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Vanilla | PvP | Survival | No Scripts
Quick Intro
Finally - Pandora realized in her long overdue PvP colors.
With the release of Warfare 2 and vanilla subgrid based weapons, "gat wall" Pandora can be laid to rest. Almost 100 hours of cosmetic, internal restructuring, balancing and combat testing went into Pandora's "Player-versus-Player" configuration.
Now she's missing just 1 more crucial component. A good pilot.
Grid info
- 34,049 PCU (25,527 without Custom Turrets)
- 3,902,882 Kg
- 3,466 Blocks (52,655 with Custom Currets)
The Good Stuff
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16 Custom Small-grid Railgun Turrets each in a x6 Configuration
*Once an enemy is locked, the Small-grid Railgun Turrets can reach out to 1Km. With AI left to deal with it, it is always 800m (unless the Custom Turret Controller is changed - which can only be lower).
**Additionally, you can immediately "Copy Target" using the Custom Turret Controllers. Even though the Small-grid Railguns can't lock on at your 2Km range - they will still fire once within 1Km(Despite the "Target too far" message). That's an extra 200m vs the AIs 800m if you can get your Copy Targets in early.
***Both Port and Starboard Custom Turret Controllers 2-4 are disabled by default. Custom Turrets will attempt to hard stop if a friendly comes between the aiming reference and it's target - but things like server lag, desync or even less than ideal coding can still cause them to fire with friendlies in the danger zone. These can be enabled depending on your servers configuration (sub-grid damage / friendly fire damage etc) or at your descretion using automatic triggers or hot keys depending on your needs. Pandora will be updated if fixes are ever released.
Notes: ALL are configured to automatically target "Enemy Weaponry". This is one of the single most important tasks when taking a hostile down. The less they can retaliate with, the easier your job is. I would suggest leaving these in their current "Target Weaponry" configuration. These can be left completely hands-off as is for easy mode.
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2 Large Grid Railgun Turrets both in a x3 Configuration
*Currently set to target enemy "Power systems". The other crucial key element in disabling your enemies. With the x3 configuration these will pierce several heavy armor and blast block layers to strike and destroy a large reactor. Let these do their job.
Notes: These can fire at your 2Km lock on range as long as you "Copy Target" - which are numbers 3 and 4 on your primary Action Bar. They are not grouped due to a bug that will reset the controllers configurations - so they are separated on these keys. Be very careful grouping controllers together for any action.It's not fun having to re-assign every azimuth, elevation and Railgun set. Regardless, it can still accidently happen. Everything is numbered and organized using traditional nautical vessel terminology in these cases.
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2 Artillery Turrets on her stern for tailgaters
*Currently set to target "Default" - which is anything they can get a lock on. These will help throw off anyone lining to her stern.
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12 Interior Turrets for anti-missile and characters
*For this reason these are currently set to target only characters and missiles.
Notes: Don't underestimate a jetpacking player - they are fast (faster than grids can move) and agile. Interior turrets are the fastest / cheapest trackers vs these types and the missiles that can't be dodged.
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17 Static | Fixed Large Railguns in her Bow
Notes: Your primary offense. You can reach out to 2Km with these at all times. First lock on using the traditional RMB then hit #2 to select these - hit #1 to go into the Camera view and you'll have a lead indicator (smaller circle that moves with trajectory) that you just need to land a few of those shots in. I would very heavily suggest NOT firing all at once - unless you are positive that the target will be hit dead center. It's a 60 second cool down after a Large Grid railgun is fired. Instead, trigger the Timer Block on #5 to start firing one every second. Keep your crosshair in the little circle while in camera mode then just press #6 to stop the loop. More on PvP tips below.
Defense -
Decoy System
Notes: #8 will start tossing Small-grid decoys from her Bow, #9 will stop this.
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Threat Warning
Notes: If Pandora is locked onto, you'll get an audible warning that an enemy is detected and the Decoy System timer blocks will automatically start.
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Self-repair
Notes: 8 Welders placed in strategic positions to maximize their effectiveness and coverage for crucial offense, defense and mobility systems.
Utilityx1 Full Speed Moduled Refinery
x1 Full Speed Modules Industrial Assembler
x6 Jump Drives
Notes: Roughly 4,000 Km jump range if cargo is empty.
x6 Large Cargos
x15 O2/H2 Generators
x18 Hydrogen Tanks
x4 Connectors
Notes: One on each side
x2 Parachute Hatches
Notes: Currently set to Auto Deploy in when entering atmosphere
x1 Safe Zone
Notes: Preconfigured. Just set to Station, flip the on switch and hop in the cryo
x1 Survival Kit
x1 Cryo
*x8 Welders
-And all the other Survival necessities.
Power4 Large Reactors
2 Small Reactors
2 Large Grid Batteries (and 1 Small-grid battery per small Custom Turret - this will prevent them getting removed during unpredictable server cleanups.)
Propulsion:
42 Large Hydrogen Thrusters
8 Large Ion Thrusters
Notes: 2 in every direction but to the side.
PvP TipsIn the event that you are vastly out matched in PCU - Pandora was made to be extremely quick and agile for these edge cases. Start the defensive counter measures(don't forget to stock up on components for these if in Survival), maintain a distance of 1500+ meters (where only Railguns can fight) and lean on the front Railgun array. Artillery is the next thing in line in terms of distance at 1400m, but it's slow and easily dodged with practice. They'll be backed into a corner as long as you're tossing them decoys and piloting with an unpredictability at that distance. Then it's just a matter of time.
Other PvP Notes
Large Grid Railguns have a projectile velocity of ~2,000 m/s - this is by far the fastest and therefore easiest method of hitting naturally unpredictable players (and compensating for a slower server) at a distance. This coupled with a static Railguns 2Km range, armor penetration ability (hitting vulnerable blocks behind a hull without the need to first destroy that block) and decimating damage make it the must have weapon of choice. Luckily, Pandora is perfectly designed for this. The Small-grid Railguns fire at ~1,000 m/s, which means when turned into a compacted x6 Custom Turret, it's by far the best choice a turret has at hitting what it aims at. You've got a potential 16 of these all targetting the first enemy weapon that comes into range.
You can use my Google Doc for reference if you want to dive a little deeper in those numbers.
You can right-click copy the URL to view where it's sending you [docs.google.com]
Pandora Sleeps
https://www.youtube.com/watch?v=8GME9Ob_umc&t=601s
youtu.be/8GME9Ob_umc
https://youtu.be/8GME9Ob_umc
Pandora - Original and still very much a fighting capable Capital Ship.
https://steamcommunity.com/sharedfiles/filedetails/?id=2562278142
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14.02 2022
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