From The Depths
Bogs Mar 26, 2015 @ 8:18am
How to kill early game Coffin Nail?
Long story short, so I guess I was overly agressive with my early game force, as I tried to blitzkrieg through the entire deepwater guard territory with fast ships escorted by torpedo bombers, but as it turns out I get to the third fortress (by then I barely have the second running) and I spot the Coffin Nail armada, which stopped me dead (pun intended)

Keep in mind, my crystal is at an all time low, so I cannot make much lasers.

Ideas?
< >
Showing 1-12 of 12 comments
bananamalmo Mar 26, 2015 @ 9:47am 
shisa ton of missles :)
McDread Mar 26, 2015 @ 11:03am 
Yeah, fragmentation warheads set with a narrow angle on missiles (better to go for lots of small missiles than trying to make huge ones) always use ejector add-ons when you can as these significantly improve the speed and range of missiles... Still though, crystal is easy to amass with growth farms, and over-powerful lasers are way the best weapon in the game.
Bogs Mar 26, 2015 @ 11:29am 
So how many trays should I make? I currently have 2 fortresses with around 2 farms each and 5 trays.
FourGreenFields Mar 26, 2015 @ 12:09pm 
Originally posted by ϟ Bogs:
So how many trays should I make? I currently have 2 fortresses with around 2 farms each and 5 trays.
I'd put them on structures, and build hundreds of 'em.

Anyway, loads of (long range) rockets. Kill them before you are within their fireing range.
Firedune Mar 26, 2015 @ 5:33pm 
I tend to do very well with a few fast heavy fighters. What seems to work is something going fast enough to avoid most fire and strong enough shields to deflect the occasional shot, coupled with large missile pods. Long story short, frag missiles seem to do wonderfully against coffin nails if they can not die long enough to launch a few volleys.
TrollofReason Mar 28, 2015 @ 8:16pm 
Wow, a bit of misinformation here... okay!

Any missile corvette/frigate will do. At least six missiles on alpha (first) strike, with a enough ammo capacity for at least two more afterwards (a barrel carries 100 ammo, each section will make a missile consume 25 ammo). At least 2 frag charges per missile set at a relatively wide angle of 25-45 degrees, with a narrow proximity charge and a LASER designator controled by an AI mainframe with an aim-point card.

The primary strength of the Coffin Nail is its rotating 'skirt' of wings providing both lift and protection to the more vital areas of the craft. That, coupled with a multitude of rather nasty guns makes it extremely dangerous. It's worth noting that the Coffin Nail does NOT have any serious AP capability, nor heavy missile capacity, so shielding your craft and building simple verticle missile launchers will work wonders. DO NOT WASTE YOUR AMMO WITH NARROW-FRAGS! A wide-angle proximity charge with a relatively steady stream of incoming missiles will more quickly strip the skirt away and cause the Coffin Nail to begin floudering, making it easy prey.

Nothing in this counter to the Coffin Nail should be above your capability in the early game to achieve, and will also place you in a generally good position against the rest of the Deep Water Guard fleet... until the Shrikes arrive, but that's another post should you choose to ask how to deal with them.
Last edited by TrollofReason; Mar 28, 2015 @ 8:17pm
Bogs Mar 29, 2015 @ 7:47am 
Originally posted by TrollofReason:
Wow, a bit of misinformation here... okay!

Any missile corvette/frigate will do. At least six missiles on alpha (first) strike, with a enough ammo capacity for at least two more afterwards (a barrel carries 100 ammo, each section will make a missile consume 25 ammo). At least 2 frag charges per missile set at a relatively wide angle of 25-45 degrees, with a narrow proximity charge and a LASER designator controled by an AI mainframe with an aim-point card.

The primary strength of the Coffin Nail is its rotating 'skirt' of wings providing both lift and protection to the more vital areas of the craft. That, coupled with a multitude of rather nasty guns makes it extremely dangerous. It's worth noting that the Coffin Nail does NOT have any serious AP capability, nor heavy missile capacity, so shielding your craft and building simple verticle missile launchers will work wonders. DO NOT WASTE YOUR AMMO WITH NARROW-FRAGS! A wide-angle proximity charge with a relatively steady stream of incoming missiles will more quickly strip the skirt away and cause the Coffin Nail to begin floudering, making it easy prey.

Nothing in this counter to the Coffin Nail should be above your capability in the early game to achieve, and will also place you in a generally good position against the rest of the Deep Water Guard fleet... until the Shrikes arrive, but that's another post should you choose to ask how to deal with them.

Well, Ironicly, my missles I made almost match that description, they are about 4 blocks long, allowing me some space to put alot of things into it. With 2 frags, one at 3 degrees for max pen, and another for 25. I also have a proximity fuse at about 45 degrees. One thruster paired with about 4 fuel tanks allows it to reach them with ease.

However, I will mention that these are IR missles, so they are equiped with a one turn device.

I made a lighter corvette with 2 of these batteries, and when these things launch a few salvos it brings them down with ease.

But I shall mention I tested these with shrikes, and oddly enough could actually take one down. It did, however, take a little while because the missles had to destroy each of the HEAT decoys. But my frag combination makes short work of any ships of the DWG.

(With the execption of shieled ones ofc)
Last edited by Bogs; Mar 29, 2015 @ 7:48am
TrollofReason Mar 29, 2015 @ 8:45am 
Originally posted by ϟ Bogs:
I'm pleased you found the magical 4-1 ratio for fuel and engines in missiles on your own. ;D I'm also pleased that you've found a missile that works for you! Just keep in mind that the DWG primarily works with ships and aircraft made of wood. Frag charges work well on wood and alloy.

Anyway! Glad to hear that your problem is solved, good warring!
McDread Mar 30, 2015 @ 10:10am 
Originally posted by TrollofReason:
Wow, a bit of misinformation here... okay!

Any missile corvette/frigate will do. At least six missiles on alpha (first) strike, with a enough ammo capacity for at least two more afterwards (a barrel carries 100 ammo, each section will make a missile consume 25 ammo). At least 2 frag charges per missile set at a relatively wide angle of 25-45 degrees, with a narrow proximity charge and a LASER designator controled by an AI mainframe with an aim-point card.

The primary strength of the Coffin Nail is its rotating 'skirt' of wings providing both lift and protection to the more vital areas of the craft. That, coupled with a multitude of rather nasty guns makes it extremely dangerous. It's worth noting that the Coffin Nail does NOT have any serious AP capability, nor heavy missile capacity, so shielding your craft and building simple verticle missile launchers will work wonders. DO NOT WASTE YOUR AMMO WITH NARROW-FRAGS! A wide-angle proximity charge with a relatively steady stream of incoming missiles will more quickly strip the skirt away and cause the Coffin Nail to begin floudering, making it easy prey.

Nothing in this counter to the Coffin Nail should be above your capability in the early game to achieve, and will also place you in a generally good position against the rest of the Deep Water Guard fleet... until the Shrikes arrive, but that's another post should you choose to ask how to deal with them.
Where is the misinformation exactly? You say not to waste ammo with narrow frags yet in the same breath say you set them "relatively wide" at 25-45 degrees.. Relative to what exactly? Clearly not to the starting position of 180 degrees, or even the half way point of 90. How is this not narrow?????
TrollofReason Mar 30, 2015 @ 11:18am 
Originally posted by badklownkiller:
Uhm... wat? The misinformation lies in the persistent notion that, somehow, reducing the angle of a frag charge to miniscule degrees of less than 15 will somehow make it more dangerous. It doesn't. Quite the opposite, since it reduces shrapnel ricochets after initial penetration, reducing the chances of damaging more vital internal blocks.

The other bit of your question is, well, semantics. A 45-degree arc is, I'm sure you'll agree if you've ever driven a car, a sizable amount of deviation. On a missile, this default arc is guaranteed to damage multiple blocks when combined with a proximity detonator section, and will strip off a lot of wooden or similarly fragile components. It is, therefore a 'wide' arc, yet not a "very wide" arc. Which, again, is just a matter of semantics.
McDread Apr 1, 2015 @ 10:18am 
I think you missed the point slightly.. Feel free to look at the previous posts. Where does it mention angles of less than 15? You been dropping acid? You're second paragraph would suggest it....
McDread Apr 1, 2015 @ 10:19am 
*your...
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Mar 26, 2015 @ 8:18am
Posts: 12