Techs by Falchoin

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
Mayfly: A small durable hover crammed into one Venture shield bubble. It's a bit too heavy for the AI to use effectively in moderate to severe terrain.
Mayfly.png

Hammerhead Type C: because erryone loves carriers. Leave lift neutral after releasing the drones, they'll bring the shinies to you.
Hammerhead Type C.png

Demonstration video of the Hammerhead:
 
Last edited:

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
I decided the Hammerhead needed its own drones, enter the Hatchet! Similar speed and mobility to the Bee drones, but more heavily armed and armored. The standalone variant of the Hatchet comes with four Better Future resource collectors (two more than the Hammerhead carried variant), giving it more carrying capacity than the Bee.
Hatchet.png

Hammerhead Type C (with Hatchet drones)
Hammerhead Type C.png

For use:
Set lift to about 11.5 (Page Up/Down)
Release the drones (default key is X)
Adjust the hover power controller to mid-power
 

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
Maul.png
The Maul is a purpose built carrier for 6 Hatchet drones. It's capable of broadsiding foes for maximum damage, or facing them head-on with its heavily armored front. The Maul also features dual mobile refineries feeding into 6 mobile furnace generators and a single mobile delivery cannon, ensuring the majority of burnable resources get used for fuel. 24 GeoCorp wireless chargers keep the Hatchets and other allied friendlies in the area fully charged. It can anchor and has 4 Better Future solar panels for upkeep while not in use, not intended for main charging.

For use:
Set lift to 100
Release drones
Set the Hover Power Controller to minimum
Adjust lift to about 80 to allow for resource collection

Built unstable 1.3.2.2

Steam link has pictures displaying where various control blocks are partially hidden.
https://steamcommunity.com/sharedfiles/filedetails/?id=1879943886

See it in action in this unedited video!
 
Last edited:

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
A couple techs to post here to bring the thread up to date with my workshop postings.

Mag: a general purpose cleanup hover with anti-grav (recommend keeping it off most times to conserve power) to carry even full loads of GeoCorp batteries.
Mag.png

Gremlin: a small concept hover testing the viability of using multi-techs for layered shielding. The base hover has most of the battery power, venture bubbles, and a pair of Venture wireless chargers. The carried tech is little more than a havok shield, AI, and venture battery. Ideally the havok shield takes the alpha strike of missiles or other high explosives then collapses, letting the more efficient Venture bubbles soak the rest of the incoming damage. The chargers send enough power to reboot the havok shield after a few seconds, so you'll want to back away if you haven't already killed the enemy tech.
Gremlin.png
 

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
More exploring with the layered shields concept.

Bear: second generation layered shields build with basic mobile power generation and selling. Press X after spawning it in.
Bear.png

Another interesting feature of layered shields is power drain clamping since greater than the attached battery's remaining power cannot be drained. As demonstrated in this video shown under ideal circumstances.
Each of those salvos is 8 cruise missiles, and the battery gauge hardly moves. If this was a normal tech it would be out of battery power after the 4th salvo.
 
Last edited:

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
Even more layered shield builds with the Cyclops! This beast features 6 internal techs, a factory for resource selling/burning, and a full suite of Venture repair bubbles with GSO shields.

Cyclops.png

A demonstration of the difference in survivability between multitech layered shielding and standard tech shielding. The first run shows off how far the Cyclops can go down the enhanced R&D turret lane. All the way to the very end turret but not quite able to finish it off. The inside techs didn't quite settle properly at first, so there's a few bumps down the beginning of the turret lane. The second half shows the Cyclops not even getting to the last turret. Both runs I attempted to play the same. Hold down fire, move in and park over a turret until its destroyed then move to the next.
It's worth noting the inside techs get disabled by the incoming fire since even Venture repair bubbles aren't enough to keep them alive. I would expect even more skewed results in favor of layered shielding if I allowed everything to fully heal between turret fights. I've run this test a few times, and the results are consistently showing that layered shielding provides more a more efficient use of battery power against heavily armed threats such as those in the later parts of the enhanced turret lane.
 

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
Been a looong while since I posted any techs here, so have some I've been working on! No mods required (aside from DLC skins, the Adjudicator uses Rafs' Skins Megapack).

Maul V3 DLC
Maul V3 DLC.png
Updated Maul and Hatchet drones with new weaponry, HE shields for the drones, and a shiny new paintjob using a few of the DLC skins. Even if you don't have the DLC skins, you can still use the snapshot for the tech itself.

Adjudicator
Adjudicator.png
The Adjudicator is a heavily armed and armored turret which doubles as a charging station. Severely punishes enemy techs which get in close thanks to the quad-teslas up front.

Stingray
Stingray.png
The Stingray is a hover-gunship best used at medium range so all 8 sonic blasters can fire at the target. Intended for co-op, it's got a magnet underneath the underside BF lasers. Recommend lift setting of 100 most of the time. Also capable of flight while boosting and pitching up.

Stingray SP
Stingray SP.png
Nearly identical to the Stingray above, except it replaces the magnet with a BF SCU and has a pair of HE railguns in place of the BF lasers. Meant for single player.
 

Falchoin

Well-Known Member
May 30, 2018
263
795
505
36
Updated the Stingray to include partial anti-gravity and roll assisted turning, along with a few other tweaks. Huge improvements to maneuverability and fun factor! With anti-grav on it can run for about 40 minutes before running out of power, though you'll want to recharge long before that to keep the bubbles active in combat. Still fully functional without anti-gravity.


Stingray SP.png
 
  • Like
Reactions: BenBacon