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edit: this my own design, maybe you will like it ? https://puu.sh/JL02H/4bfd82fd18.jpg
As jdtuggey said, you need to protect the ship.
1) missiles compete with railguns for range
2) enemy ships that are part of missions will start moving towards you from pretty far out....ie. once their radar detects you, not just visual.
3) enemy ships will PROBABLY be able to move forwards faster than you can reverse without a TON of reverse thrusters, which is expensive and crew intensive.
All this means that unless you can be 100% SURE you can kill every enemy and enemy group in your opening salvo, before they close distance or fire back, you're going to take hits, possibly significant hits.
- Use thick armor to protect the front of the ship, use the wedge+structure blocks to narrow the opening in front of the railgun launcher.
- use at least a small shield to cover the opening that your launcher shoots out of so that one stray shot doesn't destroy the whole railgun (any destroyed railgun part blows up the WHOLE gun)
- make sure you only use railguns in pairs, with reactor access on both sides of each pair (so you can do reactor/rail/rail/reactor/rail/rail/reactor if you want) so that crew can quickly re-power the railgun each shot. trying to put 3 railguns adjacent means the middle one is useless, since crew can't cross the other guns to power it......railguns are quite crew intensive since you need available crew running batteries.
- use "fanning" to keep the narrow opening leading to your railguns out of line with the enemy ships for the majority of the time (fanning is manually setting the railgun to shoot a target, then using the "rotate" button to waggle the ship nose back and forth so that the railgun firing line crosses the target often (otherwise the ship will try to slowly bring the firing line to bear without "overshooting" which wastes an absurd amount of time between shots).
- side to side thrusters are important so that you can rotate your ship to bear on the targets you want quickly - the side to side thrusters should be at the front and rear of the ship (to rotate) and not the middle (which would be for strafing). Since railgun ships are alpha strike ships, forward thrusters aren't that important. Reverse thrusters CAN keep you away from the enemy, but the size that railgun ships need to be, and the significant power, crew, and resource investments make having ENOUGH reverse thrusters prohibitive. They also fail spectacularly vs. EMP missiles or if you are reversing through tight quarters like an asteroid field.
There are several enemy ship designs starting at about lvl 5-6ish that will bumrush you and stick against your ship, shelling at point-blank range. If your railguns don't kill them before they reach you it's not likely you'll be able to get a second shot off, so a secondary weapon system that doesn't rely on your entire ship turning to face the target will be critical.
This is essential to properly using railguns, they go from expensive weapons that are hard to maintain to very efficient weapons that really quickly take out juicy bits in enemy ships doing this. Fanning is super hard to explain properly in a steam thread though, so I'd really recommend watching a video on it. An even more complex topic that will really elevate your play is how to properly place ion prisms in a ion core. Really suggest you look into both of these.
And yeah, don't underestimate armor, it's your best way to mitigate damage. ;p
Yeah, these ships are also a legitimate concern. I've addressed this with fast PD ship escort myself. Flak will take out laser blaster shots and missiles, laser PD will take out cannon shots and missiles, afaik, nevermind that I use this to bumrush and physically control these ♥♥♥♥♥♥♥ myself. You can do the same bumrush strategy by huuh.. holding the right click when you choose to attack until you can adjust the vector, then make sure the "shadow" of your ship is within the structure of the other ship. If you angle the vector a bit, you'll send the enemy ship into an immobile spin.
Nevermind that ships with a lot of point defense can eat enemy ships surprisingly fast lol. It's really satisfying to watch, they "peel" enemy ships like onions.
demonstration: https://puu.sh/JKWa5/3a7b071341.gif
Armor weaving is also a legitimate thing you want, I've since updated this design by weaving the armor, but you can see it on my railgun build up there.
https://imgur.com/bvGbJHP
https://steamcommunity.com/sharedfiles/filedetails/?id=3002389016
https://steamcommunity.com/sharedfiles/filedetails/?id=3002671841
The Type 98 light Destroyer and the Type 99 Heavy Destroyer.
Speed 30-32 m/s
https://steamcommunity.com/sharedfiles/filedetails/?id=3004514139
https://steamcommunity.com/sharedfiles/filedetails/?id=3004513993
With all due respect, something I learned after I designed mine, 13 segments is wasteful, nevermind the fact that you get diminishing returns from additional segments, you stop getting range benefits after 8 segments (range caps at 600m/8 segments), and having too much damage in a single shot is wasteful. The only real benefit you get from more than 8 segments is penetration power. If you're dealing 45000 damage to a part that has 10,000, you've just wasted 35,000. At 8 segments, you're one shotting pretty much everything.
You're better making 6 railguns with 8 segments and fan than making 2 railguns with 24 segments or 4 with 16 segments.
30m/s is not enough thrust too, incredibly frustrating when 4 out of 5 ships will outrun you.
I built them before I learned of the length drawbacks and don’t care, I think it looks better.
As for speed. It’s fine. I got faster ships that I use. The versions that lack the rail guns go 50-60 m/s. 30m/s is the slowest combat ship speed I will build to.