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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626962 times)

Dark.Revenant

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[0.8.1a] The Knights Templar 0.9.8f
« on: June 26, 2014, 10:49:27 PM »


Download The Knights Templar 0.9.8f
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.4 (Updated!) -
- Supported by Nexerelin 0.8.3e (Updated!) -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!

Note about DynaSector
DynaSector is necessary for debris/salvage adjustments to certain Templar campaign features.  Without certain features added by DynaSector, significantly more gear is possible to salvage than is actually intended, which can negatively impact balance and your enjoyment of the game.  If you don't like certain changes introduced by DynaSector, (nearly) all of them can be turned off in DYNASECTOR_OPTIONS.ini.

Lore
The Knights Templar arrived in the Sector several decades ago, startling the Sector with a display of technology never before seen. Far above and beyond the level of manmade technology, the ships and weapons they wield are thought to be alien in origin, adapted for human use. How the Knights Templar acquired this technology remains one of the great mysteries of the sector.

What is known, however, is that the Knights Templar are bent on the destruction of every remnant of the Domain of Man. They assert a self-proclaimed "Crusade against depravity," believing that the "crude and ungodly" technology and governance used by modern man is heathenish. Furthermore, they appear to be campaigning for domination beyond the confines of the local sector, as some sources claim that the Knights Templar possess a ship capable of bridging the vast expanse between sectors. While such claims are generally treated as the ravings of madmen, the Knights Templar have established themselves as a tremendous military organization capable of fighting a standing war with most other factions simultaneously.

Templar military doctrine is extremely unforgiving; Templar commanders are willing to hunt down any perceived threat with no regard to personal well-being, while captured knights invariably choose suicide before interrogation. Captains are advised to stay clear of the Knights Templar at all times.


This mod contains several ships and fighter wings, numerous modular weapons, a multitude of unique ship systems, a new star system, and unique campaign features.


Gameplay








  • Very powerful and versatile
  • High hull strength, heavy armor, powerful passive shields
  • Very expensive and difficult to capture
  • Extremely powerful, high-flux, high-OP weapons
  • Slow, below-average maneuverability, but often have mobility ship systems
  • Excellent turret coverage
  • Extremely dangerous at high flux levels; Priwen Burst is a devastating AoE system based on flux level
  • Vulnerable during short windows of opportunity (such as after a Priwen Burst)


http://youtu.be/or9yA7gIK2k


http://youtu.be/yk7MQE5X8RU


http://youtu.be/jJFDxECbOCo





Credits
Development, Scripting: Dark.Revenant
Artwork, Sound Effects, Music: Cycerin
Design, Lore: Dark.Revenant and Cycerin
Backgrounds: Tartiflette
Portraits: MShadowy


Change Log
Version 0.9.8f (April 23, 2018)
- Significantly reduced Crucifix range
- Significantly reduced Crucifix HP
- Significantly reduced Crucifix rate of fire
- Significantly reduced Crucifix flux cost
- Renamed Crucifix MRM to Crucific CSM

Version 0.9.8e (October 3, 2017)
- AI improvements

Version 0.9.8d (October 1, 2017)
- Made Teutons significantly faster and tougher
- Various new projectile and impact effects
- Pax and Sentenia require more flux to fire
- Crucifix/Trucidare no longer requires ammo, but has a significantly higher flux cost
- Minor fixes

Version 0.9.8c (June 10, 2017)
- Fixed Templar transponder-off proceedings
- Improved some odds and ends

Version 0.9.8b (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Each D-mod decreases Lattice Shield ship performance
- D-modded Templar ships have no Priwen Burst
- Significant changes to Templar debris/derelicts
- Significant rebalance to fleet presence in the sector
- Significant rebalance of Crusades and Crusade effects
- Prevented edge cases that could break the economy
- Greatly reduced EMP damage of Priwen Burst, Almace Burst, and Excalibur Drive detonations
- Increased ship prices
- Fixed floaters on the Chevalier sprite
- Readjusted Almace Burst AI
- Attacks that deal hard flux on a hit now only deal soft flux if they hit hull (still hard flux against shields)
- Adjusted Holy Charge AI
- Fixed some reputation-related issues for battle participation
- Priwen Burst and Excalibur Drive detonations have a maximum amount of total damage, attenuating if there are too many targets
- Made Martyrs more aggressive
- Far fewer enemy Templar ships are available for capture
- Aegis Shield now has charges and regenerates
- Reduced Clarent damage to 1500 from 2000, reduced Fighter Clarent damage to 1250 from 1500

Version 0.9.8 (May 14, 2017)
- Updated to support Starsector 0.8a
- Adjusted various ship stats to meet new standards
- Longinus Heavy Laser DPS reduced to 600 from 750
- Longinus Heavy Laser flux/s reduced to 900 from 1000
- Rhon Laser DPS reduced to 250 from 300
- Rhon Laser flux/s reduced to 350 from 450
- Improved fleet spawn scaling
- Archbishop now has built-in Faith Decks
- Enhanced campaign terrain in various ways
- Teutons rebalanced
- Almace Burst nerfed in almost every manner

Version 0.9.7b (April 11, 2017)
- Improved Chevalier armor, speed, and turning
- Chevalier no longer loses beam range (but still loses beam power) with higher flux
- Chevalier beam flux/second scaling with higher flux now proportionally matches the loss in DPS
- Chevalier beam scaling now only applies while the Lancelot Lance is firing
- Lancelot Lance damage reduced to 1200 from 1500 per second
- Lancelot Lance flux reduced to 1500 from 2000 per second
- Reduced Trucidare submunitions to 8 from 10
- Trucidare, Crucifix, Secace, Galatine, and Arondight hard flux increases no longer scale with damage buffs
- Crucifix damage and EMP reduced to 150 from 200
- Crucifix hull-hit extra damage reduced to 75 from 100
- Crucifix hull-hit extra EMP reduced to 75 from 200
- Trucidare flux cost reduced to 2000 from 2500
- Trucidare now detonates if it rams into a ship
- Improved Dynasector results (breaks saves)

Version 0.9.7 (April 7, 2017)
- Added Chevalier-class Avenger
- Added Lancelot Lance built-in for the Chevalier
- Added Crucifix MRM
- Added Crucifix MRM Array
- Added Trucidare LRM
- Teuton fighters now have a Crucifix MRM Mini launcher instead of a Clarent launcher
- Increased Archbishop armor to 1200 from 1000
- Tweaked Clarent stats (again)
- Adjusted Holy Charge AI
- Schism Drive generates soft flux instead of hard flux
- Reworked Templar variants
- Added A Hard Place mission
- Reworked Excommunication mission
- Tweaked other Templar missions
- Additional balance changes
- Added fake phase system onto Templar ships to improve enemy AI handling of attack patterns (especially missiles)
- Updated various scripts to remove frame rate dependence on graphical effects

Version 0.9.6b (January 8, 2017)
- Updated ship and weapon prices
- Fixed stupid color crash

Version 0.9.6 (September 17, 2016)
- Fixed legacy crashes
- Archbishop speed increased to 50 from 30
- Archbishop is no longer designated as a carrier, so it will enter battle more readily
- Lattice shield beam damage reduction is now based on a curve; using beams to finish off a ship is much easier now
- Improved custom Priwen Burst UI indicator appearance

Version 0.9.5h (May 21, 2016)
- Minor improvements and fixes
- General compatibility update

Version 0.9.5g (April 3, 2016)
- Claim Victory exploit fixed
- Lattice Shield damage display numbers improved
- Ship sprites reverted back to the normal white color
- Pax Cannon range increase to 1000 from 700
- Pax Cannon now actually obeys conservation of momentum
- Clarent damage raised back to 2000, but range decreased to SRM status
- Bug fixes

Version 0.9.5f (March 1, 2016)
- Priwen Burst vulnerability time is longer
- Clarent damage reduced to 1750 from 2000
- Minor adjustments

Version 0.9.5e (January 30, 2016)
- Priwen Burst and Almace Burst are now 100% scripted, and has no phase-related side-effects
- Added market music
- Templars now require a commission for buying stuff
- Lattice Shield generally buffed for capital ships
- Interdictor Beam range increased to 800 from 500
- Clarents and ROLAND now have large flux costs
- Clarent and ROLAND stats adjusted across the board

Version 0.9.5d (December 23, 2015)
- Crusades fixed

Version 0.9.5c (December 22, 2015)
- Reduced burn speeds across the board
- Updated Crusade characteristics
- Crusades aren't as common
- Improved attack fleet target selection
- Adjusted fleet composition
- Improved Priwen Burst system indicator
- Templar fleets no longer find it amusing when the player's transponder is off

Version 0.9.5b (December 6, 2015)
- Updated for 0.7.1a
- Clarent speed adjusted depending on specific type being launched

Version 0.9.5 (November 27, 2015)
- Updated for 0.7a
- Portraits added
- Sprite update
- Teuton Smiters are now 2 per wing, FP reduced to 12 from 14, refit time increased to 25 seconds from 20
- Singular fighter Clarent range reduced to 1200 (theoretical max 2400) from 1500 (theoretical max 3600)
- Aegis Shield cooldown increased to 3.5 seconds from 1
- Crusader armor increased to 1000 from 800
- Joyeuse Fractal Laser damage reduced to 800 from 900 per shot; ammo restriction lifted
- Sentenia Cannon flux cost reduced to 125 from 140 per shot
- Secace Autocannon damage increased to 120 from 75
- Secace Autocannon hard flux increased to 250 from 200
- Clarent MRM (Single) OP reduced to 3 from 4
- Clarent MRM OP reduced to 8 from 10
- Clarent MRM Tube OP increased to 20 from 18
- Clarent MRM Tube now regenerates 1 ammo every 67 seconds
- Lattice Shield now scales damage reduction, efficiency, and critical level based on ship size
- Clarents and ROLAND are smarter about retargeting from phased ships
- Added another boss ship for SS+

Version 0.9.4g (July 5, 2015)
- Resolved rare null pointer crash
- Corvus Mode supported

Version 0.9.4f (May 21, 2015)
- Fixed Priwen Burst

Version 0.9.4e (May 17, 2015)
- Templar interaction music added
- New Excalibur Drive explosion sound
- Solved AI issue
- Rhon Laser range decreased to 500 from 600
- Arondight Accelerator hit detection improved
- Arondight Accelerator flux damage decreased
- Clarent MRM Tube range increased to 3000 from 2000
- Aegis Shield is reverted to old behavior (not toggled, 3 second duration)

Version 0.9.4d (April 18, 2015)
- New Excalibur Drive explosion charge sounds
- Templars no longer break with shaders disabled

Version 0.9.4c (April 17, 2015)
- Priwen Burst AI added (bursts will be a lot smarter!)
- Rhon Laser DPS reduced to 300 from 375; range increased to 600 from 500; turn rate decreased to 30 from 100
- Merced Cannon flux per shot increased to 80 from 75 (flux/second is 375 -> 400)
- Clarent MRM HP reduced to 300 from 500
- Longinus Heavy Laser flux per second increased to 1000 from 900; turn rate decreased to 30 from 50
- Sentenia Assault Cannon damage decreased to 100 from 110; flux per shot increased to 140 from 120 (dps is 506 -> 460, flux/second is 552 -> 644)
- Juger Heavy Cannon damage increased to 2000 from 1850; maximum arc damage increased to 600 from 370; maximum total arc damage increased to 1500 from 740 (effective dps is 811 -> 1041)
- Joyeuse Fractal Laser damage increased to 6x900 from 6x850; flux per attack increased to 7000 from 6000 (effective dps is 850 -> 900, flux/second is 857 -> 1000)
- Arondight Accelerator damage increased to 3000 from 2000; flux per shot increased to 9000 from 7000; ammo recovery increased by 50% (effective shield-hit dps is 435 -> 522, effective armor-hit dps is 1009 -> 1252, effective armor-hit dps (w/o flux) is 487 -> 730, flux/second is 609 -> 783)
- ROLAND HP reduced to 900 from 1200
- ROLAND System now regenerates 1 ammo per minute
- Templar CR stats improved
- Made Templar shields particularly effective against beams
- Extremely High Maintenance changed to High Maintenance
- TwigLib compatibility improved

Version 0.9.4b (March 8, 2015)
- A few minor fixes
- Rendering issue on custom graphics resolved
- Exerelin compatibility

Version 0.9.4 (February 17, 2015)
- Updated for Starsector 0.65.2a
- Martyr-class Illuminator added
- Pax Cannon added
- Weapon rebalance pass
- Memory leaks resolved
- Clarent/ROLAND AI and flight profile changed
- Reputation loss from trading with the Ludd decreased
- Luddic Church Purification fleets now have escorts, improved AI
- Crusades improved in general, reputation increases normalized
- No longer illegal to sell your own stuff to Ascalon; no longer illegal to buy back non-Templar weapons
- Fighters are a lot less common in small Templar fleets
- Hard flux dissipation rate adjusted
- Defense fleet AI is a lot more zealous

Version 0.9.3g (January 8, 2015)
- Lattice Shield Matrix code optimized slightly
- Spiffier shield impacts
- Ascalon counts as a comm relay
- Secace, Galatine, and Arondight flux damage now properly scales with stats
- The Knights Templar do not like when you trade with the Luddic Church
- Luddic Church sometimes sends an enormous fleet to Antioch to cause trouble
- Unrest after a Crusade is normalized; no more 20+ stability penalties!
- Holy Charge AI improved
- Slightly increased high explosive damage to Templar shields
- Priwen Burst EMP damage halved, but now deals hard flux damage in addition to everything else
- Templar reactor explosions deal kinetic damage, deal half the damage they used to, and inflict massive hard flux damage to those caught in the blast

Version 0.9.3f (December 8, 2014)
- Code review and cleanup
- Anamorphic flare shader updated; more colors!
- Ascalon now has storage space
- Ascalon should stock a better variety of ships and have more weapons available
- Ascalon stocks a lot of fuel and supplies now; tariff removed
- Non-crusade fleets can be a lot smaller, for an early game challenge
- Fixed bug: reputation no longer improves automatically
- Lattice Shields now offer 25% beam resistance
- Interdictor Drone hit points increased to 700 from 450, armor increased to 100 from 75
- Archbishop hit points increased to 17000 from 14000
- Lattice Shields are now influenced by stat mods, such as from player skills and CR bonuses
- Priwen Burst damage increased by 33%; damage type changed to Kinetic (EMP unchanged)

Version 0.9.3e (November 22, 2014)
- Crusades no longer bug out when you load the game
- Crusade reputation hits are less fickle

Version 0.9.3d (November 19, 2014)
- Crusade fleets arrive on time to distant systems (crusades longer in these cases)
- Crusade end reports are sector-wide and now list casualties for each side
- Knights Templar are now hostile with independents (should make better crusades)

Version 0.9.3c (November 18, 2014)
- Significantly reduced asteroid count in Antioch
- Crusade adjustments for consistency
- Small fixes here and there

Version 0.9.3b (November 15, 2014)
- Fixed Aegis Shield AI
- Minor Crusade adjustments

Version 0.9.3 (November 14, 2014)
- Holy Crusade frequency and scale are now controllable from settings.json
- Adjusted and improved Holy Crusade
- Captured/sold Templar ships now function at 100% capacity
- High Maintenance removed from Templar ships; replaced with Extremely High Maintenance
- There is now an exclusive market at Ascalon; gain a high reputation and you can enter
- Small bug fixes

Version 0.9.2 (November 11, 2014):
- Updated for Starsector 0.65a
- Compatibility adjustments for ShaderLib Beta
- Added Holy Crusade event and corresponding market data
- Price updates
- Prices, fuel usage, and other various stats updated to keep in line with 0.65
- Updated ship bounding polygons
- High Maintenance added to all ships
- Aegis Shield is now toggled rather than duration-bound
- Clarent MRM and ROLAND MIRV stats and appearance adjusted
- Clarent/ROLAND damage increased to 2000 from 1500
- Merced Cannon range lowered to 500 from 550; damage per shot lowered to 50 from 60 (DPS to 250 from 300)
- Priwen Burst Shield now damages missiles and asteroids
- Priwen Burst Shield now has a UI indicator for status and cooldown

Version 0.9.1 (August 31, 2014):
- Mission balance adjusted
- Fleets no longer have an absurd repair chance
- Fleets repair much more quickly; you won't find a Templar fleet below 50% repair anymore
- Fixed crash when disabling shaders

Version 0.9 (August 31, 2014):
- Initial release
« Last Edit: April 23, 2018, 04:35:26 AM by Dark.Revenant »
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HELMUT

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Re: [WIP] The Knights Templar
« Reply #1 on: June 27, 2014, 01:53:27 AM »

Sooooo... Can we expect ships named after the knights of the round table?
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ValkyriaL

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Re: [WIP] The Knights Templar
« Reply #2 on: June 27, 2014, 04:40:08 AM »

Ooooh, something rivaling the Valk royal navy in terms of end game challenge eh? ;D
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Dark.Revenant

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Re: [WIP] The Knights Templar
« Reply #3 on: June 27, 2014, 09:48:09 AM »

Let me put it this way: their frigate (the Jesuit-class Elucidator you see in the screenshots) is about on par with a heavy destroyer or light cruiser.

The basic hull mods all their ships have:
Lattice Shield Matrix: An alien defense system that covers the entire hull of the ship, passively dissipating damage. Operates at 90-percent efficiency at 0% flux and degrades to 50-percent efficiency at 75% flux. Consumes 1.0/0.75/0.625/0.5 flux per point of damage absorbed.

Excalibur Core: Vast reactor output and alien design methodologies give this ship major advantages over Domain-level tech. Vent rate increased by 100%, EMP damage reduced by 50%, weapon flux cost reduced by 50%, sensor range increased by 100%, 2.0/1.0/0.5/0.25-percent hull is recovered per second to a maximum of 25% integrity. Ship does not gain a 0-flux speed boost.
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Farlarzia

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Re: [WIP] The Knights Templar
« Reply #4 on: June 27, 2014, 10:32:27 AM »

Vent rate increased by 100%
Is this active venting, or passive?
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Dark.Revenant

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Re: [WIP] The Knights Templar
« Reply #5 on: June 27, 2014, 10:47:24 AM »

There is only one venting rate.  Venting is active, flux dissipation is passive.
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Sabaton

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Re: [WIP] The Knights Templar
« Reply #6 on: June 27, 2014, 11:38:50 AM »

That sounds scary, and it is just a frigate.
Any insight on their lore and ideology?
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Farlarzia

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Re: [WIP] The Knights Templar
« Reply #7 on: June 27, 2014, 01:31:55 PM »

Thanks, I was double checking.
Oh and this looks seriously good so far.
Can I ask roughly how many ships you expect for this when it is finished?
and also what the composition of the ship types will be like?
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Dark.Revenant

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Re: [WIP] The Knights Templar
« Reply #8 on: June 27, 2014, 07:20:52 PM »

Any insight on their lore and ideology?
No one is sure what they want and why they exist.  Their technology is beyond anything we've ever seen, definitely not a Domain design.

Can I ask roughly how many ships you expect for this when it is finished?
and also what the composition of the ship types will be like?
Fighter-Bomber, Frigate, Destroyer, Cruiser, Capital, and Supercapital
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sarducardun

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Re: [WIP] The Knights Templar
« Reply #9 on: June 28, 2014, 03:22:50 AM »

Any insight on their lore and ideology?
No one is sure what they want and why they exist.  Their technology is beyond anything we've ever seen, definitely not a Domain design.

Can I ask roughly how many ships you expect for this when it is finished?
and also what the composition of the ship types will be like?
Fighter-Bomber, Frigate, Destroyer, Cruiser, Capital, and Supercapital

Yay supercap, maybe my beloved unsung will actually have to try against that one.  ;D
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Sabaton

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Re: [WIP] The Knights Templar
« Reply #10 on: June 28, 2014, 04:04:29 AM »

Given the capabilities of their frigates, I think trying might not be enough.
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ValkyriaL

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Re: [WIP] The Knights Templar
« Reply #11 on: June 28, 2014, 04:06:59 AM »

flying a broken ship against a boss ship made broken on purpose to provide a challenge? ITS BROKE MAN! :P

in all seriousness, i get the feeling you will need an entire fleet to take these things down, one unsung, no matter how OP it is, wont do jack against these by itself.

Can't wait.
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Nanao-kun

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Re: [WIP] The Knights Templar
« Reply #12 on: June 28, 2014, 07:58:33 AM »

flying a broken ship against a boss ship made broken on purpose to provide a challenge? ITS BROKE MAN! :P

in all seriousness, i get the feeling you will need an entire fleet to take these things down, one unsung, no matter how OP it is, wont do jack against these by itself.

Can't wait.
Nothing left to do but ram it with your Cruise Drive!
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Hyph_K31

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Re: [WIP] The Knights Templar
« Reply #13 on: June 28, 2014, 03:36:14 PM »

flying a broken ship against a boss ship made broken on purpose to provide a challenge? ITS BROKE MAN! :P

in all seriousness, i get the feeling you will need an entire fleet to take these things down, one unsung, no matter how OP it is, wont do jack against these by itself.

Can't wait.
Nothing left to do but ram it with your Cruise Drive!

Whilst leaning out of the airlock screaming abuse through the vacuum of space. Fear not, captain McFuzzyNuts will save us from the tyrannical Templars.

( if anyone understands what I just said, get that chicken Alfredo far away from here. )
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"GEDUNE, stop venting in front of your classmates!"

Dark.Revenant

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The First Wave
« Reply #14 on: July 09, 2014, 10:51:34 PM »

The Crusader, coming in with a bang!  Lots of progress has been made in the mean time, including updated shaders and many all-new weapons which you may have a chance to see later...

   




Jesuit-class Elucidator

Feared throughout the Sector, the Jesuit-class is a frigate-sized vessel used almost exclusively by The Knights Templar in their quest to bring redemption upon humanity. This ship's size belies its true might; with powerful lattice shields, incredible weapons, and a frighteningly advanced reactor to drive them, the Jesuit-class outperforms any other frigate and is more than capable of overpowering ships twice its size.

The Jesuit-class elucidator wields a pair of small weapon slots as well as a single medium slot, bolstered by two Carnwennan Quad-Beams for defense. Despite this deceptively small weapons package, the Jesuit-class is shockingly powerful, capable of matching much larger ships blow-for-blow. Captains are advised to consider the Jesuit-class to be a threat equivalent to a heavy destroyer, and to focus all firepower on vulnerable Jesuits to eliminate the clear threat they pose.

All ships used by The Knights Templar carry the Lattice Shield Matrix, a powerful passive defense system that absorbs damage and converts a large portion of it into "soft" flux. As a result, insufficient damage cannot wear down a Templar ship. Furthermore, all Templar ships have the Priwen Burst Shield, a flux-shunt that converts built-up flux into a powerful radial blast. The strength of this blast depends on the flux level of the ship, but generates additional flux after activating, so this system is often used as a gambit to stall for time or decisively end the battle.



Crusader-class Bulwark

This exceptionally durable vessel forms the backbone of fleets operated by The Knights Templar. The Crusader-class  is one of the most powerful destroyers yet encountered, capable of individually defeating a cruiser or a group of lesser destroyers. This ship performs well in all combat situations, even while outgunned and surrounded, making it an exceptionally difficult opponent.

The Crusader-class bulwark wields three small weapon slots and two medium weapon slots, as well as a front-mount Carnwennan Tri-Beam, rear-mount Quad-Beam, and side-mount Hex-Beam. Featuring a powerful offense as well as a powerful defense, this ship should be avoided whenever possible due to the threat it poses. The best known tactic to eliminate a Crusader is the application of pure overwhelming firepower to force the ship into a "flux war" that it cannot win.
« Last Edit: July 11, 2014, 09:50:45 PM by Dark.Revenant »
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