3rd person. You don't need windows. Windows are for luxury cruise ships for gazing at stars and relaxing.

Humans are devious and mean. Any effective MP combat design will make mincemeat of AI ships. So, if the AI is your intended target then you can, if you want, relax a bit and have some cosmetics as well and not make it *that* hard-line but OTOH no war was ever lost because of going for overkill...
See, as effective as this design probably is, you couldn't pay me to build something like this. Between a build that's fun but performs only decently and a top-tier build that's less fun, I'd pick the former in a heartbeat. Besides, I'm building for solo survival, not multiplayer.
Namdoolb Sep 9, 2019 @ 5:02pm 
Small grid fighter can be tough to work with, but there is a trick or two you can use to make your life easier (especially if you really must use the forward facing weapons)


Add 1 extra gyroscope to your ship, set it to control override for maximum roll.
Group all of the thrusters for one side (can be up, down, left, or right; doesn't matter which)

On your hotbar, set up the following 3 commands
- Gyro (on/off)
- Thruster group (increase override)
- Thruster group (decrease override)

When you enter combat, turn the gyro on, then hit the increase override button several times.
This will make your ship move in a circular pattern. You shouldn't need to do more movement than that as long as you keep reasonable distance (500-700m). Just use your mouse to keep the guns on target & fire away.

When you leave combat, just turn the gyro off & set the thrust override back to zero.

If the motion is too fast for you, you can reduce the override on the gyro; just be careful not to dial it down too far or you will start to take hits.


If you don't want to do that, the best thing to do is just practice: I'd recommend just flying around inside their gun range first - learning how close you can get, safely holding the crosshair in target whilst still accelerating. Basically just dance with their turrets for as long as you can. (I'd probably do this in creative mode since you will likely lose a few ships in the process) When you think you're comfortable dancing around inside their firing range, try shooting back.
Last edited by Namdoolb; Sep 9, 2019 @ 5:04pm
BlakLite Sep 9, 2019 @ 5:20pm 
Originally posted by Namdoolb=FILTH=:
Small grid fighter can be tough to work with, but there is a trick or two you can use to make your life easier (especially if you really must use the forward facing weapons)


Add 1 extra gyroscope to your ship, set it to control override for maximum roll.
Group all of the thrusters for one side (can be up, down, left, or right; doesn't matter which)

On your hotbar, set up the following 3 commands
- Gyro (on/off)
- Thruster group (increase override)
- Thruster group (decrease override)

When you enter combat, turn the gyro on, then hit the increase override button several times.
This will make your ship move in a circular pattern. You shouldn't need to do more movement than that as long as you keep reasonable distance (500-700m). Just use your mouse to keep the guns on target & fire away.

When you leave combat, just turn the gyro off & set the thrust override back to zero.

If the motion is too fast for you, you can reduce the override on the gyro; just be careful not to dial it down too far or you will start to take hits.


If you don't want to do that, the best thing to do is just practice: I'd recommend just flying around inside their gun range first - learning how close you can get, safely holding the crosshair in target whilst still accelerating. Basically just dance with their turrets for as long as you can. (I'd probably do this in creative mode since you will likely lose a few ships in the process) When you think you're comfortable dancing around inside their firing range, try shooting back.
So, if I choose to use side thrusters, I can semi-automatically circle-strafe the enemy? Now that sounds like fun.
Namdoolb Sep 9, 2019 @ 5:43pm 
Originally posted by BlakLite:
So, if I choose to use side thrusters, I can semi-automatically circle-strafe the enemy? Now that sounds like fun.

Well it's more of an automated barrel roll than a circle strafe.

Circle strafe covers such a large radius that it's pretty hard to do with the override settings (and is also not great for avoiding fire).
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Date Posted: Sep 4, 2019 @ 1:41pm
Posts: 12