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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: The Making of a Ramming Ship.  (Read 2773 times)

yajusenpai

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The Making of a Ramming Ship.
« on: April 28, 2024, 01:04:23 PM »

I want to be able to bump into thing and make them explode.
Advice are very welcome.

I had found out that rather than consistent high speed like a burn drive, It is better to have a burst of super speed from like a Orion Device. For the former usually just push enemy ship along without doing much meaningful damage. Could be useful if the scope is to single out an enemy and kill them, nice addition for aggressive tactic, but I just want the collision damage.

Hullmodwise, at the moment from my modlist, Hi-mac from Arma-Armatura, Drive flux vent from Exotica Technologies is essential.
You can easily reach around 400 forward speed with Hi-mac, you can repeatedly bump into a target by boosting and canceling a boost, get in position and repeat boosting. It is also possible to build up lateral or backward speed by repeatedly tapping the direction key for a sideway bump as a backup plan.
With Drive flux vent you gain a burst of speed when it is activated, I don't know how fast it actually are, and the range are quite short, but it can be used to bump into the target and continue a attack as a ultra offensive tactic.

Front loaded Armor from ASH give more armor mean you can take more damage before you lose the durability to safely ram.

i would imagine MIDAS from Roider Union would be useful for greater mass should mean more damage.....right?

Shipwise I had tried Leviathan offensive from San-Iris, Epimetheus EM-15000 from PAGSM, and Alysse from Knights of Ludd.

Leviathan offensive is a disapointment, it is too slow to deal any meaningful damage.
Epimetheus EM-15000, the jingle ship is promising but not perfect, I build it with just flamethrower and PD and it turn out to be quite useful for knife fight but I can't kill but ramming alone.
Alysse is the best ship so far, with system expertise it allow for 3 attack in a row and it recharge rather quickly and it have module to tank the hit. It is the only one that can kill by ramming alone so far.


All the ship are tested by doing ramming maneuver toward a Prometheus PM-15000 while holding fire.
« Last Edit: April 29, 2024, 09:07:21 AM by yajusenpai »
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Kos135

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Re: The Making of a Ramming Ship.
« Reply #1 on: April 28, 2024, 04:36:13 PM »

Since ramming is a feature in Starsector perhaps we'll get equippable ramming weapons, or other ramming-related features in the future? Maybe hullmods that increase damage from ramming or reduce damage when executing a ramming maneuver?

Also, is there a thread that goes in-depth on ramming mechanics? As someone who enjoys his shield-shunted assault Dominators and Onslaughts I'd be interested in that.
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #2 on: April 29, 2024, 03:05:53 AM »

Contender from Iron shell. We have the Tyrant (XIV) enter the fold!
The benefit of Micro burn is this it don't shut down your shield.
Ramming with shield can generate great deal of stress to the target's flux and even overload them to open them up for attack.
This is the second ship that is able to win with just ramming alone.

There are scratches here and there, but look at him stand there proud and strong.
What we have here is a warrior!
« Last Edit: April 29, 2024, 03:09:59 AM by yajusenpai »
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #3 on: April 29, 2024, 03:24:06 AM »

From the Vanilla Low tech corner come the Retribution Class Battlecruiser!

Well as you can see it doesn't goes very well but a kill is a kill.
Problem of the Retribution is probably its lack of bulk, taking too much damage to deal with one enemy and its small flux pool mean it can easily overload itself during a ram.

The Retribution can possibly be used to bully smaller ship, but against bigger target it often feel weak, unable to do effective hit.
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #4 on: April 29, 2024, 06:30:51 AM »

Venting overdrive from ASH give 100% Speed and maneuver when venting.
Flux Booster from More HullMods give 125% Speed and maneuver when venting.
I remember some hullmod in PAGSM also give Speed and maneuver when venting.
If I can stack this maybe I can build some shenanigan speed when venting, without need for shipsystem.
Richardson From HMI is high flux on demand.
Avaritia Capacity Overhaul from Iron Shell is vent on demand. OMG

So I can use a ship with high top speed and high mass for ramming on demand. No need to wait for system cooldown. No need for a ship with special system.
Max capacity, Min Vent. Worth a try.

« Last Edit: April 29, 2024, 06:54:35 AM by yajusenpai »
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Killer of Fate

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Re: The Making of a Ramming Ship.
« Reply #5 on: April 29, 2024, 06:39:12 AM »

in vanilla Low Tech ships are too slow to ram, Midline ones are too squishy. You should try High Tech instead. Though I don't think you're going to ram anything bigger than yourself, or even equal. Cause Fury/Odyssey are pretty light. You can also ram with Aurora, but you are going to need increase its base speed a little.

If you have plenty EMP equipped, you can disable a ship's engine and throw it out of the map.

« Last Edit: April 29, 2024, 06:40:58 AM by Killer of Fate »
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #6 on: April 29, 2024, 08:34:40 AM »

Aeria Charlotte (YRN) from UAF, Royal Maneuver Jet is more useful as a way to adjust attacking angle than a form of attack. Only using 279 out of 285 OP, I am able to create a monster that goes 352 on normal zero flux boost.

Sadly while vent ramming look promising, most of the work are still done by Drive Flux Vent as it is just so good at providing the burst of speed needed. The speed given by vent stacking are only 100 or so higher then the speed of the stacked zero flux boost.

This one is easily a win. However expensive OP-wise it maybe.

I don't know if it is my imagination but ship with sharper head are easier to use when ramming and sometime the tip stuck into enemy increasing contact time dealing extra damage.
The queen is definitely a ramming enthusiasts to have a personal ship that is this suited to ram.

Avaritia Capacity Overhaul can be substituted by flux generator from More Hullmod. It give you flux to vent, useful when you need to do some venting related shenanigan. Much easier to obtain too.

Hullmod list:
Quality Assurance
Adaptive Thruster Control
Drive Field Actuator
HI-MAC Manuever System
Inferium Antimatter Engine
Aquila Reactor Protocol
Reinforced Bulkheads
Venting Overdrive
Hyper Engine Upgrade
Flux Booster
Insulated Engine Assembly
Front Loaded Armor
Automated Repair Unit
Shield Conversion - Front
Booster Rocket
Nano Hull Repair
Flux Generator
Zero Flux
« Last Edit: April 29, 2024, 09:10:30 AM by yajusenpai »
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Sandor057

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Re: The Making of a Ramming Ship.
« Reply #7 on: May 01, 2024, 02:52:37 AM »

in vanilla Low Tech ships are too slow to ram, Midline ones are too squishy. You should try High Tech instead. Though I don't think you're going to ram anything bigger than yourself, or even equal. Cause Fury/Odyssey are pretty light. You can also ram with Aurora, but you are going to need increase its base speed a little.

If you have plenty EMP equipped, you can disable a ship's engine and throw it out of the map.


I concur with Killer here, High Tech seems to be the best choice for this. The main benefit here is that shields will soak up the collision damage again and again, even during protracted engagements, while hull and armor give out after a while making you essentially explode upon contact (as Ludd intended). Think of it as "shield bashing" rather than ramming. Just be careful not to ram ships or wrecks your size. Or do, it's fun spinning around in an Odyssey going 200+ su without any control.
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Bungee_man

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Re: The Making of a Ramming Ship.
« Reply #8 on: May 01, 2024, 04:07:19 AM »

The Odyssey is probably the best for this, yeah. Even so, you're limited to ramming small ships - big ones aren't meant for that kind of thing. Fun to boost into a frigate and launch it at another ship.

The Retribution, also mentioned above, also can't really ram capital ships that well, but it goes fast and gets in close, and can do some nasty stuff to frigates and destroyers when it hits them.
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #9 on: May 03, 2024, 10:06:17 AM »

More Mass = More Momentum
The ship with the highest weight class from most mod are usually 10000, the highest I had ever seen is 13000 from the Missile Ship Overhaul mod.
-> Except module ship, no idea how module interact with ramming.

Prometheus PM-15000 = 4500

Epimetheus EM-15000 = 5000
Epimetheus Mk.II = 5000
Queen Rillaru Mass = 3750
Onslaught Mass = 3500
Tyrant (XIV) = 2750
Retribution Mass = 2500
Leviathan Offense main module's mass is 2500
Leviathan Offense Spear Horn module is 1100

So when Leviathan Offense ram, did it ram with 2500 or 1100?
-> Experiment by ramping up the Mass of Spear Horn module to 20000 via mod editing. (mods\San-Iris0.9.91-1\data\hulls\ship_data.csv) Effect of Module's mass.
3600 module 0 Main? Do absolutely no damage?

Require better target for gauging damage.
-> Ship with set hull and 0 armor. Varied Mass.

Higher Relative Speed = More Impact
1. Riptide from ED Shipyards have tractor beam that can be useful.
2. Other weapon that can either disable/ suck in enemy
« Last Edit: May 05, 2024, 05:22:45 AM by yajusenpai »
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #10 on: May 05, 2024, 05:22:34 AM »

Answer:
It is calculated by the module at the point of impact, using the mass of the module, I tested this by minimizing the mass of the "parent" of the Leviathan offense and ram away at an atlas.
The Leviathan offense is a suitable ship for this test because it have frontal module and a system that increase the mass of its module to 24000 and ship class into capital ship. so we can know the effect of different mass during a collision.

Spoiler
        if(!activated && parent.getSystem().isChargeup()){ 
            activated = true;
            MagicRender.objectspace(sprite, ship, new Vector2f(53,0), new Vector2f(), new Vector2f(206,218), new Vector2f(0,0),
                 180f, 0f, true, new Color(255,255,255,255), true, 2, 6, 6, true);    //new Color(255,255,255,255)   

            ship.getMutableStats().getHullDamageTakenMult().modifyMult("sikr_offense_horn", 0.54f);
            ship.getMutableStats().getArmorDamageTakenMult().modifyMult("sikr_offense_horn", 0.3f);
            parent.getMutableStats().getHullDamageTakenMult().modifyMult("sikr_offense_horn", 0.5f);
            parent.getMutableStats().getArmorDamageTakenMult().modifyMult("sikr_offense_horn", 0.1f);
            ship.setMass(24000f);
            ship.setHullSize(HullSize.CAPITAL_SHIP);

        } else if (activated && !parent.getSystem().isActive()){
            activated = false;

            ship.getMutableStats().getHullDamageTakenMult().unmodify("sikr_offense_horn");
            ship.getMutableStats().getArmorDamageTakenMult().unmodify("sikr_offense_horn");
            parent.getMutableStats().getHullDamageTakenMult().unmodify("sikr_offense_horn");
            parent.getMutableStats().getArmorDamageTakenMult().unmodify("sikr_offense_horn");
            ship.setMass(1100f);
            ship.setHullSize(HullSize.FRIGATE);
[close]
Spoiler
To those that don't speak java, it mean the module have 46% hull damage reduction, 70% armor damage reduction, have its mass set to 24000, become a capital ship. The parent ship have 50% hull damage reduction, 90% armor damage reduction. Then revert everything when the ship system are no longer activated.
Well, probably, because I don't exactly speak JAVA™ myself
[close]

The result are drastically difference when the system is on and Leviathan Offense ram as a 24000 mass capital, than when the system is off and it ram as a 1100 mass frigate.
If this is true, It can also explain why Leviathan offense sucked during the initial test because when the ship system is not activated, it is a 1100 mass frigate. And we all know frigate cannot ram.

The test result possibly mean the module ship in general are probably worst at ramming
 than normal ship. And Cherry Vanguard probably only ram as a 6500 mass cruiser.


I will confirm this by increasing the mass of the Leviathan Offense to 30000 and see what happen.
Whoop, It seem I was wrong, this test show a 30000 mass Leviathan offense do a lot more damage to a poor altas than a 7 mass  Leviathan offense
-> So collision damage are combination of mass of all module?
Module ship is saved! Huzzah!
POWAHHHHH!!!!!

Leviathan offense possibly do badly because it is a slow ship that don't have enough raw mass
Occam's razor™
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yajusenpai

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Re: The Making of a Ramming Ship.
« Reply #11 on: May 05, 2024, 05:55:29 AM »

I wonder what will happen if I build a meme paragon that have no weapon and stack all the shield and flux stuff from all the mods.
Then I will kill by rubbing.
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Beep Boop

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Re: The Making of a Ramming Ship.
« Reply #12 on: May 05, 2024, 06:49:50 AM »

I think what you'll have produced is the Black Knight from Monty Python. COME BACK AND GET WHAT'S COMING TO YOU! I'LL BITE YOUR LEGS OFF!
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Daynen

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Re: The Making of a Ramming Ship.
« Reply #13 on: May 31, 2024, 08:37:24 AM »

"ramming" you say?

How quaint.

Look up ED shipyards and get your hands on a Newfoundland.  Armor up all the sections and then spin it around.  Forget ramming, now you've got TAIL SLAPPING.

WITH A SPACE TRAIN.
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Sarcastic_Guy899

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Re: The Making of a Ramming Ship.
« Reply #14 on: May 31, 2024, 10:15:04 AM »

Imagine not having to take hull damage and being able to ram almost forever because of that, that's the Odyssey.

The only way to properly ram with the Odyssey and other shield ramming ships is by bringing the shield right back up before ramming. This might be the incorrect way to do it, but you'd have to do shield micromanagement regardless in order to achieve a proper ram with a high tech ship.
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