Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

P128-V2A STARBURST
30 Comments
Lussataur Dec 23, 2023 @ 2:49pm 
Btw lalelunatic the ship pack I just told you about took bosses from Calamity mod (really good mod for TModLoader btw) and added them into Cosmoteer.
Lussataur Dec 23, 2023 @ 2:47pm 
@lalelunatic I have a new ship pack that I think you'll like. It's called "Sentinels And the Devourer" and it contains the following ships:
Signus, Envoy of the Devourer
Cosmic Lantern
Ceaseless Void
Void Orb
Storm Weaver
The Devourer of Gods

Keep in mind all the weapons (besides the railgun in The DoG's mouth) are energy-based. THE DoG CAN KILL HEAVILY ARMORED SHIPS BY ONLY BROADSIDING.

Also, the ships only require one mod - Galactic Allegiance. Literally the only reason why GA is required is because The DoG, Storm Weaver, and Signus, Envoy of the Devourer, are slow asf. The DoG is still slow even with the Plasma Thrusters from GA.
Laser Dec 3, 2023 @ 2:35am 
uploaded incomplete version. It might take weeks or months before I have time to complete this.
I misread chaingun stats. each side has 1.1mil damage worth of ammo, not 300k.
When targetted and up to speed, these deal more dps than Rekyu's ion with a slightly wider spread.
They are completely disposable. negligible negatives other than hilarious difficulty in reloading them in campaign
Laser Dec 2, 2023 @ 10:50pm 
I will update with the current VERY in progress version. broke several crew assignments changing some stuff around. paint is... not done and not sure if it will be used.

As is though, it is slaughtering the P128-V2A in my tests. https://i.imgur.com/9lC9s2k.jpeg
lalelunatic  [author] Dec 2, 2023 @ 8:06pm 
hoi, i see you still go with the maw stuff huh? =) complete it and upload, wanna take a look =P.
Laser Dec 2, 2023 @ 4:09pm 
Prototype retrofit. Chainguns are strong for the Rekyu.

https://i.imgur.com/lcPPnIp.jpeg

Each side does roughly 300k damage before being detonated away from the main ship.
Lussataur Sep 12, 2023 @ 12:28pm 
It all makes sense now. If I could use 40-50 layers while maintaining 90 meters a second while using only Huge Thrusters, I could theoretically make the fastest and heaviest object in Cosmoteer history.
lalelunatic  [author] Sep 12, 2023 @ 6:38am 
well, yeah the laptop is old... long story, anyway, if your rig can handle it go for it =), although i would prefer if you dont copy my naming routine, not that i have a copyright or something, just to not fuel confusion =P.

also, 10 armor layers isnt that much =).
Lussataur Sep 12, 2023 @ 5:44am 
Wait, your laptop's gonna die if you fire it for one second? Do you have enough money to get a decent gaming setup?

Anyways, I just came up with something. It's a ship that utilizes nearly the entire 1000x1000 grid of Huge Ship Size, it's name is "P300-V8C DYING STAR", it's basically gonna delete anything in it's beam. The UNGODLY amounts of Ion Beam Emitters & Ion Beam Prisms could crash a decent gaming setup. It's also gonna have like, I don't know, ten layers of armor?

The P300-V8C DYING STAR would also have tons of shields, just completely engulfing the Dying Star. It's gonna have a RIDICULOUS amount of shields protecting the beam emitter.

At that point might as well call it the Death Star.
lalelunatic  [author] Sep 12, 2023 @ 3:10am 
you can theoretically make a ship that uses the ions in a circle so they overcharge themselfes to release a humonguous beam. with the big grid size this would surely look amazing.

the only problem is... each ion beam requires at least 4 crew, thats 8000 crew just for the beams. add in about half that amount for engines so that thing can at least move at all and you get the drift. =)

i can assure you though that it wouldnt end all life... but my laptop would certainly go extinct if i dare to fire that thing =).

if you wanna see a "big" single beam, get yourself the 192 starburst and redirect all six beams into a single one that you add, so you can see how a mere 200 ion single beam looks like and amplify that x10 for your idea =P.
Lussataur Sep 11, 2023 @ 1:50pm 
I just realized something - is it possible to create a ship that can eradicate all life?

Like, if I create a box with 2000 Ion Beam Emitters, hook them up to Ion Beam Prisms which hook up to exterior prisms, which surround three layers of armor, which surround heavy armaments, does it create something that can eradicate every ship in a large radius?

If someone can create that, I'd be surprised, confused, and terrified at the same time. It's like the Lord himself has arrived in Cosmoteer.
lalelunatic  [author] Sep 6, 2023 @ 6:53pm 
well, that cleared it up then =). you should try the 192 variant as well, should be even faster in halving stuff through the middle =P.

anyway, always happy that someone got something out of the ships!
RED-Life Sep 6, 2023 @ 3:41pm 
Ah I see why you got confused, I meant that your ship chewed through my station which could normally handle 6 capital ships surrounding it on all sides, and barely managed to blow up one of your power cores supplying your frontal ion beam shield arrays before your ship cut the station in half.

I've looked at the way you designed your ship's armor and I've implemented it to my own designs since I was that impressed by it.
lalelunatic  [author] Sep 6, 2023 @ 6:51am 
hehe yeah, i had something like that in mind, if i ever pass to upgrade from my 13 year old laptop to a new rig =), as the laptop already struggles like no tomorrow at the vanilla cap size atm.

alas i would then go full bonkers and call the thing PXXX(count yourself)-VX1000 BLACK HOLE SUN, right after the biggest quasi star that probably ever existed and this thing could then BURST.

something like that =P.
Lussataur Sep 6, 2023 @ 6:37am 
I had an idea, a very good one at that.

If you can utilize Huge Ship Size, a mod built-in to Cosmoteer, then make another ship. It's going to be the size of the 1000x1000 grid. I'd recommend the name "P129-V2B DYING STAR".
lalelunatic  [author] Sep 6, 2023 @ 1:52am 
uhm, does that mean you think the hyperweave is good or bad? =P i cant really if you tend to one or the other =P.

but the fighter thing might be right, as the armor is stronger when getting hit directly diagonal. but has a slightly wider arc for getting hit sideways (like the normal straight weaving) when flanked.

after testing, i think it was still worth it, as big ion ships do exactly that, stare down enemies in close combat most of the time, =)
RED-Life Sep 5, 2023 @ 4:13pm 
The frontal armor is ridiculous. I paired it up against a station I built that utilizes spin rotation to keep shields up 24/7 and it just chewed through it. Hyperweave armor is no joke. Seems to be weak to fighters though.
lalelunatic  [author] Aug 16, 2023 @ 9:05am 
phew =) good good, hope you have fun with it then =P
Lussataur Aug 16, 2023 @ 5:28am 
It's working now. Appearantly I just turned off and on Cosmoteer and everything's there.
lalelunatic  [author] Aug 16, 2023 @ 4:16am 
hmm, thats wierd, i just tried to access it and its there, then i did a un-, and re-sub and its also there, still working and flyable.

its under "ship library" -> "steam workshop" -> "P128-V2A STARBURST"

maybe steam bonkered the download? try to un- and re-sub?
Lussataur Aug 15, 2023 @ 3:32pm 
I want to use it, but it doesn't exist in my ship library. I'm subscribed to it, why isn't it working?
lalelunatic  [author] Mar 11, 2023 @ 4:25pm 
yeah we definitely need more stuff to play with =) i kinda do the same layouts all over because there´s nothing left to optimize much... or at least nothing that makes a significant enough difference in the module clusters.

if you mean "ion bursts" by ion capacitors... dont... i tested them extensivly and even made a semi automatic one that unoads in intervals without player interaction. for pure dps they suck like no tomorrow and for 1 shot guns they need even more micro to not fail the one shot you get with them, as the recharge takes forever to reach "insta kill" values. if im mistaken, just forget what i said =P.

but yeah, generally i follow the "most use for least investment" philosphy... doesnt help much if you could theoretical win something if 100% goes your way... as 100% optimal conditions rarely happen... (same within mmo´s... rotations... scripted fights, etc. =P).

anyway, dito on the weekend =)
Laser Mar 11, 2023 @ 3:55pm 
Thanks for the awesome design to play with :D

May you have a great weekend
Laser Mar 11, 2023 @ 3:55pm 
I have screamed at the maws because I forgot a single tiny detail, or multiple ships were selected when I clicked one, or somebody in a Maw exited airlock to visit the Rekyu... so many things need to go right just to get test information on how to do the fight.

I think I settle with this for now until we get new equipment to further this design battle :P
My other option is to add Ion capacitor sidecannons. I have seen those things punch a hole through a relay station in an instant.
Rekyu should use real parts rather than these hard to use functional memes XD
Laser Mar 11, 2023 @ 3:55pm 
Max player skill level Maw version wins nearly every time. Avg skill level Maws will cause a win maybe 1/3 or less. Low skill level they are more a detriment somehow making 0% chance to win even lower.

My aim with the Rekyu was to make the strongest brawler. Maw version I think fails that because that implies the ship does the work itself rather than requiring insane multipiloting skill/practise. I have to do a ton of control work rather than set the ship to attack, sit back and enjoy the show. V2A is so powerful I was forced to abandon the original aim just to get wins :D
Laser Mar 11, 2023 @ 3:54pm 
Maws need to manually set flight direction because game doesnt auto do that when they need to be different from base ship, each Maw is also different direction from the other. Nuke launchers are set to only fire on target because they only get 1 chance and it needs to count. These all all result in the Maws being extremely complicated and difficult to adjust/react correctly in real time. With practise they work extremely well. Definitely not point forward and never touch ships vs fast moving target. The tractor beams affect the Maws, but even with all 4 it was not enough to prevent a launch because their full power push/pull starts at the same range as nukes launch. Maws should be mostly stopped as they enter range to prevent nuke ramming, so its rare for the tractors to pull hard enough, also they lose power because V2A is moving away in this situation preventing full power tractor output.
Laser Mar 11, 2023 @ 3:54pm 
Maws should always undock instantly because they block disruptors and PD. They then fly like sideways ICBMs to flank both rear sides of target, roughly 500-800 range birth so they can keep running and escape if you go for them, but close enough to get into range while the Rekyu charges to force your attention, and rotates to tank as long as possible if target has greater firepower. Maws want to engage at the same time you are focused on something else. When the time is right maws should reach max nuke launch range and hold that distance until the salvo fully fires so they dont ram into them. The aim is to bite a chunk out of critical components, IE engines, ions, or control rooms. Targeted block should be whichever would result in nukes penetrating the deepest based on movement occurring at launch, this does not always mean to target the block you want to hit and takes experience to know how to aim these against some fast moving/turning targets.
lalelunatic  [author] Mar 11, 2023 @ 12:51am 
yeah, had to postpone the upload twice as some stuff didnt work for whatever reason and some last minute changes.

i did a few tests against the maws, but with strafing they dont really got a lock on.... maybe their settings are a bit wierd? i got 1 fight where 1 of em managed to get behind, but didnt actually do much but turn around.... =). and if you set both ships on manual, as said, they wont even undock till i´m in range. but if you undock them beforehand they surely pose some danger.

ship took me over a week to finetune and i think its fine. not that i had anymore space to drop more engines anyway =P. the tractors are set to push as standard, but you can also mess around with them to make smaller ships fly all over the place. sadly we cant setup behaviour for them so far...

anyway, hope you have some fun =)
Laser Mar 10, 2023 @ 8:36pm 
Wow. That crushes base Rekyu for sure.

Seems to be a player skill based tie vs the Maw variant. If either Maw land a rear side salvo the V2A loses. Maws move at 137m/s so they get full choice of when to dive in, but are very difficult to control in real time because their turning is unwieldy. They work amazing in single player with time slow and pause. But with the same time power the V2A could more easily manoeuvre to try and negate the impact. Needs the right angling to prevent the salvo from penetrating, which can only work if they arrive out of sync. Also, sometimes the tractor beams can pull ram a Maw into their own nukes mid launch.

The fight makes for amazing lore/role play.

Was a crazy work week. Wish I had noticed you uploaded it sooner. Cheers mate :D
Laser Mar 10, 2023 @ 7:03pm 
Yoooo!!!! That paint job looks insane! Need to try this thing out