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Datasheet for Paroxysm

Design: Hard. While the basic layout of the ship isn't that complicated at first glance, getting all the systems to function with acceptable uptime posed a challenge, particularly the strafe thrust modules, which took a number of iterations to hit a perfect balance of crew. The structure cage wasn't difficult to make but took a few iterations to shape appropriately for the ship's playstyle. The ship as a whole has quite a lot of micro-optimizations that take it from a moderate to hard design level in my opinion.

Piloting: Moderate-Hard. For some fights, simply circling the enemy flinging missiles in different directions and keeping distance - using mines as needed - will suffice. But because huge thrust takes a while to ramp up, it should be carefully monitored especially when changing one's strafing direction. The ship's missiles have a tendency to hit itself quite often if not properly dealt with, so this too should be accounted for especially when you need all of your ammo and DPS. The missiles themselves have extremely good uptime, allowing for extra focus on dodging in tough situations while putting out respectable DPS.

The ship's backwards speed is calculated to insta-arm mines shortly after stopping all strafe thrust, so one can kite an opponent diagonally and flip forwards to throw mines into their face if they come too close.

I'm aware that this isn't a new archetype or idea even, having seen some old missile strafers from the classic era, but it's proven itself effective in the current meta so I thought it was worth posting. Worth noting that Nick has a somewhat similar ship from a few months ago, but his was built more like a kite and less like a strafer. This ship also plays quite differently from classic-era missile strafers so I feel justified in posting it here.

As always, a hotkey guide is available in the ship description.

  • Ship name :

    Paroxysm

    Author :

    Antithesis

    Ship description :

    Design: Hard. While the basic layout of the ship isn't that complicated at first glance, getting all the systems to function with acceptable uptime posed a challenge, particularly the strafe thrust modules, which took a number of iterations to hit a perfect balance of crew. The structure cage wasn't difficult to make but took a few iterations to shape appropriately for the ship's playstyle. The ship as a whole has quite a lot of micro-optimizations that take it from a moderate to hard design level in my opinion.

    Piloting: Moderate-Hard. For some fights, simply circling the enemy flinging missiles in different directions and keeping distance - using mines as needed - will suffice. But because huge thrust takes a while to ramp up, it should be carefully monitored especially when changing one's strafing direction. The ship's missiles have a tendency to hit itself quite often if not properly dealt with, so this too should be accounted for especially when you need all of your ammo and DPS. The missiles themselves have extremely good uptime, allowing for extra focus on dodging in tough situations while putting out respectable DPS.

    The ship's backwards speed is calculated to insta-arm mines shortly after stopping all strafe thrust, so one can kite an opponent diagonally and flip forwards to throw mines into their face if they come too close.

    I'm aware that this isn't a new archetype or idea even, having seen some old missile strafers from the classic era, but it's proven itself effective in the current meta so I thought it was worth posting. Worth noting that Nick has a somewhat similar ship from a few months ago, but his was built more like a kite and less like a strafer. This ship also plays quite differently from classic-era missile strafers so I feel justified in posting it here.

    As always, a hotkey guide is available in the ship description.

    Cost: 1499982₡

    Crew : 248 웃

    Popularity : 51

    Date of submission : 2024-04-21 22:58:49.946503+00:00

    Submitted by : water3833#0

      Ship tags:
    • omni_thrust
    • shield_defenses
    • kiter
    • elimination_ship
    • avoider
    • mixed_weapons
    • mines
    • factories
    • he_missiles
    • fire_extinguisher
    • large_shield
    • large_reactor