Hyperion: Difference between revisions

→‎Advantages: Added some information
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(→‎Advantages: Added some information)
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*Can take out large [[Aliens|Alien]] fleets easily with support.
*Can take out large [[Aliens|Alien]] fleets easily with support.
*Extremely high alpha damage with its [[Spinal Weaponry|spinals]] and turrets.
*Extremely high alpha damage with its [[Spinal Weaponry|spinals]] and turrets.
*Can siege bases from afar with its [[Spinal Weaponry|huge torpedoes]] since it outranges [[starbase]] turrets.
*Can siege bases from afar with its [[Spinal Weaponry|huge torpedoes]] since it outranges [[starbase]] turrets. Additionally, a large portion of its turrets can outrange a starbase's main heavy-hitting turrets (aside from railguns), further reducing risk.
*Effective at destroying large and sluggish ships due to the high damage output.
*Effective at destroying large and sluggish ships due to the high damage output.
*Has a high cargo hold of 2500 making it able to loot wrecks.
*Has a high cargo hold of 2500 making it able to loot wrecks.
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==Disadvantages==
==Disadvantages==
*Likely to be swarmed by smaller [[Ships]] due to its large size.
*Likely to be swarmed by smaller [[Ships]] due to its large size.
*Very inaccurate turrets due to nearly two-thirds of the turret armament being inaccurate railguns.
*Turrets are inaccurate, being unable to hit ships smaller than a [[Dreadnoughts|Dreadnought]], and have long reload times.
*You have to point directly at targets to shoot all turrets and [[Spinals]].
*You have to point directly at targets to shoot all turrets and [[Spinals]].
*The Huge Torpedoes move at a snail's pace(300 studs/second), making it rather difficult to hit moving targets unless you're within very close range of them, or they are very large.
*The Huge Torpedoes move at a snail's pace(300 studs/second), making it rather difficult to hit moving targets unless you're within very close range of them, or they are very large.
*Additionally, the huge torpedoes have a very long reload time.
*Very expensive, being even more expensive than all of the other Super Capitals (except the prototypes) and requiring an SC Build Permit.
*Very expensive, being even more expensive than all of the other Super Capitals (except the prototypes) and requiring an SC Build Permit.
*Very slow.
*Very slow.
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*While you could use this for trading in war, it isn't always a good idea to do so; as Super Capital Ships are high priority targets. Beware experienced teams or groups of players in the server that may be targeting your ship if you do decide to trade in war. If you do become under attack from a large/powerful fleet, retreat to your Starbase or another base/planet with heavy defenses; such as [[Frion I]] or [[Derelict Station]].
*While you could use this for trading in war, it isn't always a good idea to do so; as Super Capital Ships are high priority targets. Beware experienced teams or groups of players in the server that may be targeting your ship if you do decide to trade in war. If you do become under attack from a large/powerful fleet, retreat to your Starbase or another base/planet with heavy defenses; such as [[Frion I]] or [[Derelict Station]].
*Even though this ship has a strong nuke, it is almost certainly not worth doing a suicide mission in this ship due to the expense.
*Even though this ship has a strong nuke, it is almost certainly not worth doing a suicide mission in this ship due to the expense.
*Pick your battles: Unless you know you have a fleet you can trust and that the enemy team has neither lots of competent and coordinated players or tricks up their sleeve, it is almost always better to use a cheaper alternative.
==Version History ==
==Version History ==
*Added in version .65b
*Added in version .65b