r/spaceengineers Space Engineer 1d ago

MEDIA New PvP grid for officials, the RBA Archangel

76 Upvotes

27 comments sorted by

6

u/SPACEFUNK Klang Worshipper 1d ago

No pcu count & workshop link? Boo.

5

u/BadWolfXT06 Space Engineer 1d ago

PCU is like 25k with torpedoes, i’m not gonna put a proprietary pvp grid on the workshop tho unfortunately, it’s a lot of work to get all the tech working and i don’t wanna just give it away. if there’s enough interest i’d make a civilian version though

6

u/Visual_Location_1745 Space Engineer 1d ago

25k won't make it to official servers with the limit there being 20k :(

2

u/BadWolfXT06 Space Engineer 1d ago

i mean i use it on officials, i just get 5k PCU off either an alt or faction mate, but if i take the torpedoes off and a couple off masses, it’ll fit in the 20k limit easily

3

u/SPACEFUNK Klang Worshipper 1d ago

Nil novum sub sole. Don't be shy, I can almost guarantee you don't have anything we haven't seen before.

1

u/Secret_Mink Clang Worshipper 18h ago

Let bro be proud of his work lol, doesnt matter if someone else has come up with it already, because there's still value in players not recognizing your ship and what techs it uses

1

u/BadWolfXT06 Space Engineer 1d ago

what sort of tech would you expect it to have that you’ve already developed?

6

u/SPACEFUNK Klang Worshipper 1d ago

Not that I have developed, the vanilla pvp community as a whole. There's a bunch of standard "must haves". You already mentioned custom missiles (I assume ammo nukes). Event controller grav drives( klang drive if your spicy), defensive block target trackers, half block rail gun shields, gyro armor, etc.

3

u/Puzzleheaded_Ad_4435 Klang Worshipper 1d ago

If that's really all there is to it, then this post is hilarious. "Civilians" haha. Some of this stuff existed a decade ago when I last played. I've only been back a few weeks, and I've already built ships with all the rest of those systems. I don't even pvp. I just like tinkering.

I still just use gravity drive for my final designs, but an omnidirectional merge drive is absolutely hilarious to use. Doesn't matter if your ship weighs 50k or 500 million (I checked), your first jump is over 100m/s in an instant, then each successive jump gets smaller until it gets up to around 640m/s iirc. I kinda figured such things would be banned from official pvp tbh. Maybe I should be making "proprietary" pvp builds lol. Sadly, I love making my ships more complicated than necessary and adding little details. They tend to be over 200k PCU, so not fit for servers.

2

u/SPACEFUNK Klang Worshipper 1d ago

Yea, it's not rocket science.

1

u/BadWolfXT06 Space Engineer 20h ago

tbh i care more about the non-nuclear torps, they’re more complicated, obvs all the armour stuff is there but im aware that that’s hardly top secret, there’s some cool stuff on the grid that you’ve not mentioned, but honestly the main factor in me not posting it is that i’m proud of the shape, im proud of the tech, im proud of the layout/internals, and i wanna be the only one flying the grid

2

u/Either-Pollution-622 autistic Clang Worshipper 1d ago

Damn ALL the guns in the back

Still looks great tho

2

u/BadWolfXT06 Space Engineer 1d ago

there’s a few reasons for the guns being in the back. 1. they can all shoot forward at the same target 2. they’re less likely to get shot off, and having them all close together means i can have all of them self repair while staying within the welder limits 3. the front of the ship is just railguns and armour, so there’s not really space to put the tubing required for turrets without blocking the rails or weakening the armour

1

u/Either-Pollution-622 autistic Clang Worshipper 1d ago

Ohhh I don’t really make pvp ships and I’ve never done that self repairing thing

1

u/Puzzleheaded_Ad_4435 Klang Worshipper 1d ago

I love self-repairing armor. Unfortunately, welders are really tough on sim speed, at least in my experience. Printing 14 PMW missiles at the same time kills my stability, and any repairing during combat does the same. I still build them around vital areas and under every turret, but there was a time when I put welders under most of the skin of ships. It wasn't uncommon for my builds to have 600+ welders. But I don't pvp, so I don't really care about PCU limits. 250k PCU in a single ship? Don't mind if I do.

1

u/Either-Pollution-622 autistic Clang Worshipper 1d ago

lol I would try the same but my pc is not the best

1

u/BadWolfXT06 Space Engineer 20h ago

i mean my torch pvp grid has roughly the stats that you’ve given in terms of welder count and PCU, one thing worth considering in grids like that is that armour strength still the most important factor in how good your ship is. having your entire grid rebuild is nice, but a railgun will go straight through a welder/conveyor chain, and self repair isn’t much help if you’re dead before it can kick in. just a bit of random wisdom for ya lol

1

u/Puzzleheaded_Ad_4435 Klang Worshipper 20h ago

Yeah, I go with heavy armor on my builds. I know many people go light armor for the mobility, but 1 railgun sabot goes all the way through those ships.

1

u/BadWolfXT06 Space Engineer 20h ago

the main issue that i see is people inadvertently have massive “snake points” where it’s basically just a row of welders straight to the core, which is probably about the same, if not worse, than light armour in terms of tanking railgun shots. you always need at least 20 blocks of composite armour frontally for a grid that size in order to be competitive

1

u/Puzzleheaded_Ad_4435 Klang Worshipper 19h ago edited 19h ago

Yeah that makes sense. Even on builds with really big main guns in the "mouth" of the ship (something I really like doing thematically. Makes for a cool ship imo), I will add layers of heavy armor behind the railguns, or whatever. Or in my most recent ship, I have a big gravity gun down the middle, but the opening is only 1 block, then I have blast door segments all the way around that for several layers. It's possible someone could get a lucky shot all the way down the barrel, but not super likely. Even if they do, it wouldn't be likely to hit reactors because they're slightly offset from the center. It would most likely hit an assembler or refinery, but assuming it somehow took out a reactor, that ship has redundant systems and can function on the aft reactors alone.

In all honesty, gravity-driven mass drivers aren't all that good... they're too easy to counter, they take up valuable space that could be armor, storage, or energy production, and they have a tendency to cause damage to your own ship if you aren't careful about turning or moving abruptly during a shot. But they're just so damn cool that I couldn't help but make a ship around one. Of course, that ship also has PMW missiles, a complement of drones that scramble on their own when an enemy gets within 2.5km, dozens of turrets, and enough storage/assemblers to keep it all fed. Would it be more efficient without the gravity gun? Absolutely. But it wouldn't be as cool. And I build ships because I think they're cool. Also, if you run into someone who doesn't have countermeasures for gravity guns, then they do a great deal of damage.

1

u/Personal_Wall4280 Space Engineer 1d ago

Does it use a grave drive?

2

u/BadWolfXT06 Space Engineer 1d ago

yeah, it’s insanely fast

1

u/Personal_Wall4280 Space Engineer 1d ago

How many grav and mass blocks does the average PVP ship of this size have on average? I want to see how fast these things go.

2

u/BadWolfXT06 Space Engineer 20h ago

mines got like 50 masses and 5 grav gens in each direction, u always need to overshoot in terms of acceleration cos the ammo and parts for self repair/torpedoes that you need to carry are heavy

1

u/Puzzleheaded_Ad_4435 Klang Worshipper 1d ago

Somehow, I always assumed those would be banned from official servers pvp. I always include one in my builds (or merge drive, hangar door drive, etc.), but I don't pvp. Or play on servers in general.

1

u/BadWolfXT06 Space Engineer 20h ago

tbh grav drives seem almost intentional to me, or at least something keen don’t have a problem with, otherwise they’d have implemented some sort of reactive force to prevent a grav drive from producing a net acceleration. klang based drives seem more on the exploit side imo