Here is my first creation, a turret that looks a little like a seafaring vessel - if seafaring vessels had shotguns to blast holes in other pirate ships as they passed by each other. It's like a cannonball, but ones that explode into grapeshot. This one is heavily armed, although I find that the Gatling-style N830RC cannons are a little pathetic, and the Akira railguns suffer an inability to alter the gun's projectile trajectory much. The next thing I want this thing to be is a hover-bugged player ship. Small, light, and ready to ruin another prospector's day. Unfortunately, I don't know much about the hover bug other than it involves wheels, hover plates (as the name implies) and something about making those wheels seem like ground to the hoverplate. Maybe it's not possible, but I'd love to see a vaguely similar, plated, and floating mini battleship sometime soon.
IF YOU DON'T LIKE READING, AT LEAST READ THE STRATEGY GUIDE. AT LEAST!
Here in my garage, just got this brand new Hawkeye Destroyer I. Fun to drive around the Hollywood hills. But do you kn- okay, I get it. Beaten-to-death meme. But this is what I currently drive around through the poorly generated mountains in my world. It has two booster tanks hiding behind the big wheels, for when you need to hit 60. It's an all-around good performer, but lacks a little in the resource holder department. I currently drive this, but slightly modified: It has a Venture mobile SCU slapped on, and my version occasionally uses @ZeroGravitas 's trick of doing the double-high tractor pad trick. I haven't built bases this way, but my next plans are to build a Destroyer II utilizing this concept. One of the current weaknesses are that the cab is effectively exposed - it's hiding right in front of a rear-mounted shotgun. If an enemy AI uses the "stay on your butt" strategy (which is why I now put guns in the rear) my Tech is screwed if the enemy has enough firepower. This Tech uses two big GeoCorp batteries, as well as some Ion Batteries (Hawkeye's finest) and those batteries are drained slowly through two Hawkeye Havoc Shields and their 2x1x1 Repair bubbles. I may reconsider and use a GeoCorp repair bubble, but I feel like it doesn't interact well with my odd-numbered width Tech. Anyways, I'll get on with making a Destroyer II soon - I need an upgrade on my current heavy lifter anyways, I could do good with a rework of the weapons and battery system.
Uses missiles instead of Megaton rain
Can anchor down to recharge batteries
Uses lots of missiles, big and small
Made out of resilient parts
Long battery life (unlike my laptop, lol)
Can hit 60 on boost. And has a lot of fuel to boost. Weaknesses:
Cab is set too far back
Pithy N830RC cannons bolted onto rear end
Not incredibly fast
weak little drills on front, forces resource harvesting to be done quickly, or by kicking the clutch and slamming it into reverse
Not as powerful as larger enemies - cannot face some head-on (see strategies) Strategies and Tactics:
If you read the summary of the strengths and weaknesses, you probably noticed I emphasized missiles yet my Tech can't take enemy prospectors toe-to-toe. Missiles have a fairly long range of tracking, and don't have many of the inaccuracies of a Gigaton Cannon trying to hit a Venture Joyrider. (leading your shots isn't as necessary, they don't get inaccurate because of distance) The range of the missiles and the damage they do can easily snag you the Sniper achievement (although I did mine with some lasers in the beginning of my game) Just find a suitable hill, point the front of the Destroyer to the enemy, and bam, just fire for a little while and the Railguns will take care of any cocky prospectors. Remember, SAVE YOUR GAME BEFORE YOU APPROACH A LARGER TECH ON EVEN GROUND. IT COULD GO POORLY, ESPECIALLY IF YOU UNDERESTIMATE THEIR BATTERY LEVELS AND/OR FIREPOWER.
I'm gonna drop a Payload of new Techs that are based on the Destroyer wheelbase. announcer voice I present the statistics for the brand new Destroyer II, Destroyer Pulsar, and high-end Destroyer Pulsar X!
[Note: This is the time it takes to juice the batteries using the R&D Charging Tower. Longer Time: Larger Destroyer Battery Capacity]
Destroyer I - 0:54.73
Destroyer II - 0:56.87
Destroyer Pulsar - 0:50.75
Pulsar X - 1:01.46
[Note: This is how long the boost lasts on the Destroyer Variants. Press shift to add boost pressure to the turbo.]
Destroyer I - 0:27.55
Destroyer II - 0:15.50
Destroyer Pulsar - 0:11.90
Pulsar X - 0:13.30
SCU will sometimes suck up things on Destroyer I, tossing it around and making it difficult to track target or move around. New Destroyer II will feature an anchored SCU so that it isn't a hindrance in battle.
Destroyer I's wheelbase had a little misalignment. Fixed in Destroyer II and it's variants. Packs lesser firepower than its new brothers, but still a viable option.
Destroyer II has good punch, but is dwarfed by dwarfed by its speedier Pulsar brothers. Is still strong, and has better firepower compared to the OG Destroyer.
[Pulsar] variant hits 93 MPH for a short time but is limited to 53 MPH while cruising. Intended to provide big boost for a short time, such is the name.
[Pulsar X] variant hits 95 MPH and does it for a whole lot longer. Cruising is 54. Appears to have the largest battery so far. Would use, but has lots of exposed fuel tanks. May edit further before posting a final Destroyer III or Destroyer IV.
Here are the brand new awesome Destroyer builds! Hope you guys enjoy. They're all a little specialized, especially the Pulsar builds. The Destroyer II is most all-around and is the heavy lifter for all the jobs. Below: The Destroyer II Below: Destroyer II Pulsar
Below: Destroyer II Pulsar X
Also, @ZeroGravitas (sorry to ping you again) I have responded to your post. TLDR is basically, fork the thread if you want (or have me do it) and I will post more stuff (including the plane attacking the little climber). I have created an improved version, just let me know where you'd like it posted. I still want to keep the recreation train going, working on some of the easier to recreate Techs. Where can I find the .txt file where I can sift around for the names of the Techs? And is it considered a violation of the EULA to connect the name to the game of the Tech, because it's rooted in the game code somewhere?
More things! I found that small single hover systems really really work. Here is Tiny Hover and the tilitable Tiny Hover II. Tiny Hover II looks like a floaty GSO Carcature. Enjoy! How to use:
Shoot until you've tilted forward to your desired speed, then go! This can really fly across some grasslands, and really loves to blaze across the salt flats. The R&D Testing Chamber can set a sweet speed record. The Hover II can tilt and turn, but can't restablilize. It can be upright and go forward, as well.
To change direction in the Tiny Hovers, you can always use the build beam.
I recently picked up the Scout Tank from the "Fortress" collection on the Workshop [here] and tuned it into the E-special Turbine Tank. I added some armor to the top, gave it a little rifle, and has a bubble to keep itself safe. Turbines make it a little faster, and also give it a cool noise that makes it sound like a classic tank. (Tanks used aircraft-style Turbine engines in the wars)
This is Light Plane I. It has Hawkeye missiles, so if you don't have Hawkeye, just load it into creative and save without the missiles. Other than the Hub wheel and Seeker missiles, every part is Venture Spec. A more powerful version of this plane may be coming soon. I enjoy the VSTOL and would like to keep it around if I make a better version of the Light Plane.
I forgot to upload my techs, and tired-ass me went to sleep. So, a day late, here is *announcer voice* Light Plane I!
@AstraTheDragon I've done a little of my own research, and as you're overhauling the wiki, more information about things like bubbles and batteries would be helpful, I assume. So I sat at my desk for an hour while timing with my phone to see how good the Hawkeye and GEOCorp batteries were in preparation for choosing what batteries to use in a build I'll be posting soon.
4x Hawkeye Ion Battery + GeoCorp Repair Bubble: 1:03.27
GeoCorp Battery with GeoCorp Repair Bubble: 1:02.12
The difference is negligible, and if I were to run more test- oh wait, I can't play video games in Saturday School.
this "punishment" is getting out of hand.
Anyways, if I were to try to run this test a couple hundred more times simultaneously on a PC with greater power than my cardboard box with a screen, the results would probably even out. GEO techs with massive battery units are more common late game, so they might be better. However, scrapping these batteries would also be reasonable, as they use incredibly expensive components, whereas Hawkeye batteries have relatively lighter component costs.
@AstraTheDragon I've done a little of my own research, and as you're overhauling the wiki, more information about things like bubbles and batteries would be helpful, I assume. So I sat at my desk for an hour while timing with my phone to see how good the Hawkeye and GEOCorp batteries were in preparation for choosing what batteries to use in a build I'll be posting soon. View attachment 24566
Though I hate to admit that your time was kind wasted. I can confirm that Hawkeye and GeoCorp batteries have similar storages.
GSO batteries hold 1500 energies when full @1500 per block cell; ~250 HP per cell.
GeoCorp batteries hold 14000 energies when full @1750 per block cell; ~162 HP per cell.
Venture batteries hold 1500 energies when full @1500 per block cell; ~ 200 HP per cell.
Hawkeye Batteries hold 3500 energies when full @1750 per block cell; ~ 400 HP per cell.
To get these values I used @Lost Ninja's block table which I cannot recommend enough. For more block data, I would also highly recommend @Exund's Advanced Building mod (currently available on @WhitePaw's new TTMM.)
I came across GK's Hover Tech in the Steam Workshop which was a game-changing design for me, I didn't have any 2-wide techs on hand so I borrowed a different tech in the workshop, Prelude V2, and created a version with a turret based on GKVec's design. I love that the disabilities of the Battleship Mk2 cannon are surmounted by using an Axis Shotgun -- what an ingenious idea!
Thus, I present a slightly modified "turreted" edition of Prelude V2, through optimization of the tallest part of the tech being used as a turret base. This is mostly a proof-of-concept showing that it can be done on all sorts of techs.
Here's the file. I'm going to continue to see if I can un-corrupt my game save or something to try and get the corecrafter tech I made, I spent hours on that thing and now the R&D world it's in is corrupted. I don't like using explosives, so a GSO 3 block takes care of things, since explosive bolts are consumables and if you need to SCU and then drop in a tech, it gets used up. You may need to anchor the tech down and shimmy the turret around using builld beam to get it to work.
I think it's about time to say what I've been working on, and a couple other updates you guys might like to hear -
I got a new laptop! It's an Alienware m15. I know I overpayed, but I like the premium feeling and geometric "Alienware DNA" styling. Something about Alienware laptops just get me. I got the 100% sRGB panel, and despite how much many people will say that the game looks a little washed out or whatever, I think it looks perfectly good on a bright, color-accurate panel. I paired the nice screen to a 1070 Max-Q, since I'll need a stronger graphics card to push that many pixels.
I'm keeping the laptop, and my goal for it is to last 5 years. So far, no issues at all! I'm very happy with it.
I also posted a status update that you guys may have read - i've been obsessed with this new game called Redout: Enhanced Edition that I really just love for the anti-gravity fast-paced racing. Their community is amazing and we all have fun together each day. Unfortunately, the game has also been taking a toll on my body. It's been extremely engaging, but I'm in pain after playing for so long, the game is just enthralling and I can't walk away from it. My hands hurt like all hell, I can't twist my wrists, I have a massive headache and my ass hurts. And I keep hallucinating an energy bar everywhere I go now. I need to stop but I can't.
I'm glad with this new game machine though, I can load stronger and bigger techs, and hopefully have more content coming out - I definitely won't be forced to play the game at a grueling 10fps.