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JUMP DRIVE WARNING: DO NOT PLOT COURSES INVOLVING SHIP OVERLAP IN X OR Z!
announcing the new CC meta everyone
it haaaas NUKE!!! and FIGHTER!!!! video should explain everything (EDIT: Except the jump drive, but i wrote a guide. just use x-1, y-1, z-1 etc instead of x-5 etc)!!! (what it doesn't say is that you can have only 4 fighters per scorpio)
powered flight still works on peaceful (although there is a large deprecation in thrust), but you need at least easy difficulty to deploy nukes
highly recommend /gamerule doMobLoot false
time allocation:
exterior- 1.5 hr
interior- 0.25hr
systems-longer
SPECIAL ABILITIES
Carrier: The Scorpio doesn't have any guns, instead using fighters to deliver its weapons payloads.
Jump Drive: With a good engineer, the Scorpio can "jump" around the map at high speed, carrying nearby vessels with it. You lose 0.2% hull mass and a lot of wiring.
STATS
Attack rating: 8/10
Defence rating: 1/10
Speed rating: 8/10
Class: Nuclear Subcarrier (NS)
CC Class: Bomber
Usage: Deployable firepower
Dims: 38Lx13Wx11H
Comissioned Battlegroups:
(NSG-1) Keep Calm And Run
(NSG-2) Faces In Muscles
(NSG-3) Event Horizon Cascade
(NSG-4) Selection Parade Engine
(NSG-5) Erosion
Weapons: Fractional-discharge teleporting nuclear bombs
Shields: None :D:D:D:D:D:DD
Armour: NONE!!!! Get insurance
Engines: Forgot to add them
Power sources: Infernal batteries
Displacement: 150 tons
Max acceleration: 1.5G
Endurance: 20 hours
Carried vessels: 4 bombers
Crew: 1 engineer, 4 pilots
Performance: Slow as hell, limps across battlefields. Usually hides behind much larger, tankier ships to survive. Glass cannon. Can function in atmosphere, as long as a larger ship carries it during atmospheric interfaces. Occasionally resets position, or rapidly changes position.
BACKGROUND
The Scorpio was developed to take advantage of the lack of serious anti-fighter weaponry by other empires in the most brutal way possible. Skipping normal approaches such as carpet bombing, the Scorpio's 4 fighters deliver FDT nukes to enemy vessels. At first, hostile captains may not notice as they scan the scene from their bridge. Then a twitch of movement captures their eye, and a small segment of their hull is gone. And another. And another. Battles turn into races against time, to disable the nuke sources before they disable their targets. And it only takes a single nuke to destroy an entire capital ship.
The Scorpio also is infamous for its small-scale jump drive, able to atomise and reset the carrier to almost any position in under a minute. However, continuous usage of this drive causes severe system damage and minor hull damage, so any usage is a calculated risk.
To take a break from the intense levels of lore for a minute, this is my attempt to really shake things up in CC. Nukes can't be aimed, only contained, so I couldn't actually have launchers on my ships. I developed fighters to fix this and realised WHOOPSIES ALL MY OLD STUFF IS USELESS NOW. All you have to do is break into the enemy ship and turn off all its interior shields, then drop your nuke and it's game over!
You should be able to tank anything other than a direct explosive hit while flight mode is active. Walking around whilst in flight mode is awesome, as you're surrounded by a wreath of smoke, get super speed, and retain practical invulnerability to anything other than large explosions. Unnnnfortunately you can't hit people either, so you have to use the same forcefield that powers your flight to shove them off of things. I also included the shields off the Miraculan Scout to make landing less hair-raising.
announcing the new CC meta everyone
it haaaas NUKE!!! and FIGHTER!!!! video should explain everything (EDIT: Except the jump drive, but i wrote a guide. just use x-1, y-1, z-1 etc instead of x-5 etc)!!! (what it doesn't say is that you can have only 4 fighters per scorpio)
powered flight still works on peaceful (although there is a large deprecation in thrust), but you need at least easy difficulty to deploy nukes
highly recommend /gamerule doMobLoot false
time allocation:
exterior- 1.5 hr
interior- 0.25hr
systems-longer
SPECIAL ABILITIES
Carrier: The Scorpio doesn't have any guns, instead using fighters to deliver its weapons payloads.
Jump Drive: With a good engineer, the Scorpio can "jump" around the map at high speed, carrying nearby vessels with it. You lose 0.2% hull mass and a lot of wiring.
STATS
Attack rating: 8/10
Defence rating: 1/10
Speed rating: 8/10
Class: Nuclear Subcarrier (NS)
CC Class: Bomber
Usage: Deployable firepower
Dims: 38Lx13Wx11H
Comissioned Battlegroups:
(NSG-1) Keep Calm And Run
(NSG-2) Faces In Muscles
(NSG-3) Event Horizon Cascade
(NSG-4) Selection Parade Engine
(NSG-5) Erosion
Weapons: Fractional-discharge teleporting nuclear bombs
Shields: None :D:D:D:D:D:DD
Armour: NONE!!!! Get insurance
Engines: Forgot to add them
Power sources: Infernal batteries
Displacement: 150 tons
Max acceleration: 1.5G
Endurance: 20 hours
Carried vessels: 4 bombers
Crew: 1 engineer, 4 pilots
Performance: Slow as hell, limps across battlefields. Usually hides behind much larger, tankier ships to survive. Glass cannon. Can function in atmosphere, as long as a larger ship carries it during atmospheric interfaces. Occasionally resets position, or rapidly changes position.
BACKGROUND
The Scorpio was developed to take advantage of the lack of serious anti-fighter weaponry by other empires in the most brutal way possible. Skipping normal approaches such as carpet bombing, the Scorpio's 4 fighters deliver FDT nukes to enemy vessels. At first, hostile captains may not notice as they scan the scene from their bridge. Then a twitch of movement captures their eye, and a small segment of their hull is gone. And another. And another. Battles turn into races against time, to disable the nuke sources before they disable their targets. And it only takes a single nuke to destroy an entire capital ship.
The Scorpio also is infamous for its small-scale jump drive, able to atomise and reset the carrier to almost any position in under a minute. However, continuous usage of this drive causes severe system damage and minor hull damage, so any usage is a calculated risk.
To take a break from the intense levels of lore for a minute, this is my attempt to really shake things up in CC. Nukes can't be aimed, only contained, so I couldn't actually have launchers on my ships. I developed fighters to fix this and realised WHOOPSIES ALL MY OLD STUFF IS USELESS NOW. All you have to do is break into the enemy ship and turn off all its interior shields, then drop your nuke and it's game over!
You should be able to tank anything other than a direct explosive hit while flight mode is active. Walking around whilst in flight mode is awesome, as you're surrounded by a wreath of smoke, get super speed, and retain practical invulnerability to anything other than large explosions. Unnnnfortunately you can't hit people either, so you have to use the same forcefield that powers your flight to shove them off of things. I also included the shields off the Miraculan Scout to make landing less hair-raising.
Progress | 100% complete |
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2 Update Logs
Update #2 : by Sbia 06/20/2016 4:19:11 amJun 20th, 2016
-Attempted schematic fix
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scorpio-nuke-carrier
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if they are despawning and just flying in ur face sorry lmao that's the propulsion system this was built before the firework elytras
try now?>
it probably broke in the first jumpdrive test :/