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Forum Index » » English (General) » » Favorite Ship Loadouts(Mods)
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 Author Favorite Ship Loadouts(Mods)
Peter Wiggin
Midshipman

Joined: November 10, 2005
Posts: 636
Posted: 2007-07-17 13:17   
As a suggestion from someone, I decided to start this little thread to see what ship loadouts people recommend and why.

Please submit them in the following format:


Ship: (ie Assault Cruiser)

Loadout:
(Include offical names such as Particle Cannon rather than Pcannon)

Credits Required:(if possible, subtract the amount of credits you have in-game with the ship out from the credits on your profile*not required*)


Also, if you can, include a little description of why you like it.. such as low power management, etc.
_________________


Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2007-07-17 13:24   
All stock Assault Scouts, they r0x0r. No credits needed, just stock upgrades!
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-07-17 14:00   
Torpedo Cruiser:
Particle Cannons, Proton Torpedos, Ablative Armor, Auxiliary Power Generators, AME Engine, Antimatter Jumpdrive, 1 beacon/pulsebeam on the full slot.
Why? enough power for top speed firing for a while, ablative armor is everything, and all that force on whatever is in front of you is awesome.
_________________



Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2007-07-17 14:00   
Ship: Siphon
Loadout:
  • All reactors
  • All beams DA+Ruptors lvl 10 (NO cannons because of the arc bug! you want to focus all damage on the arc you are hitting, not the arc + the front of a ship)
  • AME drives (for speed to dodge beacons and other dreads better, energy really is not an issue, ill explain later)
  • AMJD (obvious reasons)
  • Fusion torps lvl 10
Extra Info: To work with AME drives, you either have 2 choices. 1) you fly in cloaked to your target ready to alpha, alpha as many times as you want to take, but only fire the SI and DAs once. After that you jump out and cloak, then dont move untill your energy goes up at a decent speed. If you fire your DAs to much then try to jump and cloak, even at 0 velocity, you run the risk of getting that cloak bug because there will be no energy to cloak. 2) You jump to your target and land one alpha, then turn away and cloak. If you do this in a large fleet of enemies you have to constantly look around 360 degs for incomming beacons. I recommend getting used to jumping in at full speed and being able to land 150-300 gu from the target. If you can do that, beacons are not a problem (unless the ship your alpha'ing has beacons on the arc you are shooting at)

Ship: Battle Cruiser
Loadout:
  • All reactors
  • All Particle Cannons (lvl 6)
  • AME drives
  • AMJD
  • Fusion torps lvl 6
Extra Info: Reason for F torps is because in this version you will most likely be fighting cruisers and dessies. Combining self detonation with F torps speed and accuracy is really effective against destroyer classes

Ship: Battle Dread
Loadout:
  • All reactors
  • All Particle Cannons (lvl 6)
  • AME drives
  • AMJD
  • Fusion torps lvl 10
Extra Info: With the ammount of cannons on the Battle Dread, you can afford to lose some fire power for some speedy cannons.

Oh yea, I have seen this before... Do not use any flux beams or emp cannons on kluth... they have auto hull repair.


[ This Message was edited by: Ospolos on 2007-07-17 14:02 ]
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Honoured,
Osp

Mk-V
Cadet

Joined: July 09, 2007
Posts: 10
Posted: 2007-07-17 14:50   
I feel special for suggesting this...

Im gonna post ED even though almost everyone knows it

Escort Destroyer
12 Particle cannons
3 Aux. Generators (Reactors possible?)
2 AME
1 AntiMatter Jumpdrive
Active Shields


Looking for a good Missle/Gunboat Dessy loadout for UGTO
_________________


Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-07-17 15:01   
Heavy Cruiser

- All Particle Cannons
- All Fusion Torps
- All Reactors
- Active Shields
- AMJD
- IE Engines

The Heavy Cruiser is by far one of the best cruiers in the past versions, giving that it is technicaly sound in most forms of combat. It has enough power to hold it's own against stronger ships, and enough shielding to take a beating. It's energy pool is well off, but can run out of juice if pushed to hard. If you want a strong combat ship, that can handle most problems.. This is it.


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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2007-07-17 16:42   
I'll do my favorite ship from each faction:

Assault Dreadnaught

Loadout
Low Slots: All Particle Cannons lvl 10
High Slots: All Fusion Torpedos lvl 10
Beam Slots: Heavy Chemical Lasers lvl 10
Misc: IE drives lvl 10, AntiMatter Jumpdrive lvl 10, all special slots reactors lvl 2, Standard Armor lvl 10, Active shields lvl 10, Pulse shield lvl 4, Ion Cannon lvl 10.

Explanation
This is not a ship you can go meandering off on your own with. It is meant to be the ganker, with smaller vessels running interception and point defence for you (notice no defensive lasers or beacons). The drives can be modified slightly to suit your combat style, but generally IEs or PFEs; energy can be an issue once that Ion Cannon starts going off. Standard armor is also recommended because it can recharge on its own, allowing the Assault Dread to jump in, gank whatever is in range, and jump out after taking damage. The point jump is critical; you're not going to catch much in this flying around, but with a good pilot it is destructive.


Claw Destroyer

Loadout
Low slots: Particle Cannons lvl 5, Pulse beam lvl 5 in the full arc spot.
High slots: Fusion torpedoes lvl 5
Heavy Beam Slot: None
Misc: AME drives lvl 10, AnitMatter Jumpdrive lvl 10, reactors-cloak-armor-autorepair all fully upgraded

Explanation
This ship can be deadly on its own, but is extremely effective in wolfpacks of two or three (See: Nu-B). The pulse beam is there in case you get lazy in your dodging, as this ship can dodge essentially anthing that is lobbed its way. Energy is a nonissue, so long as the torpedoes are only used at close range and aren't just being shot out for the entire engagement. It is important to keep your enemy directly in front of you, where all of your guns can fire. The cloak comes in handy here, allowing you to outmaneuver and then reposition behind your opponent.


Torpedo Cruiser

Loadout
Low Slots: All Particle cannons lvl 6, with a Becaon and Pulse beam in the full arc slots
High Slots: All lvl 6 Fusion Torpedoes
Heavy Beam Slots: None
Misc: Either IE or AME drives lvl 10, Antimatter Jumpdrive lvl 10, Standard armor except ablative armor on the aft arc, reactors-flux-etc all fully upgraded.

Explanation
The engines can go either way. Energy is not a problem so long as the Fusion torps are used effectively (not just lobbing them at the target once the torpedo icon turns pretty green), or unless you opt for AM torpedoes, which can be devastating at close ranges. Since there is only one armor slot covering your aft, the ablative armor is imperative, giving you as much protection from the widely used particle or psi cannons as possible. Again, I use Standard armor on the other slots because they can recharge on their own while sitting in the depths of space. As with the Claw, it is imperative to keep your target in front of you.
_________________


Rogue Spear
Grand Admiral
Galactic Navy


Joined: March 20, 2002
Posts: 848
From: Texas
Posted: 2007-07-17 17:21   
Bomber Dreadnaught

Weapons:
16 x Level 10 Particle Cannons
9 x Level 0 MiRV bombs (108 bombs total)

Shields/Armor
4 x lvl 10 Active Shielding
3 x lvl 10 Standard Armor

Other stuff:
4 x IE Drives lvl 10
5 x lvl 2 generators
1 x lvl 10 Antimatter Jump Drive


Reason I fly this ship:
Easily the most versatile ship in the game. With its payload of 108 MiRV bombs there isnt very many planets stand a chance. In case of combat action I fire up the 16 lvl 10 particle cannons, which in turn will give any ship that tries to stop me a run for its money, running off its 5 reactors I can stay in combat for quite a while. Not only is it a fine fighter/bomber it is an amazing prestige machine. In a matter of 6 hours I gained an astounding 4000 prestige and captured ALL of kluth space singlehandedly. To this date Ive only lost a couple of these fine ships, but the prestige gained off them easily covers the loss.

Conclusion: If your looking for a veratile ship that not only kicks ars but makes a statement as well, look no further than the ICC Bomber Dreadnaught. The Flagship of Champions.

_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2007-07-17 18:11   
Agincourt carrier class Dreadnought.

Loadout
All; Ion Engine.
All; Standard Armor
All; A-34 Panther Assault Fighter.
All left and right only weapon slots; Particle Cannons
One front,left,right; EMP Cannon
One front,left,right; Particle Cannon
One rear, left,right; Particle Cannon
One front,left,right; Pulse Beam
One rear, left,right; Pulse Beam
One front,left,right; Standard Chemical Laser
One rear, left,right; Standard Chemical Laser
Five; ECM
One; Auxiliary Power Generator
One; AntiMatter Jump Drive

Reason
only got two dreads avalable this one and the carrier dread, this one suites my taste more.

Usage. This is no powerboat its a support ship.
mutch like the origional ICC missile dread this ship is to be used from a distance. Best whit this boat is not to exceed the speed of 9 gu/s
becous than under ideal conditions your signature wil turn positive with ECM on. With your ECM on you won't be detected easely, and at 3000 to 4500 gu from enemy your not even there most important target. Try to make due with the 40 fighters you have, but don't forget the might get shot down, so make sjure there are supply ships out there or depo planets near by. Under ideal conditions you just tugg fort under negative sig,
and try to keep up with the battles, your fighters wil do the rest. Under close combat conditions try to get beside your target and use your lateral particle cannons by number, preserve your pulse and or chemical lasers for Point defence. Remember your a dreadnough and turn like a fat ladie in a airplain toilet (no offence out there), you don't have that manny close combat weapons so try to avoid it at all if posable. If your close to a friendly station try to cover it with your ecm to help, or try to outflank the enemy under ECM.

Final tip,
Even if this ship relies closely on ECM your maximum speed when using ecm is under 10gu/s so no supporting bombers, unless you absolutely know what your doing. Becous trying to get 1200 gu away from a enemy planet is tough especialy when you can only go 15gu/s and a planet wil defect even negative sig under 600 gu.
So watch where you go in this boat.


[edit] format.

[ This Message was edited by: Eledore[NL] on 2007-07-17 18:15 ]
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-07-17 18:45   
Ship:
Battle Dreadnaught

Class:
Dreadnaught

Loadout:
Weaponary:
4 x A-34 Panther Assault Fighters
5 x Proton Torpedos
2 x right EMP Cannons
20 x Particle Cannons
1 x Heavy Chem Lazer
1 x Fluxwave

Armour:
8 x Standard Armour

Others:
4 x auxilary Generators
4 x IE Drives
1 x AntiMatter Jump Drive

explanation:
This loadout gives the capability of dealing the full damage of a battle dreadnaught but still allow the pilot to destroy enemy systems.
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Tatsumasa
Marshal
Courageous Elite Commandos


Joined: December 06, 2004
Posts: 30
Posted: 2007-07-17 19:28   
Ship: Battle Station
Loadout: 3 QSTS <<< - This is all that's important.
Reasoning: It will kill anything smaller than a dread in less that 30 seconds.
_________________


Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2007-07-17 20:21   
Ship: Scale

Layout:

12 x Particle Cannons
3 x PSI Cannons
1 x Pulse Beam(360 slot)
8 x Fusion Torps.

Reason: This ship is highly manuverable and packs a pay load out of it front arc. With a good ability to dodge most fire and deleiver a hurting back I don't see much reason to fly many other kluth ships.



Ship: Brood

Layout:

4 x IE Drives
3 x Aux Gens
1 x Scanner and 1 x ECCM
1 x Beacon(360 slot)
5 x PSI Cannons
5 x Disruptors
2 x PSI Missiles
3 x Fusion Torps
3 x Nuetron bombs (Thats 36 bombs)
4 x Disruptors Assualt
4 x Larvae Hoarde
1 x K'luth Build

Reason: This ship is the best all around ship I can find. Can bomb, build, and holds it own very well in combat. I like it to defend and sniff out bombers then take their ecm cover away. Fun ship to take into invasion, can bomb/build/create depots/sniff bombers/combat. Not to much more you need really.




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SaturnShadow™ *FC*(Angel Of Darkness)
Marshal
*Renegade Space Marines*


Joined: February 03, 2007
Posts: 310
From: UK
Posted: 2007-07-18 18:23   
ok u want ship layouts ...... ill give u ship layouts

ok ill start small

ALL UGTO SHIPS

ship class: corvette

assault corvette:

AME
AMJD
auxillery generator
5 partical cannons
2 AM torps
all round standard armor

REASON: it will stay in a fight with about 2 or 3 EDs all against it and still keep ticking (maybe even get them to run)

ship class: Destroyer

gunboat Destroyer

2 AMEs
AMJD
all aux gens
all partical cannons
all AM torps
1 standard and ablative armor on each arc

REASON: unknown

ship class: cruiser

Torpedo crusier

3 AMEs
AMJD
all aux gens
8 partical cannons
5 psi cannons
7 AM torps
fore armor ablative, reflective, and standard
left/right ablative and standard
aft standard

REASON: all the power to do the max damage u can
DISADVANTAGES: you do abit of damage to ur self with the AM torps at very close range

ship class: supply

Heavy Supply

2 AMEs
AMJD
either 2 aux gens or 2 ECMs (depending if ur a combat sup or bomber sup)
2 std chemical lasers on the fore/left/right/aft slots
4 partical cannons
std armor all round

REASON: its fast to dodge weapon fire and the chem lasers will shoot down alnost any missile fired at ya

ship class: dreads

aggie dread

4 AMEs
AMJD
all ECMs
all partical cannons
all a-34 fighters
4 std armor
4 ablative armor

REASON: unknown

command dread

4 IE drives
Worm hole device/ hyper mass accelerator (HMA)
all ECMs
all partical cannons
4 neutron bombs ( KEEP AT LVL 0 )
2 shreadder missiles
2 proton cruise missiles
all a-34 fighters
4 std armor
4 ablative armor

REASON: unknown

Battle Dread

4 IE drives maybe AME if u want
AMJD
all aux gens
all partical cannons
1 heavy chem laser
5 AM torps
4 A-34
4 std armor
4 ablative armor

REASON: unknown


(fully upgrade ALL items on every ship)
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LAG
Marshal
Lethal Assault Group

Joined: September 19, 2004
Posts: 323
From: Margaritaville
Posted: 2007-07-18 18:28   
Ship: Heavy Supply (UGTO)

Mod:
AMJD Drive: lvl10
stock ie drives: lvl10
full ECM: max
pulse lasers all the way around
full ablative armor

Reason:
AMJD to keep up w/ agincourt if so equipped. IE drives provide adequate power for at least one run while ECM's are active, or anything else. Pulse lasers assist in any defensesive firing... ...although long stays while under fire can drain power (caution). Ablative to maximize stay time to assist fellow players as needed, including taking damage yourself intentionally rather than another player (you can fix yourself later)
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2007-07-18 19:20   
here is what i use:

ICC Assault Cruiser:

3x IE drives
1x AMJ
all Particle Cannons
2x Heavy Chemical Lazer
all Fusion torpedoes
Active shields/standard armor
2x Aux reactors
1x ECCM
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