Light Frigate: The Attack Cruiser

My 2nd thread today, whew.

I was bored and sometimes i create some new ship roles with some interesting and overpowered modules, i wrote a lot and the devs will probably not implement new ship roles, but i will share this anyway…

The 'Light Attack Cruiser’

This Anti Support is built to fight against Supporters, Guards, Gunships…

This is a pure damage dealer, nothing else.

The first LAC was built by the Jericho, they found the blueprint to build this ship in a by biomorphs destroyed Empire Transporter, the Empire already has such ships but they didn’t knew it.

The Federation has a contract with the galactic council that they are not allowed to use multiphase technology so they aren’t allowed to builld this hip class.

It took 3 years for the Jericho to assemble this ship, but one of those ships is able to destroy a whole fleet or clean the map.

This ship is based on the biomorph technology but with huge differences and strong abilities.

Average Stats:

Empire - 14000 hull, 6800 shield, 1200 energy, Speed 280m/s, AB 320m/s, Energy Regen 200pts/s, AB EG use 175pts/s

Jericho - 6000 hull, 11800 shield, 1300 energy, Speed 300m/s, AB 350m/s, Energy Regen 210pts/s, AB EG use 175pts/s

General: Sensor Range 5km, Lock time Instant.

6 Cannons avaible.

Usual T5 passive setup.

2 Capacitor, 2 Engine, 2 CPU, (J 2 Shield)1 Shield, (J 1 Hull)2 Hulls.

Heavy gunship with setups which have about 8000 Dps on close range, fast but less tanky. (Maybe around 25k Survabilty)

Special Module - Energy Blow: The ship slows down to 30% of it’s maximum speed for 4 seconds, all negative effects will be neutralized.

The ship charges for 4 seconds, this should be visible…

While charging the ship resistances are reduced by 50 pts.

While charging you can’t use any module. But you can shoot.

Activate the module costs 0 pts energy, but while charging it consumes 80% of the energy.

After that depends on the Main Weapon Lvl it deals huge damage to all ships in range (Maybe 1000m)

7500 Damage (Damage type depends on main weapon)

To make it not too OP

Against Frigates - 150% of the damage.

Against Fighters - 100% of the damage.

Against Interceptors - 75% of the damage.

Active modules:

Front Shield Configuration -

Energy use per second - 20pts/s

Decreases all damage from the front by 70%, but all damage from behind increases by 100% works like the auras of Command & Engineer, but has 10 seconds reloading time that you can’t absorb insane damage however you want.

Mk2 - Reloading time - -0.5 sec, front damage decrease 2%

Mk3 - Reloading time - -0.5 sec, front damage decrease 3%

Mk4 - Reloading time - -0.3 sec, front damage decrease 1.3%

Mk5 - Reloading time - -0.2 sec, front damage decrease 0.7%

Crash Engine

Reloading time - 90 seconds

Charges your ship, you can’t shoot. Your front shields are preparing for impact, 100% less front damage. 200% more damage from behind.

You’re just at 20% of your maximum speed & 10% of your usual rotation, charge lasts 4.5 seconds.

You get thrown 2km forwards in 1sec. Your ship stops at any target. If you hit a stone you lose your shield, not more.

If you hit a player he get’s 10000 Damage, no matter about the resistances & it goes through the shield except the player has the JR9 Implant. You receive 5000 shield damage.

If you have for example 3000 shield pts while impact.

You receive 3000 shield & 4000 hull damage.

1000 shield pts = 1000 shield & 8000 hull damage.

5000 shield pts or more = 5000 shield damage to you.

The opponent’s received damage is affected by the ‘Collsion Compensator’

Mk2 - Reloading Time - -4 sec. Damage - 10681. Charge Time - -0.1 sec

Mk3 - Reloading Time - -6 sec. Damage - 11227. Charge Time - -0.2 sec

Mk4 - Reloading Time - -3 sec. Damage - 11518. Charge Time - -0.1 sec

Mk5 - Reloading Time - -2 sec. Damage - 11750. Charge Time - -0.1 sec

Reverse Thruster -

Reloading time - 45 seconds

No charge needed. Pulls you back with a speed of 650 m/s for 5 seconds. All enemy ships you hit while moving backwards receive 3500 collision damage.

Mk2 - Reloading time - -2 sec. Speed 660m/s. Damage - 3750

Mk3 - Reloading time - - 3 sec. Speed 670m/s. Damage - 4000

Mk4 - Reloading time - - 1 sec. Speed 680m/s. Damage - 4250

Mk5 - Reloading time - - 1 sec. Speed 690m/s. Damage - 4500

Push Weaponry

Reloading time - 75 seconds

You charge 1 sec, no negative effects on you.

A push front with a size of 400m kicks all opponent ships in it’s way away from you. The opponents don’t accelerate over 700m/s and receive only regular collision damage if they crash into objects.

Interceptors - 3km - Speed 690m/s

Fighters - 2km - Speed 550 m/s

Frigates - 1,2km - Speed 400m/s

Mk2 - Reloading Time - 72 sec. Front Size - 415m

Mk3 - Reloading Time - 69 sec. Front Size - 430m

Mk4 - Reloading Time - 67 sec. Front Size - 440m

Mk5 - Reloading Time - 65 sec. Front Size - 450m

Multiadaptive Rocketstorm

Missile interval - 0.75 seconds

Reloading time - 60 seconds

This module don’t affect your missile slot.

3 unguided missile’s with a speed of 1200m/s & a range of 4500m fly in your cursor’s direction. Each of them deals 2500 damage.

Size is like doomsday missile, each damage type missile has a different color. Sound is like medium missiles.

One Thermal, One EM, One Kinetic.

Those missiles are not affected by the missile shield.

Frigates - 120% damage

Fighters - 90% damage

Interceptors - 60% damage

Mk2 - Reloading Time - 59. Damage per Missile 2550.

Mk3 - Reloading Time - 57. Damage per Missile 2600.

Mk4 - Reloading Time - 56. Damage per Missile 2630.

Mk5 - Reloading Time - 55. Damage per Missile 2650.

We need a special ship to beat ECMs… There we go!

Mirror Deflector

Energy Usage - 0 Pts

Duration - 6 seconds

Reloading time - 35 seconds

All negative effects on you will be neutralized and will be transfered to the ship in your lock, neutralizes the effect of the White Noise & the IR Pulsar. Don’t work against tacklers to keep it fair, they are already easy to kill.

Mk2 - Duration 6.5 sec

Mk3 - Duration 7 sec

Mk4 - Duration 7.5 sec

Mk5 - Duration 8 sec

General stats of this ship:

All resistances are decreased by 10pts.

Damage is increased by 10% (Jericho) 15% (Empire)

Target Lock Time is decreased by 100%

Special Weapon (Like Gravi Beamer & Eclipse):

Quantumphaser (Unknown Projectile Type)

T5 Mk1 Dps without Modifier on this ship class (+10% damage) - 3500

This weapon is special is affected by all resistances but only 50% of the resistance and it counts negative resistance x3.

Example - Guard

EM - -40

Thermal - 120

Kinetic - 80

Total resistance - 200, but -120 because the negative resistance counts as x3 and get reduced from general resistance.

Only 50% of the resistance… 40 Pts resistance decrease the weapon’s damage. The maximum of the resistance against this weapon is 100.

(50% less damage)

Projectile Speed (without mod) - 3500m/s.

Weapon Range (without mod) - 4750m.

Optimal Range (without mod) - 2500m.

Spread (without mod) - 0.1 degrees.

Weapon Overheat/Cooling - 7/1 seconds.

Standard Critical Chance - 25%

Standard Critical Damage Bonus - 75%

Rate of Fire - 120 rounds/min

Mk2 - 3600 Damage per Second / 1800 per shot (average)

Mk3 - 3750 Damage per Second / 1875 per shot (average)

Mk4 - 3900 Damage per Second / 1950 per shot (average)

Mk5 - 4000 Damage per Second / 2000 per shot (average)

Extra avaiblepassive modules:

Type: Capacitor

Emergency Phase Remodulator

If your ship is under 20% of the full health. The ship’s hitbox size is decreased by 90% for 5 seconds.

Reloading time - 120 seconds.

Mk2 - 115 seconds

Mk3 - 110 seconds

Mk4 - 105 seconds

Mk5 - 100 seconds

While this module is active the ship has no energy.

You can skip this module if you shoot.

If the module deactivates you get all your energy instant back.

Engine Modification

The Shrink Engine

If AB is active your ship’s size & hitbox is decreased by 35%.

Your resistances are decreased by 10 pts.

No Mk2 - 5 avaible. You can maximal install 1 of those mods.

CPU Modification

Extended Assistant

Increases Critical Chance by 3%

Increases Critical Damage by 10%

Decreases Weapon Spread by 8%

Increases Weapon’s range by 10%

Increases Projectile Speed by 7%

Increases Sensor Range by 30%

Only Mk1 avaible.

Guys this is not a serious ship, just what i would like to fly and to have, you can discuss anything about this ship class, this is just fiction.

Tell me what you would do with this and how it could be improved…

And don’t tell me it is OP, i already know this.

And i’m proud about this, i wrote this wall of text with an iPhone!

Enjoy!

Sense of this wall of text:

That you guys have something to read if there is no new post. Just to spend time on something! :slight_smile:

I was thinking if I should respond or not cuz no one provides freedback to my ideas anymore. But whatever. Modules and stats need comparison of existing modules and ships. More detail would be appreciated for each module. Nice try but try again.

And don’t tell me it is OP, i already know this.

Hahaha, oh god, how can I not? This is all the OP parts of every ship and then some! It’d be a dream to fly this an simply destroy everyone, though.