Empyrion - Galactic Survival

Empyrion - Galactic Survival

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The Dauntless
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
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275.366 KB
13 Mar, 2021 @ 1:57pm
24 Mar, 2022 @ 2:45pm
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The Dauntless

Description
Made for Reforged Eden . UPDATED FOR REFORGED EDEN 1.7

Please watch the attached video ( in the Images section ) to see what this ship is capable of. It kills even the heaviest enemy CVs in record time and with very little ammo. It is a close-combat acrobat!

The Dauntless:

The Dauntless is a Marriage of all my knowledge of generator, thruster, component efficiency, lightweight composite armor systems, Flight characteristics, ship profiles, and combat & turret mechanics. It was born of my desire to make something both ideally shaped for my combat maneuvers ( ship profile ), and ideally & efficiently powered ( generators & thrust allocation ), while simultanesouly being sufficiently but efficiently ( weight ) armored.

Because the Thrust-allocation required the ship be as long as it is, and as wide as it is, I decided to make it an All-purpose CV, with both hangar, and constructor. It's an unusual looking ship, for sure. But look objectively at where it's thrusters are in relation to the ship's shape, understand that those positions are paramount and necessary to the ships functions & agility, and you'll understand there isn't a lot you can do with the styling to make this ship more... 'sleek' & stylish. I did what I could through shaping, overlays, and texture, & Im happy enough with it. Could someone else have shaped it better? absolutely. Maybe you can, even. Feel free.

So what can this ship do? With it's streamlined shaping and a profile which sweeps in at the bottom, and out at the top, you get an ideal narrow bottom, and side-bottoms, with a gentle upswing in the sides of the body as it rises up, this allows fire to ideally roll under and/or to your side without striking your ship, as you thrust upward, and roll simultaneously over in an upward & lateral diagnol roll. The ship's profile was very intentionally shaped this way, there are more optimal shapes if flight characteristics are your only concern, but this is a shape which caters to both flight characteristics and to dodging incoming fire. You cannot have either a wide bottom, or a bottom which extends down significantly below your decoy if you expect to dodge fire using the Upthrusting corkscrew maneuver. ( holding space bar and E or Q simultaneously )

The Dauntless is over 14Gs of upward thrust, Yes, 14. You are 7Gs standing on your nose, or pointing it to the sky. So you're not just 5G-able, you're 5G-Agile. You can point your nose directly down at a POI and still hover and maneuver at 5Gs. & with the included Hangar bay, The ship is excellent both for fighting, but also for utility, towing, hauling, and High-G mining. Which is why I call it an All-purpose vehicle.

You Yaw and Pitch around 100, and you roll at 70 degrees. You are incredibly agile, in fact, this is the most agile combat CV ever put on the workshop. This level of roll & pointer control alows you to do much tighter rolls, while holding the nose steady, and to do them at max speeds. Understand that an upthrusting roll means you are in a constant turn, you are constantly changing trajectories and your thrusters are constntly pushing to keep you at maximum speed at your new angle, that is why the ship is as powerful ( thrust ) as it is, and that is very important to dodging fire at close ranges.

The ship is very sufficiently armored for a non-quantum, better than most, you are 7 Xeno layers thick at the front, 2 Xeno layers thick top and bottom over your main component section, and you are 2 layers ( glass/xeno ) at the sides around the same component section. You can take a direct strike from pretty much any weapon, at any forwardish angle, and survive it to get out of harm's way. You also have a safe & explosion proof CPU/quantum section, however badly you're blown out of your cockpit or your ship disabled, your ship's most valuable components are very likely still safe and sound, you can also pilot the ship from the same room, if you feel queezy about piloting behind armor glass.

The ship is built for combat at close ranges, where it's fire is most devastating, but it will do just fine at long range, too, until you get some fuzz on your peaches and get used to flying something that feels like someone shot you out of a cannon with a jet thruster firmly lodged up your anus. I'd encourage you to take the ship into single player and Spawn it in using console commands to get used to it and do some practice fights.
Aside from it's fantastic combat abilities..

You have 6 x 320k Storage, quite generous, and you have the extra thrust to pull quite a lot around if needed, at full speeds. That said, should you load this thing up with 3 Kilotons of ore and then go fight a Dreadnaught? No, you should not. Once you have about 1 Kiloton of cargo I'd recommend you go offload some of that at your base before starting any difficult encounters. You have wiggle room and I have combat tested the craft up to 4.2 Kilotons total weight ( all heavy turrets + ammo ) and it worked just fine, but if you push it on the weight and you fall below 100 m/s in your maneuvers, thats on you :)

You have an Advanced constructor, so the ship works 100% as a mobile base for upgrading itself and for repairing your other vehicles.

Your nose-mounted weapons ( and the 2 front turrets ) can be removed and replaced with mining lasers, those slots on the front end are very well suited to mounting 6 Lasers with a good spread. Personally I mine with a turret, which you can place atop one of the arms, to each their own.

The amount of power generation will support all Tier 2 Turrets, up to about 36 of them. It's close, you might even go over a bit every now and then, but you know what that is? That's 'efficient' allocation. Anything you're not using fully is wasted weight and CPU.

The ship comes standard with 23 Turrets, 1 Artillery, 2 missile, and 20 plasmas, there is space for about 8 more, and by shuffling around just 6-8 carbon blocks, it can fit a total of around 36 Heavy turrets. Which is way more than I used to completely devestate Dreadnaughts in this ship's demo-video.

You have 24 Solar panels and sufficient capacitors, so you're an efficient solar-sailor.

What else can I say about this ship? It's something you have to fly to appreciate, it's something you have to fight with to appreciate, and I hope you've got a big hairy set because she's a wild ride. The Dauntless is a ship like no other in Reforged Eden , and that will be immediately apparent once you turn its thrusters on. So good luck, and enjoy!

PILOTING THE DAUNTLESS:

The Dauntless is designed for Upthrusting Corkscrew maneuvers ( to dodge fire ), like all of my ships. This is achieved by simply closing to desired range, while holding Space bar + either Q or E. With 70 degrees of roll, this may take some getting used to, if you've never done it. It made me nauseous at just 30 degrees of roll in my first ship designed for it, but you quickly get used to it.

Your finger should never release space bar ( or either Q or E ) until the enemy ship is disabled.



38 Comments
me777 1 Apr, 2022 @ 7:52pm 
Really like the updated version, the shield and handling feel great.

But it might need a little fix/change: I got generator overload damage while fighting a relative low level shielded poi (did the roll, a bit of maneuvering, shield charging and all guns going). Is there room for another advanced generator? I would love to have a version with another of those, even if i have to put in some quantums.

Also a mark on the spots for additional turrets would be great.
And there are really lots of lights in the ship, i might end up ripping most of those out, sorry ;)
Brudeslem 29 Nov, 2021 @ 4:38pm 
Amazing ship. I retrofitted it as a miner and its just so agile that I can't help but laugh.
MrKeserian 7 May, 2021 @ 7:56am 
Jesus Christ on a pogo stick. You're not kidding about feeling like I was shot put of a cannon while getting reamed by a rocket. I mean, this thing is amazingly awesome, and basically an "I win" button against the AI. I really do wish the game allowed for tankier builds to be combat viable late game.
RedScourge 17 Apr, 2021 @ 7:04am 
Here's what I ended up with after modifying your design: https://steamproxy.com/sharedfiles/filedetails/?id=2451053035

I added a ton of minor QoL improvements that you might like to incorporate in your version, such as motion sensors, turret device groups with different targeting, all turrets named, tweaked nacelle shape to allow additional turret emplacements, indicated turret spots with symbol textures, added landing gear and a sentry gun, added fridge, armor box, small arms storage box, added a detector so you can switch off the long-range radar for battle to reduce the chance you overload the generator, added a thruster power-saver signal group, etc etc
RedScourge 14 Apr, 2021 @ 10:50pm 
That worked a LOT better, but in the end I had to replace half the Plasma Turrets with Missile Turrets, as I was missing way too much. Thanks :)
ArtemisRouge  [author] 9 Apr, 2021 @ 7:47am 
Come in laterally at the Dreadnaught, what's hitting you are Hitscan lasers, theyre all along the arms of the dreadnaught, they have a 'cone' blind spot extending out from each arm, they cant see over one another or the armor ribbing which extends Half a block above them if you roll tighly along the arms. Watch me... https://www.youtube.com/watch?v=SxfU1aKcIvE
RedScourge 9 Apr, 2021 @ 5:10am 
Thanks for the info. I tested this on a corvette and managed to evade every single shot, but the dreadnought forced me to flee before I got its shields down due to how many missiles it was firing, and the fact that I seemed to be unable to dodge those.

Is there a certain side I need to attack from, or some other trick I am missing? I went to 24 plasmas and ended up at 93% CPU after crew, downgrading missile to flak, downgrading secondary decoy thruster to small, but I still have 78 roll and 118m/s2 up thrust. I weigh about 3.8kt with ~11k L3 Plasma and minimal cargo.
ArtemisRouge  [author] 8 Apr, 2021 @ 1:06pm 
I noticed the textures recently Red, sry bout that :) Ammo, About 6000-8000 L3 Plasmas if you're running 24 Plasmas, 200 or so M300 Laser cartridges, and 2000 140mm Missiles if you're running 4 Missile turrets. Thats enough for about 20-25 minutes of constant fighting, which you'll need for a Dreadnought.
RedScourge 8 Apr, 2021 @ 12:37pm 
There's a few blocks around the thrusters at the bottom left at the rear that are untextured and not matching the right side, and a motion sensor for the hangar would be nice, but those were an easy fix. Was able to find room to get it up to 24 Plasmas even though it goes over CPU; mitigated it a bit by finding room to add 20 NPC Crew. I also punched out the solar panels and walls inside the top lateral thruster pods and covered em in shutters, then added 4 solars back on the bottom and top upside down so that they tuck up against the body, and added the stripes texture on all the blocks around the thrusters to make em look heat-treated. Haven't tested it in battle yet, but loving it so far!

Question though, how much ammo do you think I'll need to take out a dreadnought? I imagine I should try to go into battle fairly light, so I don't want to way overdo it. Thanks!
ArtemisRouge  [author] 30 Mar, 2021 @ 8:11pm 
Message me on discord Copper, username: Arinsa