After many iterations I finally made a do-it-all capital ship I'm very confident in + some other ships I've made/changed. (I have 69 hours on steam) : r/Highfleet Skip to main content

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HighFleet is the gorgeous, tense aerial combat tactics game/prequel to Hammerfight: http://koshutin.com


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After many iterations I finally made a do-it-all capital ship I'm very confident in + some other ships I've made/changed. (I have 69 hours on steam)

Ship Design
  • r/Highfleet - My big boi, it's very good in combat and not too terrible on the strategic map.
  • r/Highfleet - My main assault ship for silent strikes.
  • r/Highfleet - An edited vanilla sensor ship to accompany my assault ship.
  • r/Highfleet - My more expensive tanker/sensor/air defence ship to accompany smaller vessels/protect bigger ones.
  • r/Highfleet - Modified lightning with more range for silent striking garrisons.
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u/RHINO_Mk_II avatar

First ship is not too bad for a multirole capital. You don't need 490kph for silent strikes, could easily cut that down to 340kph and save some budget on the 2nd ship. 3rd ship is a fine vanilla edit. #4 feels overcosted for what it does, probably because you also have it going over 400 kph. And on your last lightning replacement, having all your ammo in a single large mag on the exterior face of your ship is a bad idea, no matter how zippy it is. A random AK100 shell clipping you there is enough splash to set it off and force a retreat as you have no more combat capability. I'd probably split one of the gens into small units and swap the magazine with the full gen, then split the magazine as well and place it next to the fuel tanks with the small gens on the outer sides of them as buffer.

Thanks for the advice and criticism, I'll definitely try to optimize most of these designs.

The 2nd ship is only as speedy as it is is because it's larger than the lightning and I had trouble consistently dodging shots with it. And #4 was meant to accompany #2 hence the 400km/h speed for silent strikes without constantly needing to split them. But now that I have smaller and cheaper fuel/sensor ships it's usefulness is questionable but I still like it.

u/RHINO_Mk_II avatar

If you need better dodging, its best to put gimbal thrusters on. You can get an idea of how effective your ship is at dodging in any arbitrary direction by removing all the static engines from where they are mounted and looking at the TWR that's left - which can be applied in any direction. I'd still cut 2 statics and replace them and all the NK25s with D-30 gimbals - you'll have lower straight line speed but comparable gimbal TWR for dodging, and your fuel will stretch further during a fight, increasing combat time when afterburning. Plus you'd save 3k credits putting this ship under 40k.

I put all my gimball engines near the top so it tilts the ship and static thrusters get used for dodging in left-up-right directions, but I'll try playing around with other engines and removing some like you said.

Do you know what is the ideal speed for 100% chance for ailent striking? That's pretty much my main aim with smaller ships, I found 400 km/h being consistent enough but I think I had 1-2 alarms triggered even at 400 that speed.

u/RHINO_Mk_II avatar

340 in daytime is 99% silent strike. 300 at night. Likely something other than the city spotted you, or the city was already on high alert, if you were going 400 and an alarm triggered.

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Removed 2 static engines from #2, I didn't like how it handled with D-30 engines though. It's now slightly slower (433 km/h), has slightly more range (1279 km), eats a little less fuel (414/1000) and is a bit cheaper (40950).

Added a jammer and removed 4 static engines from #4, rearranged some internals and added 4 extra sprints. Speed - 346 km/h, range - 6964 km, fuel consumption - 439/1000, price - 36910. A sensor tanker for accompanying vanilla combat ships that have no range is the idea.

Did exactly as you suggested for #5 and rearranged some other modules, nothing majorly changed in the stats, like 10 tons heavier and an additional 100 to the price.

Thanks again for the advice, I quite enjoyed doing this small optimization of my ships based on your comments.

u/RHINO_Mk_II avatar

Removed 2 static engines from #2, I didn't like how it handled with D-30 engines though.

My recommendation was replacing the 2 removed statics with D-30 as well as changing the existing NK25s for them. Not surprised it felt a bit worse with them missing, thats a fair chunk of missing dynamic TWR.

Glad I was able to help.

What I meant to say is I did try replacing statics and NK-25s with D-30s and I didn't like how it handled, so I ended up just removing those 2 static engines instead. I also tried a bunch of other engine combinations but they all didn't feel as good to me in combat or made the ship have significantly worse stats.

u/RHINO_Mk_II avatar

Fair.

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