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Charts, and discusison about ship roles, ship usage, and the like


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Posted (edited)

Here's a photo album: http://imgur.com/a/RPALH#0 (Edit: Those charts are horribad, but the first image should be perfectly legitimate.

 

These graphis are probably inaccurate, because I'm really bad at mathematics. Putting that aside, I'd still like to address a few things.

 

If these charts are even remotely correct, the first one with the excel document is certainly right. The highlighted boxes indicate that that ship has the highest stat of that category. So here's some tipes I learned from Dr Brain a while back.

 

Imagine geting a -10 bomb cost for a TacNuke. It isn't going to do much of anything. If you had a -10 bomb cost on a bomb that already doesn't cost too much to shoot in the first place, you get a higher percentage of benefit. This strategy can be fun (if annoying). Now here's my advice:

 

Look at the chart with the highlighted boxes (the pie graphis are probably wrong, I'm terrible at math, really. The highlighted boxes show which ship is strongest at which stat. The Warbird and the Lancaster have four stats higher than the rest (four points).

 

The Shark has two points, here. The Shark has the highest rotation, which is nifty for such a small ship.

 

 

My point here is to encourage players to take advantage of the ship statuses (?shipinfo). Don't get a -10 bomb energy item if your bomb already costs a LOT of energy: There will barely be an effect, percentage-wise. Now, if you were to be using Tau Blaster, you'd have a bit more of an effect. Same with low-cost guns. If you can reduce the cost of a low-cost gun even more, it gets rediculous.

 

>>> Ignore here if you don't feel like reading my reviews of all of the ships; they're quite boring, trust me.

 

On another point, players sould take advantage of each ship's proficiencies. The Warbird has the highest speed and thrust: Why not buff those stats up even more to make use of the boost it already has? I'm contridicting my previous point here, but if you're provided with a ship that has a few higher-than-average states to begin with, you can either A) buff that state even more, for a ship that has a great single power, or B) you could balance the ship out and recover its lower stats, leading to an all-around decent ship.

 

The Javelin has equal thrust as the Warbird, meaning that you may not have to boost your thrust to win against a warbird, part of the time. Again, you could boost the hell ouf of the Jav's thrust and have fun with that, but eperiment: Try different builds and see what works best for you. (Personally, a Terrier with Disruptor and ZPM is pretty damn strong).

 

Of course, the Spider has the highest bullet fire velocity.Think of what builds you could base about this proficiency of the Spider. You could be lame, and strap on a Gauss Cannon or a Trap laser, and rocket through center! Or, you could even chase down fleeing apponents with a plasma cannon, and they'd never get away from your bullet speed.

 

The Leviathan, predictably, has the highest bomb speed. From my experience, the Levi takes a lot of great aim in order to survive. One miss, and you're screwed. I almost wish the Leviathan came packed with extra shrapnel, but I don't think that's even possible. Personally, I think both the Spider and the Leviathan need a boost, since a big slug with lots of energy doesn't nearly qualify as a "tank." The firepower is a disappointment, and the Levi is even more miserable than the Spider, that poor guy. TL;DR: I want Spiders and Levis back in action in center. I'll come up with simple solutions later.

 

The Terrier has no stats that surpass the rest of the ships. However, it's fairly balanced, stats-wise, but it's a gun ship, meaning that it simply has a better chance than bombs. Guns almost always outlive bombers, because they can affor to spray or pew a few bullets slowly until the enemy can't do a damn thing.

 

The Weasel is unique because it has EMP bombs. Unfortunately, either it's just me, or I just can't get a hit iwth its bombs without smart bomb -- I'm guilty of that. And I don't like it. Otherwise, the weasel is a great offensive ship because with the right setup, the attacking weasel can slow down the entire time.

 

The Lancaster has four points: Two for Energy, one for Initial Energy, and one for Maximum speed to get to the flag games faster. This is good! Unfortunately, the ship is huge and vulnerable unless there are teammates defending it. (I know that I'm going to attempt a center lanc once I get the energy.

 

The Shark is tiny. It has two point for the highest Initial Rotation and Maximum Rotation. This is good for a small ships, really. It can maneuver well, but it's small and fragile. (I want one.)

 

>> Enough of that <<

 

My main point is for players to take into account the stats of their ships. There are two options:

  1. Balance out the ship, don't mess with its proficienc(y/ies).
  2. Max out the ship's proficiency: You're almost guaranteed to win at a battle that your ship is already built to handle. Semiwarp + Maxwell infuerse + Whatever else? You can get away in a twitch, and come right back. I found that this combo worked great on the weasel, I don't know.

Player of Hyerpsapce, if you wanna be a true virgin, hear me out! If your warbird can reach the highest speed in the game, go ahead -- make it super fast, but make sure you know what you're doing! This is how I've always made my ships. I also take size and mobility into account, but in Center, that isn't too much of a problem unless you're bigger than a Levi.

 

I'm done.

Edited by Psythe
Posted

Nicely written,

 

It is good to know what your strengths are and play to them. I dont use my terr much because i can never figure out what it is good at.

 

btw, the lanc is not the fastest ship. Lanc is good with energy and recharge.

Posted

Hyerpsapce :happy:

 

<3

 

Also, btw, I was a bit intoxicated when I made this topic, so it's pretty much full-on retard. Regardless, there might still be some decent points in the topic, haha.

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