Datasheet for You Ain't Ready For This
Design: Moderate - Anyone can copy the nuke wall, the beacon ships require a little more knowledge in PVP designs
Piloting: Very Hard - Requires good piloting to force your opponent into a precarious position before warping. Piloting the nuke wall properly is quite difficult for the uninitiated.
These traps are pretty successful against most archetypes. Albeit very dependent on getting the most of it out of the nuke alpha strike. They make use of jump tech, allowing you to warp at a time of your choosing by turning off a disconnected hyperdrive (keybind 3). Auto-ram is their attack default.
Approaches:
- Anchor: Ram the beacon ship into your opponent to reduce his speed and manoeuvrability before warping the wall.
- Orbiter: Orbit around your opponent, forcing him to fly in circles . Warp the wall once he's lost sufficient speed or ramp up time on the thrusters from one side.
- Pincer manoeuvre: Forget warping if the opponent is kiting and play this as a regular trap by attacking from two different angles.
Alpha strike wall:
- Line up your nukes to slice through your adversary
- If he lacks sufficient protection just ram the nuke wall into him and fire at point blank range (Walls & avoiders are such targets).
After a ship warps in, it is invisible for a few moments yet you can still pilot it! Make sure to add it to a control group and spam the keybind to select it as it warps to regain control as soon as possible.
Note: Using rails on the wall would be considerably more powerful, if not OP. Sadly, at this point in time there's a bug which resets the rail buffer preventing them from firing for several seconds after warping.
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Ship name :
You Ain't Ready For This
Author :
Blaze580
Ship description :
Design: Moderate - Anyone can copy the nuke wall, the beacon ships require a little more knowledge in PVP designs
Piloting: Very Hard - Requires good piloting to force your opponent into a precarious position before warping. Piloting the nuke wall properly is quite difficult for the uninitiated.
These traps are pretty successful against most archetypes. Albeit very dependent on getting the most of it out of the nuke alpha strike. They make use of jump tech, allowing you to warp at a time of your choosing by turning off a disconnected hyperdrive (keybind 3). Auto-ram is their attack default.
Approaches:
- Anchor: Ram the beacon ship into your opponent to reduce his speed and manoeuvrability before warping the wall.
- Orbiter: Orbit around your opponent, forcing him to fly in circles . Warp the wall once he's lost sufficient speed or ramp up time on the thrusters from one side.
- Pincer manoeuvre: Forget warping if the opponent is kiting and play this as a regular trap by attacking from two different angles.
Alpha strike wall:
- Line up your nukes to slice through your adversary
- If he lacks sufficient protection just ram the nuke wall into him and fire at point blank range (Walls & avoiders are such targets).
After a ship warps in, it is invisible for a few moments yet you can still pilot it! Make sure to add it to a control group and spam the keybind to select it as it warps to regain control as soon as possible.
Note: Using rails on the wall would be considerably more powerful, if not OP. Sadly, at this point in time there's a bug which resets the rail buffer preventing them from firing for several seconds after warping.
Cost: 1497623₡
Crew : 228 웃
Popularity : 187
Date of submission : 2023-08-30 14:18:42.682351+00:00
Submitted by : blaze580#0
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Ship tags:
- bidirectional_thrust
- armor_defenses
- mixed_weapons
- painted
- splitter
- rammer
- orbiter
- elimination_ship
- boost_thruster
- deck_cannon
- explosive_charges
- fire_extinguisher
- hyperdrive_relay
- large_reactor
- nukes
- small_hyperdrive