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Difference between revisions of "Liberty "Atlantis"-class Carrier"
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| shipclass = CARRIER | | shipclass = CARRIER | ||
| shipowner = {{House Link | Liberty}} | | shipowner = {{House Link | Liberty}} | ||
− | | turrets = | + | | turrets = 20 |
| CM = 1 | | CM = 1 | ||
| hull = 1800000 | | hull = 1800000 | ||
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| maxshieldclass = 10 | | maxshieldclass = 10 | ||
| maxspeed = 90 | | maxspeed = 90 | ||
− | | maxpower = | + | | maxpower = 9000000 |
− | | recharge = | + | | recharge = 300000 |
| hullcost = 555000000 | | hullcost = 555000000 | ||
| fullcost = 555000000 | | fullcost = 555000000 | ||
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==Hardpoints== | ==Hardpoints== | ||
+ | *4 [[Class 8 Turrets|Battleship Heavy Turrets]] | ||
*4 [[Class 9 Turrets|Battleship Primary Turrets]] | *4 [[Class 9 Turrets|Battleship Primary Turrets]] | ||
− | * | + | *11 [[Class 10 Turrets|Battleship Heavy Turrets]] |
*1 [[Shields|Battleship Shield]] | *1 [[Shields|Battleship Shield]] | ||
Revision as of 00:23, 20 April 2021
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This page has been retired but kept for historical or other reasons, The information on this page may be incorrect, out of date or just not relevant to this version of Discovery. It should not be taken as canon nor any authority on the current version of Discovery. It is kept simply to show some history of the Discovery Mod:
See also:
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Liberty "Atlantis"-class Carrier | |
Ship Class | Carrier |
Built by | Liberty |
Technical information | |
Guns/Turrets | 0 / 20 |
Opt. weapon class | 10 |
Max. weapon class | 10 |
Other equipment |
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Hull strength | 1,800,000 |
Max. shield class | 10 |
Cargo space | 1,800 units |
Nanobots/Batteries | 1600/1600 |
Max. impulse speed | 90 m/s |
Max. thrust speed | Thruster not available |
Max. cruise speed | 350 m/s |
Power output | 9,000,000 u |
Power recharge | 300,000 u/s |
Hyperspatial Modules | 3 Hyperspatial Modules |
Docking Bays | 4 Docking Bays |
Additional information | |
Ship price | $555,000,000 |
Package price | $555,000,000 |
The Liberty Carrier was developed for combat situations where the ability to deploy and support numerous Fighter craft is crucial for victory. This ship can hold dozens of fighters deep inside its heavy hull, safe from enemy capital weaponry. Huge docking bays allow it to dispatch fighters quickly - or recall them if hostile forces are prevailing.
Handling
- This ship is too large to use docking bays, it must use mooring points.
Outdated Review (4.85) |
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Review (4.85)
Pushing the possibilities of uselessness, the Liberty Assault Carrier knows no bounds. Meant to offset the Liberty Dreadnought, the Carrier fits the bill, however realistically its just a big bullseye. Its main enemy, the Rheinland Battleship, is better in every area, sadly. Sporting less turrets, less armor, and a bit bigger profile, the Carrier can't beat a Rheinland Battleship unless the skills and loudout of it's opponent are broken. On the upside, being a carrier, it makes as a terrific Roleplay Platform. But other then that, the Carrier is, put simply, useless. Error creating thumbnail: Unable to save thumbnail to destination Review by Total Absolution |
Outdated Review (4.86) |
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Review (4.86)
In 817A.S, the Liberty Carrier suffered from its sheer size and lack of self-defence in its low weapon count. However with new threats revealing themselves in the Tau's, the Liberty Navy unmasked the Carrier's true firepower. Sporting a staggering ammount of 16 secondary turret slots, countering smaller craft has to be one of the easiest things this ship can do. It's 6 Primary turret slots however are all mounted on the bottom-side, and are best used against hostile capital ships side-on. Two pulse cannons in the first two slots gives a slight advantage against capitals that come in for a head-to-head, while for the rest I personally threw on some Primaries and left it at that. For anti-capital combat, the real bonus comes from 5 class-10 weapon slots. Again, the first two slots can fire forwards, and a pair of battle-razors or cerberus cannons can really do the trick after using the pulse cannons. The remainder of the C-10 slots are best used with Cerberus turrets, although the fifth cerberus can be replaced with a rear battle-razor for defence. All in all, the Liberty Carrier's been improved dramatically and handles well in combat situations, but maneuverability is still on the down-side for flying through rock fields. If you're planning an attack on the Rheinland Military, stick to the tradelanes.Error creating thumbnail: Unable to save thumbnail to destination Review by ExDeathevn |
Outdated Review (4.86) |
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Review (4.86)
The ultimate anti-gunboat platform, in terms of number of gun mounts, the Liberty Assault Carrier (or LAC) is currently the most powerful capital vessel available to players on Discovery. Sporting 27 turrets, 21 of which secondaries, 4 primaries and 2 heavies, in the right hands this ship can be a nightmare to almost any other vessel that dares to approach it. However fighting light capitals (such as Osiris) in this ship is not recommended, although the old LAC model is no more but a memory and the new one is quite decent and combat friendly, its still a sight and its by no means small, its huge. That being said, the turn rate and strafe are acceptable but if you ever encounter a lighter battleship in this ship, it is almost certain that you'll be outmaneuvered. On the other hand, the LAC can go through vessels of the gunboat class with ease, for the light slots I'd recommend to always run a standard 19 secondaries loadout since the number of turrets is what increases the overall damage output, putting different light turrets is not a good idea, having 19 basic/liberty secondaries is all you need to have for a decent anti-snub and anti-gunboat platform. The last two light slots shall be fitted with flaks for torpedo picking. When it comes to the heavy and primary turrets, the situation can get a bit tricky. There are three main heavy loadouts that I successfully used with this ship over the years. We will exclude the light mounts in the following turret combos (see light loadout mounts above for reference). NOTE: I have excluded light and heavy mortars in all cases because personally, I think they're next to useless (unless tanking). NOTE: All heavies and primaries can shoot forward but only two of the primaries can shoot backwards, we will use the following turret fit examples based on that: 2 Cerberus and 4 primaries - this is the fit that I used the most and has the highest damage output, it is the preferable heavy turret outfit in scenarios when you're being chased since as we already mentioned, only two of the primaries can fire to full backwards and sacrificing firepower in such a situation is unwise to say the least. 2 Cerberus 2 primaries and 2 battleship pulse cannons - depending on which slots you mount the pulse cannons, this fit can be useful in a scenario where you are the one chasing, however be aware that since you've only two primaries that can shoot full backwards, putting pulses on them (e.g. slot 5 and 6) would mean that if you're being chased, your overall damage output will be reduced only to the two cerberus turrets. 2 battleship razor, 2 primaries and/or 2 battleship pulse cannons - this is the all around fit that can be quite useful in most scenarios excluding battleship fights (unless you're tanking). Like I said, the 19 secondary turrets can be a hell for any enemy snubs and gunboats, adding razors to the combo would make this ship a lot more deadly, since both heavies can aim in up to 180 degrees. In terms of practicality, this ship can perform well against anything but light battleships and bomber swarms. When it comes to fighting heavy capitals (such as the Bismarck Rheinland Turtle), provided that you at least know the basics of capital pvp, you can actually outmaneuver them while using this ship's only advantage over most other heavy capitals - its shape. The shape of a battleship is one of the most critical factors of capital pvp and the LAC fills this requirement well, only a bit wider than the Liberty Dreadnought, it still resembles much of its shape and thus it can be useful against heavy capitals, just always make sure to maintain a minimum of 2.5k distance when chasing and 3k when fleeing between you and the enemy. When it comes to fighting cruisers, the LAC can actually be reliable but it is of course certain that you'll be outran. It is supposed that next to bombers, cruisers should be the biggest danger to heavy capitals but at least in my experience with the LAC, the case can often be quite different (unless you're dealing with a missile spam). In a LAC I performed quite well against two Scyllas at once and in such a scenario you must avoid chasing them at all costs. What I'd recommend when encountering pirate cruisers in deep space for example is to put a waypoint to the nearest friendly solar object and dodge to there, let them follow and actually chase you, in the mean time make sure to deal as much damage as possible when they try to approach you. The basic and cerberus cruiser turrets do not extend beyond 2k range so this means that they need to get into your secondaries range in order to land shots on you and in such numbers, the LAC's secondaries could have enough damage output to deliver a serious beating to cruisers, this is of course, if you cannot manage to hit them with your heavies and primaries which is very likely even for the most experienced battleship pilots. In overall the Liberty Assault Carrier has been improved over the years and is indeed a decent platform for dealing with most of the threats out there.Error creating thumbnail: Unable to save thumbnail to destination Review by Bloxin |
Hardpoints
- 4 Battleship Heavy Turrets
- 4 Battleship Primary Turrets
- 11 Battleship Heavy Turrets
- 1 Battleship Shield
Purchase Includes
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Availability
Spoiler: Buying Locations | ||||||||
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Notes/See Also
- This ship has full battleship equipment, no thruster.