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Viewing "Legionist Cruiser" - Scale: 40.00
Repair Bay (scale: 0.50)
Fuel Cell (scale: 0.25)
Capacitor (scale: 0.50)
Ion Thruster (scale: 2.75)
Internal Defenses (scale: 0.50)
Shield Generator (scale: 0.75)
Shield Charger (scale: 0.50)
Shield Hardener (scale: 0.25)
Fusion Generator (scale: 1.00)
Quantum Compressor (scale: 0.50)
Bulkhead (scale: 0.50)
Bulkhead (scale: 0.25)
Coolant System (scale: 0.25)
Coolant System (scale: 0.25)
Standard Hull (scale: 1.00)
Rail Gun (scale: 1.25)
Ammo Cache (scale: 0.25)
Quantum Compressor (scale: 0.75)
Rail Gun (scale: 1.25)
Coolant System (scale: 0.25)
Computer Core (scale: 0.75)
Bulkhead (scale: 0.50)
Focused Laser (scale: 0.25)
Flak Turret (scale: 1.00)
Nano-Armor (scale: 0.50)
Reactive Armor (scale: 1.25)
Reactive Armor (scale: 1.25)
Ablative Armor (scale: 1.25)
Ablative Armor (scale: 1.25)
Plate Armor (scale: 1.25)
Plate Armor (scale: 1.25)
Author: Ignatz
Created: March 11, 2011, 11:41 am

98 downloads
3/5
rated 6 times
Tags: large cruiser versatile tech railgun starship
  • Layout Parts
  • Ship AI
  • Comments (8)
Control
Computer Core (0.75)
 
Defense
Internal Defenses (0.50)
 
Defense » Armor
Nano-Armor (0.50)
Reactive Armor (1.25)
Reactive Armor (1.25)
Ablative Armor (1.25)
Ablative Armor (1.25)
Plate Armor (1.25)
Plate Armor (1.25)
 
Defense » Shields
Shield Generator (0.75)
Shield Charger (0.50)
Shield Hardener (0.25)
 
Engines
Ion Thruster (2.75)
 
Hull
Standard Hull (1.00)
 
Misc
Repair Bay (0.50)
 
Misc » Storage
Ammo Cache (0.25)
 
Modifiers
Quantum Compressor (0.50)
Bulkhead (0.50)
Bulkhead (0.25)
Coolant System (0.25)
Coolant System (0.25)
Quantum Compressor (0.75)
Coolant System (0.25)
Bulkhead (0.50)
Support
Support » Power
Capacitor (0.50)
Fusion Generator (1.00)
Support » Resources
Fuel Cell (0.25)
 
Weapons
Weapons » Area
Flak Turret (1.00)
 
Weapons » Energy
Focused Laser (0.25)
 
Weapons » Projectile
Rail Gun (1.25)
Rail Gun (1.25)
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Ignatz @ March 11, 2011, 11:47 am
Versatile cruiser, not really expensive, but also not cheap, it has been builded on quite low tech lvl 11, so it can be further upgraded to improve characteristics and spare some place. The cruisers handling is far better when player has got enabled 'engine catalysts' and 'efficient' traits.
warponeyz @ March 11, 2011, 7:15 pm
this looks quite useless to me flak should not be on a ship under size 60 or so unless its a dedicated flak ship a focused laser that small with a coolant wtf?a capacitor that big waste of space a shield hardener on a shield that small wont help shit and why the fuck would u need that much ammo? this design is very ineffective in my mind also why not make the shields bigger with the 1.5 worth of bulkheads u have or at least add a lil more armor lose the flak lose the coolant and add another laser if u want it for bombers
Ignatz @ March 12, 2011, 12:17 pm
Check out what is stronger - size 0,5 focused laser or 0,25 + coolant system, and you will become answer on this 'wtf?'. I've mounted flak to give this ship some defence against fighters, if it will be armed only with anti-capital ship weapons then swarm of fighters will destroy it easily (tested), capacitor is also bigger because when it was smaller, then the ship was running low on energy (tested too) sometimes the whole ship was capable to disable itself, shields are here only to give little defensive tweak. Firing time of this ship is under 5 min, and it isn't long time ('why so much ammo?'). I've tested this designs many times and it was quite useful support to my fleets. As I've said, when player is using catalyst and more space traits, then the engine, fuel and ammo storages can be scaled down to increase firepower and to add some armor. (I'm always using those traits they are very useful!)
Jubeeder @ March 12, 2011, 1:04 pm
Efficient affects only cargo space, not other sorts of storage space.
warponeyz @ March 12, 2011, 11:35 pm
this design is terrible and inefficient is my final say on it but tit can fly ... i think so 2 stars
Ignatz @ March 13, 2011, 6:10 am
Of course master! As you've said! You're right!
Paldin @ March 24, 2011, 11:29 pm
I agree that the mix of armor is excessive. And the placement of nano-armor versus plate is backwards too. The healing stuff should be the first to take damage. I do like that you took armor placement into account though. With so much armor, you shouldn't need bulkheads. Flak on size 40 ship is okay. Your reason for the laser is good too. But why both Flak AND laser? Also, unless your rail guns have different fire rates, then there's no need to have duplicates. Merge them or give coolant to just one. In my tests, quantum compressors are prohibitively expensive. Even if they could double capacity, they still wouldn't be worth the price.
Ignatz @ March 27, 2011, 4:44 pm
2 smaller railguns with coolant systems are dealing higher damage than one bigger + coolant sys. Bulkheads are really improving survivability of the ship, if your enemy will use phased beam then without bulkheads your ship will be destroyed with single shot. Flak gives some anti-fighter screen, and well I've mounted small laser here to give some more advantage in fight vs enemy capital ships, If you want then rescale railguns at cost of this tiny laser. Quantum compressors are expensive that's right, but with them this ship is able to make long range operations without support from other ships. I've used this ships in small (about 20 pieces) groups to attack enemy systems and to do some minor damage to enemy fleets. My fleet is mostly very specialized (bigger capital ships with defensive screen of smaller anti - fighter vessels and support ships (repairers, boarding parties etc.) and it's quite good tactic. 'Legionist' was created to be a multi - role cannon fodder. (It's name explains everything isn't it?)

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