Potato's Tech Oven

Discussion in 'Techs' started by Potato, Oct 23, 2016.

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  1. Potato

    Potato Tinkerer of Titäns

    Note: Please don't post your own techs here. Make a new thread.

    *ahem* So, this is where I'll be posting my techs, along with how they're built (if available), and my processes.

    Naming Convention

    Alright, now that's out of the way, here's my techs so far:
    Google Drive here

    Roster (Updated November 7, 2017)

    All Techs posted here are open to critique so they'd do their roles better.
     
    Last edited: Mar 26, 2018
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  2. Potato

    Potato Tinkerer of Titäns

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    • AM01 Ranger A1
      • Dimensions:
        Length: 18
        Width: 10
        Height: 10 (with the missile rack), 6 (without)

      • Notable Features:
        Fully Tracked Vehicle
        Mobile Refinery
        Sponson mounted Hawkeye Turrets

      • TL;DR
        This is an all-purpose trooper; with a good balance of firepower, speed and armor, it can fulfill a variety of roles within the fleet, from scouting to direct assaults. Equipped with its own survival gear, this guy is a hardy lone wolf.

      • Description
        Because the spawns got larger overtime because of my Landship techs, I had to build a bigger escort to take out other Techs; something with enough firepower to take down groups and even invaders, but not too much that it'll lag the game. Big enough to be a threat, but not too big to be considered a Landship. Thus borne the Ranger.

      • Offense
        The Ranger's main weapons consist of 6 Megaton Cannons, 6 Heatseeker Missiles, 2 Hawkeye Cannons, 14 Hawkeye Shotguns and 1 Hawkeye Vulcan gun, enough firepower to stop most forces in all ranges, but not too heavily armed that it'll be over-encumbered.

      • Defense
        Due to its size, it wont be able to outmaneuver small techs, and so it has Hawkeye Burst Rifles around its hull for close-ranged self-defense. For passive protection, it uses shields and repair bubbles, and a layer of Hawkeye two blocks and armor plating as its "skin", to provide some level of protection in the event of losing power.

      • Mobility
        While not as maneuverable as small techs, it has good all-terrain capabilities thanks to its Hawkeye Tank treads; it can climb mountains and navigate through hills without problems, perfect for scouting. As a bonus, it also has Hawkeye Jet engines for a temporary boost of speed.

      • Utility
        To survive out in the wilderness, it has a small "backpack" generator that can refine fuel for it to use while on the move. It also has 2 SCUs to collect blocks from fallen Techs or for basic repair. Its modestly sized battery pack integrated in the hull gives it a good shield strength whilst away from its base.
     
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  3. Potato

    Potato Tinkerer of Titäns

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    • HVL01 Vorapede A1
      • Dimensions:
        Length: 13
        Width: 10
        Height: 5

      • Notable Features:
        Fully Tracked Vehicle
        Low Silhouette
        Armored

      • TL;DR
        This adorable little Tech is a heavily armed and armored resource gatherer for the fleet. With enough armor and shielding to fend off attacks and return fire in kind, it can provide fire support and defend unarmed installations.

      • Description
        Due to my machine restrictions (and mainly due to Terratech being ill-optimized for large Techs), I had to build a Tech that can clear a path from forestry and other obstacles so my Landships can move. Sure the Landships can handle blockades, but doing so lags my system.

        And thus borne the Vorapede, a path-clearing, combat and harvesting vehicle hybrid. Voracious, diminutive and efficient.

      • Offense
        Designed as a harvester, the Vorapede's offensive capabilities are limited to its GeoCorp Cerberus Drills, Hawkeye Shotgun attached all-around its hull, 6 Hawkeye Burst Fire Rifle and 2 Hawkeye Heatseekers (one on the front and back).

      • Defense
        While lightly armed, it's better armored. Plated with both GeoCorp Shock Plating and GSO half blocks, along with full shielding and a decent battery life, it can shrug off enemy fire while it finishes clearing a path for its allies, or until it finishes harvesting deep in enemy territory.

      • Mobility
        Using Hawkeye Tank Tracks, The Vorapede is moderately slow, but agile and all-terrain. This vehicle isn't equipped with booster jets.

      • Utility
        The Vorapede's bulk is dominated by 9 GSO flatbed collectors, giving it a high resource capacity before returning home.
        (GeoCorp collectors do not keep their resources, even at slow speeds for some reason)



     
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  4. Potato

    Potato Tinkerer of Titäns

    20170826184451_1.jpg 20170826184517_1.jpg 20170826184338_1.jpg
    • LSM02 Ogre A1
      • Dimensions:
        Length: 36
        Width: 26
        Height: 20
      • Notable Features:
        Manufacturing base at the back
        Control Tower
        HawkEye Havoc Shields
        100+ GeoCorp Batteries
      • TL;DR:
        With the advent of 0.7.6, new questions come up.
        My question was: "How do I make my base move?"
        My answer is the Ogre. A landship that has a small manufacturing base on its back.
      • Description:
        This warlord carries a forge on his back. The Ogre is a mobile base capable of both destroying Techs and building blocks.
      • Offense:
        As with all Landships of this size, it does not disappoint; Bristling with GSO Megaton Cannons and HE Missiles, it can fire in all directions with relative ease. The only side that is less armed is its back, which contains its manufacturing base. Other sides are much more armed, with the highest firepower being the front, for those heavily shielded Techs.
      • Defense:
        Just like its firepower, its defense is just as impressive. HE Shields and repair bubbles are strategically placed all over its hulls to ensure that it can wipe off the dust of those pesky Techs that come in its way. 100+ GeoCorp batteries make it a very tough target to crack. But, in the event of power loss, its hull has been reinforced by redundant blocks and GSO & GeoCorp armor, ensuring that it can survive the onslaught.
      • Mobility:
        Using the new GeoCorp Tank Treads, it has good mobility. While not very fast (With a top speed of only 22mph without boosters), it can carry itself well. In harsh terrain, the wheels surrounding it prevent the treads from getting stuck, and it has GSO thrusters built within, so it can still propel itself if it does.
      • Utility:
        The obvious structure behind is back is its compact manufacturing base; the first Landship in my fleet to ever have one. It can build or scrap any block, or sell resources. This base however is not very fast compared to dedicated bases. More advanced blocks like Cruise Missiles will take longer to build when using this.

        The tower atop its bulk is not just for show; it is the power center of the Tech. It has a set of mobile generators that can keep it running for a good while in the event that it needs power fast. When not in combat, it relies on its "crown" of Solar Panels to keep it topped with power.​
     
    Last edited: Aug 28, 2017
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  5. Potato

    Potato Tinkerer of Titäns

    LM01_Scarab_A - Pic01.jpg LM01_Scarab_A - Pic03.jpg LM01_Scarab_A - Pic04.jpg

    • ML01 Scarab A1
      • Dimensions:
        Length: 17
        Width: 12
        Height: 8

      • TL;DR:
        This is a mobile Scrapper Tech. While it's not supposed to fight at the front line, it is modestly armed and armored.

      • Description:
        With the amount of blocks piling up in my inventory, my current mobile base, the Ogre, can't scrap that large amount. In keeping with the "Mobile fleet base" motif, I built a mobile scrapper Tech to handle the recycling needed. Meet the Scarab.

      • Offense:
        This Tech is not meant for combat, and should be away from the battlefield as much as possible. However, that doesn't mean it can't defend itself. It's armed with 1 GSO Megaton Cannon and some guns around its hull for all-around protection.

      • Defense:
        Should the Scarab be caught off-guard, it is modestly armored. It's fully covered with GSO Shields and repair bubbles. Should it lose power, it is armored in some places. But again, this Tech should only see combat as a last resort or as a cleanup job.

      • Mobility:
        Relatively light, it is mobile enough to move with the main fleet and traverse harsh terrain without the use of boosters or propellers. But since it uses GeoCorp wheels, it's not expected to be fast.

      • Utility:
        It shines at its main role: As a Mobile Scrapper. It has 2 Scrappers built onto its back for each Corp available and store all the chunks on its silos for later storage. Simply set up in a dead battlefield, collect the blocks and scrap them on-site.
     
    Last edited: Aug 29, 2017
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  6. Potato

    Potato Tinkerer of Titäns

    Separated the Naming convention from the first thread post.
    Naming Convention
    Each Tech in this thread is named in the Following order:
    Role, Size, Serial Number, Nickname, Variant

    • Fleet Role
      Techs are first categorized based on their role in the fleet. More roles will be added as soon as the game gives me better options.
      • Scout (S)
        Designed for speed, these Techs are meant for general reconnaissance. They can be heavily armed or armored for as long as the added weight doesn't compromise their speed.

        I've given them a variety of roles/abilities once the game updates to that point:
        Stealth
        Assigning targets for artillery strikes
        Disabling techs (Through EMP or shooting their wheels off)

      • Assault (A)
        These Techs are mainly designed for combat; usually armed with powerful close-ranged weapons (not limited to melee) and explosives. They're slower than Scout units but faster than the Landships they escort.

      • Harvester (HV)
        These Techs are the resource gatherers of the fleet, designed to collect and/or process resources like wood and ores, then return them to base. They're usually armed for defensive purposes and have medium to slow speed.

      • Manufacturing (M)
        While neither properly armed and armored for combat, much like Harvesters, they are important in any fleet. Depending on their design, they may be capable of any of the following:
        • Processing mined ores into resource blocks
        • Fabricating and/or scrapping blocks
        • Building component chunks
        • Generating power

      • Turret (T)
        A recent addition to the fleet, Turret Techs are defensive emplacements. They may or may not be designed to move around.

      • Landship (LS)
        Landships are generally the command vessel of the fleet. Once a tech reaches 20 blocks in either length, width or height, they will be in this category. Large and usually wielding absurd amounts of firepower, they're generally designed to smash through stalemates, invaders and defenses.

        Aside from the attack role, they can also fill other roles such as:
        Harvesting resources whilst mobile
        Acting as a meat-shield for supporting techs
        Providing power to nearby techs
        Acting as a mobile forward base of operations

    • Size
      Next is is that the tech will be categorized based on size. Once a tech reaches a certain amount of blocks in either length, width or height, they will be assigned on its respective size category. Once the game engine is finally optimized to handle more blocks, this size category will be adjusted.

      Note: Once a tech reaches 20 blocks, they're automatically assigned to "Landship" sizes.
      Small (S) = 1 - 5 blocks
      Medium (M) = 6 - 10 blocks
      Large (L) = 11 -19 blocks
      Landship Small (S) = 20 - 30 blocks
      Landship Medium (M) = 31 - 40 blocks
      Landship Large (L) = 41 blocks above

    • Model Number
      Next is the model number of the tech. If there are 2 Assault Mediums (AM) in the fleet, then the first tech built will have the "01" number (Hence assigning it AM01), then the second tech AM02

    • Codename
      This is the fun part. Give the tech a nickname! Landships are usually named after badass people. But in general, anything goes.

    • Modifications/Variants
      This is the suffix for the tech involved. Any notable modifications that aren't included in the base version are noted here. Each letter is followed by a number to signify the number of times the changes occured. (Such as A1 or b20, etc)
      A-C (A) (B) (C)
      These are the base variants of the tech, and are meant to signify improvements or changes over the course of its lifetime.

      Prototype (P)
      Placing a "P" as the suffix means that the tech is a prototype, meaning it's still under testing or unfinished.

    • Samples:
      LSS05 Landmaster P1
      Means that this tech is named "Landmaster" and is the 5th Small Landship in the fleet. It's also the 1st Prototype.

      AL01 Grumpy A1
      Means that this tech is named "Grumpy" and is the 1st Large Assault tech in the fleet. It has no further modifications.
     
    Last edited: Nov 7, 2017
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  7. Potato

    Potato Tinkerer of Titäns

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    • LSS01 Basilisk
      • Dimensions:
        Length: 24
        Width:16
        Height: 10

      • TL;DR:
        Because I'm still crafting parts for my next Landship, I had to make a smaller replacement. Something that can use the mountain ranges to its advantages. Thus borne the Basilisk, the first Sniper Landship in the fleet.

      • Description:
        Most Landships love the maelstrom of battle. But the Basilisk is a calculating killer, whittling its enemies with its array of Railguns until its target's shields have run dry. Then it pounces for the kill. Truly, its gaze is enough to kill.

      • Offense:
        As with most Landships, it is heavily armed. But there's a twist: the Basilisk doubles as a sniper. Its back lies a tall array of HE railguns and a small set of HE Cruise Missiles. Built onto its structure is an aiming sight to manually shoot at targets far away.

        For regular combat ranges, it's equipped with a large slope of GSO Megaton Cannons at the front and a smaller belt of cannons at the sides. For melee combat, it's equipped with HE shotguns and a GeoCorp Plasma Cutter.

      • Defense:
        Much like its bigger brothers, it's equipped with HE Havoc shields and a hefty bank of GeoCorp Batteries. Not much compared to its larger counterparts, but enough to survive an incursion.

      • Mobility:
        Slow and steady is the pace of all Landships. The Basilisk is no exception, but as with most of its type, it can "sprint" up to 60mph, enough to chase down prey or run away from an ambush. Because of its smaller size, it is better suited to scale the mountain ranges and use the height advantage to hunt.

      • Utility:
        Sadly, this beast is purely designed for combat, and offers no utility for the fleet. It is capable of charging itself however and can act as a mobile defensive emplacement when not on the move.
     
    Last edited: Sep 5, 2017
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  8. Potato

    Potato Tinkerer of Titäns

    20170907232803_1.jpg 20170907232807_1.jpg SM03_Bulldog_A1.png

    • SM03 Bulldog A1
      • Dimensions:
        Length: 9
        Width: 14
        Height: 5 (6 with Magnet)

      • Notable Features:
        Heavily armed Scout Tech
        Rotor-fan Powered
        Drift-Capable (Does not deliver Tofu)

      • TL;DR:
        This is a Medium-sized Scout that's well-armed and armored. It's not very fast for a scout (85mph), but it's fun to drive. It can DRIFT! FUN!

      • Description:
        My fleet is a juggernaut that laughs at Megaton Cannons and Cruise Missiles as it scours the land for resources. Problem is, it's very slow. Scouting with planes work, but looking for resource wells are hard to see. A land scout is needed.

        Something fast enough that it can cover large distances, but with the wheels strong enough to handle off-road. GeoCorp wheels are strong but too slow, Venture wheels are fast but too spindly, and HawkEye is still too slow. GSO however...they have new wheels.

        Designed around GSO's Muddy Dog Wheels, the aptly named Bulldog is the first proper land scout for the fleet. A well-rounded fighter and a fast enough scout, it's a solid Tech with a big bite and a loud bark.

      • Offense:
        Using quite a heavy set of armament of GSO Megaton Cannons & Mortars, and an array of HE Shotguns at the front, it can be easily mistaken for an Assault unit. The Bulldog can easily outmaneuver and pick apart any Techs larger than itself.

      • Defense:
        Using 2 GeoCorp Batteries and HE armor at the front, it has good protection for a scout. But it's not designed to be at the front-line; retreat is its best protection.

      • Mobility:
        With the new wheels as the base, it can carry itself well. The wheel's size ensures that the Bulldog never skips a step when moving onto mountains. But its speed comes from a twin-linked HE Propeller engine. Giving it consistent speed in any terrain. To save space however, it does not have boosters.

        But speed combined with its weight does pose some quirks; mainly that it can drift and has difficulty when turning at full speed. It's quite a Tech to handle.

      • Utility:
        While it's designed as a scout, it doesn't mean it can haul some resources while the fleet travels. Hence it has a small GeoCorp Collector. A GSO Block Magnet serves to clean up the path where the Landships will travel to.
     
    Last edited: Sep 21, 2017
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  9. Potato

    Potato Tinkerer of Titäns

    20170919221357_1.jpg 20170919221359_1.jpg 20170919221416_1.jpg

    • LSL01 Surtur A1
      • Dimensions:
        Length: 48
        Width: 26
        Height:23

      • Notable Features:
        Integrated Manufacturing Module
        Miniature Helipad
        400+ GeoCorp Batteries
        48mph Top Speed, 83mph with boost
        Extreme Firepower

      • TL;DR:
        Currently the biggest Landship in my roster of Techs, Surtur is the epitome of heavy firepower and armor. This lumbering juggernaut can manufacture and charge other Techs. As a bonus, it's large enough to have small helipad; the first Landship in my roster to ever have one.

      • Description:
        Named after the Nordic Fire Giant that delivered the world into Ragnarok, Surtur is a massive beast. Designed as an improvement to the Ogre, as an evolution against Techs that uses HawkEye blocks as skin, and as an experiment, it is everything a Landship should be: A dominant force on the battlefield.

      • Offense:
        Its structure is designed to hold as much firepower and armor as it possibly could, and it shows. 42 Megaton Cannons at the front, 25 at the sides, and 21 at the back, any Tech not designed to withstand the barrage will simply be pounded into ash.

        To add to its already impressive guns, it has an array of Cruise and Heatseeker Missiles all over its hull for long-range sieges. As the "cherry on top", GSO mortars are placed on the sides and front to ensure any fleet's demise.

        Against other Landships, its hull is designed to use drills, ensuring that all behemoths bow before it.

      • Defense:
        Boasting over 400 GeoCorp Batteries, Surtur is the definition of a rolling fortress - the last Tech to stand in a fight, no matter how large. In the event of losing battery power, however ludicrous that might seem, its hull has been Triple-reinforced with redundant blocks/armor, ensuring its dominance over the battlefield, regardless of opposition.

      • Mobility:
        With 100 HawkEye Rotor Fans integrated into its hull, it is no slowpoke. It is capable of hitting 48mph without boosters and can sprint 83mph, an astonishing feat for a Tech the size of a small mountain. However, its weight has pushed the mainstay of its mobility,. While GeoCorp Tank Treads have proven herculean in terms of strength, Surtur is pushing its 8-wide track set to its breaking point, barely able to turn in place, relying on its external wheels for turning.

      • Utility:
        Much like the Ogre, Surtur has its own "Fabrication Module". But unlike its predecessor, this module has been upgraded and miniaturized further. This module is similar to the Manufactorum C variant, with some modifications. To further improvements, the module's position in the hull has been changed; it's placed atop, instead of the back, removing the obvious weak-point of the Ogre's behind, and replacing it with copious amounts of cannons.

        As with the Ogre, it also has a a set of Mobile generators and Solar Panels. But unlike the Ogre, it is large enough to house a small helipad for VTOL Techs to land and recharge, using its integrated chargers underneath its plated skin.
     
    Last edited: Sep 21, 2017
  10. Potato

    Potato Tinkerer of Titäns

    20170921121855_1.jpg 20170921121903_1.jpg 20170921121907_1.jpg

    • ML02 Manufactorum C
      • Dimensions
        Length: 16
        Width: 12
        Height: 9 (21 with Tower)

      • TL;DR
        This is an all-in-one solution to all Fabrication, Scrapping and Selling needs. Compact, with different modes of resource processing, the Manufactorum is a necessity should the fleet need a new Landship. The C variant is a semi-styled Static Base.

      • Description
        Should the fleet lose its fabrication capabilities, it can always call in "The box", the Manufactorum. This small base functions as a hub for all manufacturing and recycling operations. It can fabricate & scrap blocks, sell & store resource chunks, and charge Techs - the all-in-one solution. Because of its ease of construction and modular design, it can be easily put into Landships large enough to carry it.

      • Offense, Defense & Mobility
        This is an unarmed Static Base. It has no armaments, and is only equipped with repair bubbles in the B & C variant.

      • Variants
        • A: The standard Template (not shown), and is the most compact version. Commonly used by Landships such as the Surtur, and is the streamlined descendant of the Ogre's Manufacturing module.
        • B:The "Field" variant - fitted with Repair bubbles, GeoCorp batteries and wireless chargers, essentially acting as a small base.
        • C: The "Jumbo" variant, and fitted with an extra configuration: The option to refine all resources before being stored in its silos, or sold; useful for large deliveries of unrefined chunks.
        • D: A fix for the C variant, adding an extra mobile Resource Cannon on the Component silos, in the event of an overflow.
     
    Last edited: Sep 21, 2017
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  11. Potato

    Potato Tinkerer of Titäns


    • 20170922002915_1.jpg 20170922002921_1.jpg 20170922002924_1.jpg
    • SM01 Nosedive A2
      • Dimensions:
        Length: 7
        Width: 11
        Height: 5

      • Notable Features:
        • Carrier-friendly Take-off Length
        • Low-maintenance Construction
        • Front Landing Gear

      • TL;DR
        This Tech I adore, as it is my first plane. Easy to fly, and forgiving to land, this is a Tech I've refined recently for future use.

      • Description:
        There was a time when planes were under consideration as support units for a Landship fleet. After all, if Surtur is large enough to house a small helipad, perhaps a purpose-built "Carrier" Landship would house a small fleet of planes?

        The Nosedive is the result of this. Capable of short take-off, it is a Carrier-friendly aircraft. But its specialty is landing - it can land at a 90-degree angle, essentially a hard crash. It handles decently in mid-air and is modestly armed, perfect for bombing runs and dogfights.

        However, as a designated Scout, it's only meant as a "Reconnaissance-in-force" and as a harassment measure, softening targets so the Landships can eliminate them easier.

      • Offense:
        Armed with 4 Cruise Missiles and 2 Heatseeker Missiles, it is a capable Fighter-Bomber. Capable of harassing enemies in relative safety.

      • Defense:
        It being in mid-air is already the ultimate defense against the roaring cannon-fire of most Techs, as such, it is only equipped with a HawkEye repair bubble, ensuring that if it does gets damaged, it can still return to base and recharge.

      • Mobility
        Speed is not a problem - it's capable of cruising the skies at 105mph. Modestly agile, it can also perform dog-fight maneuvers such as loops and rolls. Crashing is also not a problem, as one of its landing techniques is to crash down.

      • Utility
        This is a Scout, as such it's not designed to be helpful to the fleet other than basic scouting and harassment.
     
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  12. AndreSaM

    AndreSaM New Member

    Nice Designs
     
  13. Potato

    Potato Tinkerer of Titäns

    20171018114235_1.jpg 20171018114318_1.jpg 20171018114336_1.jpg
    • LSS02 Spartan A1
      • Dimensions:
        • Length: 30
        • Width: 20
        • Height: 15

      • Notable Features
        • Fully Tracked Vehicle
        • V-shaped Front Hull
        • Mobile Manufacturing base

      • TL;DR
        The Spartan answers the question "What is enough?". With just enough firepower, armor and utility, it's my current "Campaign default" Landship.

      • Description
        If the Surtur is an example of excessive firepower, armor and speed at high cost, the Spartan is the example of a well-rounded Landship at a reasonable size and price.

      • Offense
        As with most Landships, it has impressive firepower, with 26 Megatons at the front, 8 at the right and 6 at the left and back. For long-range encounters, it's equipped with HE Cruise Missiles and Heatseekers on all sides and a pair of drills for melee combat. Smaller armaments include HE Repeater Rifles, Machine guns and GSO 3-Pounders and Mortars for smaller Techs.

      • Defense
        With 50+ GeoCorp Batteries, it has a high shield capacity, ensuring that it stays alive in prolonged battles. In the event of power loss, its front and sides have redundant block armor, giving it extra survivability.

      • Mobility
        Its hull has been constructed with the same template as the Ogre and the Surtur, and as such, it can scale mountains quite well. However, unlike its bigger brothers, it has more trouble pulling its own weight due to having less Thrusters - a necessary sacrifice to save on costs.

      • Utility
        With a "Manufactorum" Fabrication base at its back, it's essentially a heavily armed and armored Mobile base, capable of building
        and scrapping blocks, and selling and storing resources. It can also provide power to other allied Techs via a set of GeoCorp wireless chargers on its back. To save on size, its Resource Receivers are only located at its back. As with all Landships, it has a set of GSO Solar Panels to keep itself fully charged.
     
  14. Potato

    Potato Tinkerer of Titäns

    About time these two crapbirds get their own post.
    SM02_Pigeon_E1.png SS01_Budgie_E1.png
    • SM02 Pigeon E1
    • SS01 Budgie E1
      • Dimensions:
        Pigeon:
        • Length: 7
        • Width: 9
        • Height: 5
        Budgie:
        • Length: 4
        • Width: 6
        • Height: 4

      • TL;DR:
        I needed a quick-to-build scout to mark areas of significant amounts of ore on them. Something good enough and with parts that are easy to find/build. So I made two of them.

      • Description:
        Should the fleet need a scout, but not enough parts to use, nor the time to build a decent one, I've prepared two types of scouts for such an occasion: The Budgie, essentially the smallest GSO-only flyer I can ever design, and the Pigeon, a more decent design built for endurance and light attack runs. Let these two mark areas of interest, and the Landships will follow suit.

      • Offense:
        The Budgie can barely carry itself, let alone a decent weapon. However, the Pigeon is designed to carry 1 Cruise Missile, just enough to destroy some small targets.

      • Defense:
        The Budgie is designed with extreme budget constraints - no shields, no repair bubbles, just the height advantage as its defense. However, the Pigeon has 4 GSO batteries powering a shield and repair bubble, a decent protection when flying low.

      • Mobility:
        Both planes have been designed to maximize aerodynamics and to minimize takeoff length. The Pigeon has a top speed of 87mph, while the Budgie has 77mph. Overall, these pair are well-built, despite using substandard parts.

      • Utility:
        As these two are scouts, they can only offer visual on Techs or areas of interest for the fleet.
     
    Last edited: Nov 7, 2017
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  15. Potato

    Potato Tinkerer of Titäns

    Another one of my old techs, updated for 0.7.8.

    20171107143657_1.jpg
    left to right: Variant C, B, A2, A1 20171107145516_1.jpg 20171107153231_1.jpg

    AM01 Armadillo
    • Dimensions (Length/Width/Height):
      • Variant A: 8/6/4
      • Variant B: 9/6/4
      • Variant C: 9/8/6

    • TL;DR:
      Back in 0.7.0, HawkEye was hype, and I just finished Stroheim, my first official Landship. There were a lot of parts lying around, and Stroheim is a bulky beast to lug around the grasslands, so I thought "Let's make something small." And so the Armadillo was born.

    • Description:
      Designed as a small raider and assault Tech, the Armadillo is a capable fighter specializing in close-ranged assaults against techs its own size or larger. Its armor and small silhouette (except Variant C) gives it good survivability.

    • Offense:
      Its main armament consists of a large set of HawkEye shotguns at its front hull, more than enough to send Techs flying from the knockback - a treat for the eyes. Its sides and back are fitted with a small battery of HawkEye Machine guns for all-around protection.

      Over its service life, its firepower has been upgraded, with Variant C1 bearing the most number of guns.

    • Defense:
      Using 1 GeoCorp and GSO battery, this tech is somewhat protected against direct attacks. However, against larger foes, its low silhouette and high burst speed will make sure it's hard to get hit in the first place.

      The Variant B1 has slightly improved armor on the sides, while Variant C1 more than doubles its shielding capacity and block armor.

    • Mobility:
      All variants are capable of cruising at a decent ~33mph. However, only Variant B & C can turn in place. Moreover, each variant has different boost speeds:
      • Variant A - using the smallest boosters, manages 83mph.
      • Variant B - using more powerful boosters, has 100mph, but tends to veer a hard turn after a few seconds.
      • Variant C - has improved over B thanks to its booster positioning, doing a stable 96mph.

    • Utility:
      Specializing in assaults, the Armadillo only offers violence for the fleet. However, the Variant A2 is equipped with 2 GSO solar panels to bolster a base's power output, while Variant C is anchorable to charge itself while idle.

    • Variants:
      • A1 - The original. Uses 1 GeoCorp and 1 GSO battery. Has 10 shotguns and all-around gun coverage. Uses Venture Pulse Boosters for burst speeds. (0.7.0)
      • A2 - Added 2 more shotguns at the front, totalling 12. Added GSO solar panels to aid in recharging. (0.7.0)
      • B1 - Replaced outer wheels with Tank Treads to provide better grip and turning speed. Replaced Venture boosters with HawkEye boosters. Added more guns at the back. Has unstable boosting.
      • C1 - The "Battlemaster" version; complete overhaul of everything. Increased firepower, armor, mobility and shielding. Much more stable when boosting and has higher ground clearance for harsh terrain.
     
    Last edited: Nov 7, 2017
  16. The Grand Teki

    The Grand Teki Well-Known Member

    PBHT
    crapbirds
     
    Potato likes this.
  17. Boomik

    Boomik is very T H I C C

    MAKE A POTATO!!1!-!1!1!!1!12!3!2$4$4
     
    JimmyBlether likes this.
  18. Potato

    Potato Tinkerer of Titäns

    Hmmm, I've got a bunch of potato Techs here, I'll post some this week.

    Project "Golden Armada"
    Log #1
    Date: 2017-12-08

    Alright! I've been tinkering on that "Light Seeder" Ship concept. I've made a 20x20x10 "Module" prototype. Here's a 100x20x20 mock-up for the ship's size.

    20171208224051_1.jpg

    So the construction technique involves ball & socket blocks to connect each module together (one on each corner of the module for stability), and using temporary "barges" at the bottom to position each module to their proper position. Once the barges are removed, the modules should be light enough to float.

    However, there are problems: It's laggy as hell. If I can't properly build a 100-block long ship, then how am I supposed to build B I G G E R

    @Legionite I saw your floating Aircraft Carrier, how'd you manage to make it afloat without using a large bank of hovers? I saw it use treads, but I don't know how to use them :(

    More updates on the way as the modules are fleshed out.
     
    Last edited: Dec 9, 2017
  19. The Grand Teki

    The Grand Teki Well-Known Member

    Clicked for free lemonade, disappointed.
     
    Potato and Legionite like this.
  20. Masakari

    Masakari Well-Known Member Most Ingenious

    I think Legionite was using a bug he had discovered with HE tracks and MTs. IIRC what was causing it was the friction caused by the tracks driving on another tech.
     

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