Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

The Haney Nov 3, 2022 @ 4:43pm
My ion ship can't aim for crap.
So I'm new and have been playing around with ship design. I like the concept of the ion beam, and I've researched proper prism use exhaustively.

That being said, having any sort of triangle-protected tunnel seems to really make my ship struggle to stay on-target. By the time my beam lines up my shields are already shredded and I'm starting to take significant damage.

Is this a thruster issue? Or am I trying to use an ion tunnel too early when my enemies are super mobile (only on diff 6 so far)? Or is there some setting I'm missing?
Last edited by The Haney; Nov 3, 2022 @ 4:44pm
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RimeScales Nov 3, 2022 @ 4:55pm 
Could be a thrust/armor issue. Seen a lot of beam ships who's composition is 50% rooms and 50% armor. Armor weighs your ships down considerably increasing the amount of thrust required to swing your ship. Seen many of those ship tuck the lead prism well inside too, when it should be poking out. Ion's can't track enemy ships at all. But prisms can. It's why they pair up with Ion's so well
lalelunatic Nov 3, 2022 @ 5:19pm 
some screenshots would help... there are a few philosophies for prism usage... some say front out for the aiming thing... i would say, put that thing behind the thickest shields you can find and put the rest effort into thrusters.. as prisms are probably the slowest thing after a dead rock, your ship should be able to turn faster than that...

thats true also for the biggest of prism bricks... also, if you pre-align your firing prism at dead space out of the tunnel, and save the ship design it saves the position as well, so at loading a save it already starts to align frontfaced, technically if you fly straight at an enemy, it not shooting instantly shouldnt happen then.

whats also important, if you allow your prism to aim individually from your ship facing the enemy, you have double the aiming happening, meaning your ships rotation can potentially counter the prisms one. e.g. if you set an attack angle for your ship and your prism decides to aim at something located against the ships rotational movement.

but as said, without seeing the thing, we wont know in which sizeclass we talk =) cause honestly, prisms (and rails btw.) arent the best choice for low to mid-tier ships. they can work, yes... but i´d say optimal space usage at that level isnt possible with those weapons.
Morkonan Nov 3, 2022 @ 6:35pm 
Originally posted by The Haney:
So I'm new and have been playing around with ship design. I like the concept of the ion beam, and I've researched proper prism use exhaustively.
..

Is this a thruster issue? Or am I trying to use an ion tunnel too early when my enemies are super mobile (only on diff 6 so far)? Or is there some setting I'm missing?

Yes, it's likely a thruster issue in terms of "turning your ship." (See below for Prism targeting-arc issues.)

Regular engines take longer to ramp up to their top thrust capability. That time to ramp-up is a factor of their size, the smallest ramping up more quickly than the others.

However, Thrusters have a very short ramp-up time. They respond with full capacity more quickly than regular engines.

There's a Boost thruster that provides a lot of impetus in a burst, but isn't for regular thrust, too.

So...

If you have five Huge engines on the back of your ship and five at the front and you're traveling forward, it'll take you longer to stop than, let's say, some arbitrarily greater number of comparatively smaller engines. (Don't have the numbers in front of me.)

Thrusters are best for aiming.

AFAIK, the game doesn't "predict" propulsion needs. It responds to what is currently available. It appears it will ramp up power on engines as it manuevers and will then "overcorrect" when it's pushed those engines to their ramp-up points. So, using anything bigger than a Small engine on a normalish sized ship wouldn't be a good idea if you're trying to use them for fine-tuning manuevers.

IOW - Yes, use Thrusters to fine-tune. :)


On targeting with Ion and similar weapons, like Rail-Guns:

Ion guns pointing at a Prism are the way to go, of course. But, if you're having targeting issues, your Prism doesn't have a good selection of firing arc - You need to move it out from armor so it's a bit more exposed so that it can achieve it's full aiming potential.

You can put a "backup" Prism a distance behind it receiving the beams from your Ion blocks. That "backup" can let you continue firing, albeit with a very narrow arc, in case your primary Prism is destroyed.

Important Note: Prisms blow up when their destroyed at some factor based on the strength of the beam they're retransmitting. To avoid that disaster, turn off that beam before the Prism is destroyed if you think it's destruction is inevitable. :)
Last edited by Morkonan; Nov 3, 2022 @ 6:35pm
The Haney Nov 3, 2022 @ 8:56pm 
Thanks for the tips!

I adjusted my thruster package and, at least temporarily, added an extra prism up front. This is what I'm working with so far:

https://imgur.com/qbSKiPL
lalelunatic Nov 4, 2022 @ 2:26am 
ah screenshot, first of, the prism setup looks fine, but it seems you cant decide on wether you wanna aim with it or defend the prism? the lead prism is slightly to far back to actually aim in a wide arc, and also to faaar in the front of the ship to make use of the tunnel for protection. do either, not both.

general layout is also fine, you got te heavy lasers right to fire from the wedge, engines on buff rooms. so thats all fine.

your armor is nonexistant though... my mantra on this is, alsways at least 2 layers, everywhere, so you can use brick style armor, which for some reason makes harder for enemies to punch holes into. and use 2x1 blocks wherever its possible.

brick styled:
....11
22 33
...44

should leave the least amount of a gap against high penetration weapons. and for aoe punch through guns, it substracts the most off of the punch through value in a straight line.

if you think that makes the ship to heavy, use more engines... armor is the absolute life blood of every ship in this game, period. if you get it wrong, you fly a wet paper towel.


and then theres the problem why you cant aim... your engines... first of, you got to little brake thrust, that makes your ship slither forward while also trying to turn... imagine it like someone on an ice track, its a disaster... just a quick summary:

you got 4 big blocks on buffers, thats 4x8000=32000+50%= 58000 thrust forward...
and your brakes got only 2 mediums, 2x3200=6400+50%=9600 brake thrust..
thats stupidly to low =) aim for at least 2/3+ of your forwards. and on a prism/heavy laser kite ship, you should even consider having MORE brakes than thrusts.... cause the farther you are away from the enemy, the lesser the arc you need to correct to aim at the same spot compared to beeing closer to the enemy. both prism and lasers are super accurate, so abuse this.

also, everytime your ship needs to accelerate to adjust its range, it makes a huge jump forward, that your brakes cant negate afterwards, and you drift. on top of that, if your ship needs to adjust backwards, the power is to low...

which brings me to the side thrusters... abysmally to weak... you use 2 small beside each other... those are weaker than 1 medium for the same space occupied.

you practcally have 2.5 medium, minus the part where 2 small are weaker than 1 medium, so i would say max 2.2 medum to each side, which is nearly as bad as your brakes. same formula here, aim for at least 2/3. so you can at least counter your own movements.

for perfect pin point movements you would have to have a evenly spread engine setup, same amount in all directions. and here comes the last tip.
for this, diagonal ships are better than straight ones. as every engine you use, counts for 2 directions compared to your direction of movement. and a diagonal setup doesnt hinder the prism setup, so its a perfect match here.

i put in some examples (gotta find the screens quick =P):

straight engine blocks and brick armor:
https://steamcommunity.com/sharedfiles/filedetails/?id=2884153449
the ones facing each other, are used for "interrnal" engine blocks, so you dont expose them to enemy fire. i hope you can see the armor part in the middle as an example for bricked armor.
https://steamcommunity.com/sharedfiles/filedetails/?id=2884153467
these are for diagonal ships, as you can see, if you use north as your flying direction, each of engines counts as thrust/side or brake/side
https://steamcommunity.com/sharedfiles/filedetails/?id=2883604894
this is what something like that would look then, if you spend a bit to much time on it =P. despite it beeing HUGE, it can turn on a dime. can thus follow smaller ships circling it, and also can keep its distance to the target (not smaller ones, but those are dead in 1 second anyway). and yes its not quite the scale we talk about, but the used mechanics are the same, so just for refference. =)

so, anyway, i´m pretty sure your problem with aiming resides in your engine setup. and hopefully the tips can help you there.

cheers

PS: your hyperdrives are to close together, afaik the "effectivness" value just alters load time and fuel usage. as you probably dont switch sectors 10 times a minute, those can be relatively low and thus spread out.
Last edited by lalelunatic; Nov 4, 2022 @ 3:41am
RimeScales Nov 4, 2022 @ 7:06am 
You learn something in every post.

(Edit: Information below on prisms is incorrect. See correction reply further down)

On that note, a few things I noticed:
- You have 2 more prisms than needed. If you're looking at the ship in build mode, from top to bottom, the prisms are in 2 rows: 1-5 on first, 6 and 7 on second. No.s 6 and 7 can be moved to the left and right respectively, and 2 and 4 can be scrapped. Align 1, 5, 6 and 7 to point at 3, and 3 at the forward most prism.
- I would try to nudge that forward most prism another square. Just to give it a little more clearance.
- You're going to fall victim to EMP missiles. Point-defence can't always shoot them down as they seem to take more abuse than standard missiles. I would replace the top most and bottom most heavy lasers for flak batteries, if you can afford to supply them with rounds.
- You need a bit more thrust at the front of your ship. A thruster tucked under that forward most Point-defence would be ideal. Right now thrust is focused on the rear and mid-ship level. Your ship can strafe better than it can turn with it's current setup.
- Maybe a backup cockpit in case your current one gets popped?

Still a learner myself, like many other here, but I hope that helps. I agree with the above posts on more armor
Last edited by RimeScales; Nov 5, 2022 @ 5:00pm
The Haney Nov 5, 2022 @ 1:08am 
Awesome, thanks for all the tips folks!
Morkonan Nov 5, 2022 @ 12:44pm 
Originally posted by lalelunatic:
...your armor is nonexistant though... my mantra on this is, alsways at least 2 layers, everywhere, so you can use brick style armor, which for some reason makes harder for enemies to punch holes into. and use 2x1 blocks wherever its possible....

"for some reason"

Damage has a hard-cap for weapons with no ability to penetrate/spread damage to adjacent structure. No individual structural/component target can take more damage than the total hit-point value of that structure/component with "direct damage" weapons.

All Structures and Components, like armor blocks, take damage to their entire "unit" no matter where that damage occurs on-screen.

So, if a weapon can only hit "one square" of a target on the grid, that damage is applied to the whole unit, no matter its unit size. So, if it's six squares long and gets hit with fifty points of damage from one square, the whole entire unit is still effected.

Layering/brick style armor placement means that ALL of that unit's worth of armor's "hit points" are applied to each individual square (2) when hit on just one square of it. In effect, those squares of that 1x2 armor have more hit-points, per square only, than a 1x1 block of armor. But, when destroyed, they will disappear in 1x2 segments - Just like when you use the "delete" trashbin option in the building menu.

It's less effective against area damage weapons, but is exactly as greater in effect against single-square targeting weapons as the hit-point difference between one and two block segments of armor. (Don't have the numbers in front of me, but let's just say that if a 2 block armor has 40% more hitpoints, then every enemy shot that can only hit one "block" in the display will be 40% reduced in effectiveness against that specific block on a per-shot basis.)

PS: I'm a noob, but this is how I understand that particular build strategy. I could be wrong. :)
Last edited by Morkonan; Nov 5, 2022 @ 12:46pm
Hausser Nov 5, 2022 @ 4:04pm 
Originally posted by RimeScales:
You learn something in every post.

On that note, a few things I noticed:
- You have 2 more prisms than needed. If you're looking at the ship in build mode, from top to bottom, the prisms are in 2 rows: 1-5 on first, 6 and 7 on second. No.s 6 and 7 can be moved to the left and right respectively, and 2 and 4 can be scrapped. Align 1, 5, 6 and 7 to point at 3, and 3 at the forward most prism.
Nope, you lose 25% damage for every beam you combine, so 100 % from the first beam that hits the prism, only 75% dps from the second beam, the third beam will deal only 56% of its dps, the fourth beam 42% of its dps, and so on.
So , to make the math easy, lets say each beam does 100 dps, his damage output is 535dps, while your setup would only do 477 dps. and it gets worse the more beams you combine ...
RimeScales Nov 5, 2022 @ 4:59pm 
Originally posted by Hausser:
Originally posted by RimeScales:
You learn something in every post.

On that note, a few things I noticed:
- You have 2 more prisms than needed. If you're looking at the ship in build mode, from top to bottom, the prisms are in 2 rows: 1-5 on first, 6 and 7 on second. No.s 6 and 7 can be moved to the left and right respectively, and 2 and 4 can be scrapped. Align 1, 5, 6 and 7 to point at 3, and 3 at the forward most prism.
Nope, you lose 25% damage for every beam you combine, so 100 % from the first beam that hits the prism, only 75% dps from the second beam, the third beam will deal only 56% of its dps, the fourth beam 42% of its dps, and so on.
So , to make the math easy, lets say each beam does 100 dps, his damage output is 535dps, while your setup would only do 477 dps. and it gets worse the more beams you combine ...

Is that so? Missed that piece of information. My current ion ship has 6 beams running but I haven't really noticed it struggling. Thanks for the correction
PhotriusPyrelus Nov 5, 2022 @ 5:15pm 
Originally posted by The Haney:
Thanks for the tips!

I adjusted my thruster package and, at least temporarily, added an extra prism up front. This is what I'm working with so far:

https://imgur.com/qbSKiPL

Hey, I recognize that ion chamber!

Originally posted by lalelunatic:
the lead prism is slightly to far back to actually aim in a wide arc, and also to faaar in the front of the ship to make use of the tunnel for protection. do either, not both.

It's far forward enough to have like 70-some degrees of arc, that should be plenty, really, especially given he's got dual heavies on each broadside, so the overlap on those is going to be an *EXTREMELY* narrow cone. Much narrower than the arc his prism can shoot.

I think he's getting the best of both worlds. The lead prism isn't ridiculously vulnerable just waiting to get shot off, but it's also not buried in the bowels of his ship with a 5 degree (if that) arc of fire. And if he does lose that forward prism, he's still got one in the depths to keep firing if the first one is lost (if he can stop firing before it blows, causing a chain reaction that guts his whole ship).
The Haney Nov 5, 2022 @ 6:46pm 
Originally posted by PhotriusPyrelus:
Hey, I recognize that ion chamber!

Yes I shamelessly swiped it from a screenshot of the Light of Dawn ship :P

The aforementioned reduction of prisms actually worked great, but ultimately everything on my ship but the chamber itself was just flawed design. I'm oodles of iterations in and if I've learned anything from combat tests it really is 1) armor 2) thrusters 3) everything else
Last edited by The Haney; Nov 5, 2022 @ 6:47pm
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Date Posted: Nov 3, 2022 @ 4:43pm
Posts: 12