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Author Topic: Let's talk about the Prometheus MKII...  (Read 4439 times)

Wywern

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Re: Let's talk about the Prometheus MKII...
« Reply #15 on: May 14, 2021, 06:10:30 AM »

It's able to roundly beat a simulator conquest without any officer or fleet buffs, so I think it's fine for a non-military ship.

The setup I used was 2 arbalests, a hammer barrage, a mark IX, a devastator cannon, and 2 xyphos support fighter squadrons. Mods were integrated targeting unit and armored weapon mounts. I imagine if you had the skill that massively boosts militarized subsystems etc. and this was the only militarized ship in your fleet, it'd be quite the beast. With that skill even the atlas mk.2 becomes quite the monster at long range.
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Daynen

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Re: Let's talk about the Prometheus MKII...
« Reply #16 on: May 14, 2021, 10:02:09 AM »

I find it best to think of the Promey2 not as an underpowered capital ship but as a modest fuel tanker that fights back.  It might not hold the copious quantities of fuel it used to but enemies will actually have to fight to bring it down.
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Locklave

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Re: Let's talk about the Prometheus MKII...
« Reply #17 on: May 14, 2021, 12:08:41 PM »

But did you consider the cool factor? The ship is a 5/10 but the cool factor is +3 making it a 8/10.

That math can't be wrong.
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Razor Feather

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Re: Let's talk about the Prometheus MKII...
« Reply #18 on: May 14, 2021, 12:56:55 PM »

I think its also important to recognize that compared to the other civilian/improvised warships, the Prometheus mk2 does offer the best durability of the lot, as well as solid reach from the fighterbays/large mounts, which means its in a decent position to serve as an improvised lineholder type vessel. Something the other ships in the fleet can rely on for cover while they vent flux and the like. It also has the mobility to keep up, at least somewhat, to those smaller ships.
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WeiTuLo

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Re: Let's talk about the Prometheus MKII...
« Reply #19 on: May 14, 2021, 03:36:23 PM »

But did you consider the cool factor? The ship is a 5/10 but the cool factor is +3 making it a 8/10.

That math can't be wrong.

If you are having fun, it is correct. But if it can be optimized, could it be more correct?
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Arcagnello

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Re: Let's talk about the Prometheus MKII...
« Reply #20 on: May 14, 2021, 04:25:27 PM »

Prometheus MK2 could probably be considered a souped up dominator with better weapons and turret arcs, if only it did not come with a Civilian Grade Hull.

I mean, there are bloody Buffalos that don't have a civilian grade Hull just because of a thrice Moloch-cursed paintjob the Hegemony gave it, are you telling me an extremely overhauled Prometheus with additional weapons, a brand new ship system and two fighter bays can not be considered Militarized?
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WeiTuLo

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Re: Let's talk about the Prometheus MKII...
« Reply #21 on: May 14, 2021, 04:42:53 PM »

It is still possible to install militarized subsystems, install assault/escort package, smod the package, and then drop the militarized subsystems. Otherwise the increase in crew required is horrendous, and I expect the ship to die from time to time. So for Prometheus MK II, I could see maybe 2 tachyon lances, 2 HVDs, some sort of missile, and 2 fighters or bombers. With an officer, this would be 2x 1750 range or even 1950 range tachyon lances and other stuff for just 32 DP.

The 10 fuel/LY is awful though, regular Atlas/Prometheus are now 6 fuel/LY, but the MK IIs are still 10.

Speaking of Buffalos, I was testing out Buffalo Mk II's. They have horrid PPT (120), converted fighter bays without the reduced dmod skill really hurts fighter speed, and 2 fuel is a lot for a 4 dp ship. And the fighters barely engage, even when their parent ships are ordered to. They still close in to ~1000 range even if they have all harpoons/pilums and no other weapons, PD or otherwise.
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KDR_11k

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Re: Let's talk about the Prometheus MKII...
« Reply #22 on: May 15, 2021, 04:39:05 AM »

I'm not sure it can handle the flux output of twin tachyons, if it does work then you have a great beam sniper at probably the lowest DP cost you can get one at. I used to drive mine with twin HILs and some needlers, the angles on the ballistic mounts are annoying. Especially for a smaller, more rag-tag fleet you're getting a lot of value from twin HILs with capital range, using them to intercept fighter wings and missile swarms in addition to the regular combat role.

Also I find them generally much more threatening than Atlas 2s when fighting LP or pirate fleets despite lacking the AAF system.
« Last Edit: May 15, 2021, 04:40:53 AM by KDR_11k »
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