Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms. Missiles have fully-selectable damage types. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon.In some circumstances-some types of fleet battle, and also suicide ganking-alpha can be more important than DPS. Long-ranged artillery has a very high alpha damage potential, though it deals less damage per second than some other options.Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges pilots mounting autocannon should expect to fight in falloff range routinely.Projectile turrets are also the only kind of turret that lets pilots select damage types by changing ammo on the other hand, they have a longer reload time (10 seconds) than other turrets. Projectile turrets require no capacitor to fire, unlike other turrets. Projectile turrets are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them.Minmatar haulers can travel slightly faster because they spend slightly less time aligning. This makes them well-suited to tactics that involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar ships usually have the best base speeds for their size and class. Please give feedback and, if you like these ships, check out the other packs up on the workshop, all prefixed with "EV: Nova".The following characteristics are generally shared across most or all Minmatar ships: When I tested this gunship against a corvette of eighty metres, made for anti-fighter coverage with eight gatling turrets, into a spinning hulk without becoming crippled beyond fighting condition itself.Īll ships are adjusted for thruster damage and minor changes to the original concepts are made to make them more useable in Space Engineers. Carrying an armament of four gatling guns and six rocket launchers means this ship can stay in the fight for a long time, preferable going after smaller ships that lack the missile turrets really needed to take it down. Still, a skilled wing of these bombers can wreak havoc before any force can destroy them.Īuroran Abomination: A gunship deadly against both fighters and capital ships, this ship hides plates of heavy armour under it's surface, and redunant systems are in place to keep it fighting far longer than its size will hint. However, the positioning of its rocket launchers make turning while firing very dangerous, and it is vulnerable to missile turrets. With it's four engine pods it can take a large amount of damage before being disabled, and the tight spread of its gatling guns give this bird a good bite against its foes.Īuroran Phoenix: An extremely heavy vessel for its size, this fighter-bomber is best used for attacks against enemy capital ships, and can push through hails of bullets that would oblitirate lesser ships. The ships currently included are these:Īuroran Firebird: A light figther with a decent armament, this is a good choice for those who value durability over speed. We will be including them as we make them, and expect that some ships may be redone if we decide they are not good enough. As this is an on-going project, not all ships are included as of yet. This particular pack contains the tough and brutal Auroran ships. The ships from Escape Velocity and Escape Velocity: Overdrive have already been made by the co-creator of this pack, and I recommend you check them out. This is an on-going project to recreate all ships from the space trading & combat game Escape Velocity: Nova.
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