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Difference between revisions of "Kusari "Takeda"-class Destroyer"
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{{Review|[[Lucky Luke]]| | {{Review|[[Lucky Luke]]| | ||
− | With the risk of repeating what's been said, this ship is so much fun. As long as you don't get a bomberswarm on your tail, you'll be able to handle most situations. Personally, I use a light mortar and two pulses along with defense turrets. This setup makes it very useful against all shiptypes. Since the ship is so small, it's almost as if you were flying the light mortar only. The turrets are very effective against snubs if they get closer than 800 m, and the agility of this ship makes it a lot easier to keep them within that range. When you go up against caps, just keep distance. You won't get hit in this ship, unless you want to. Absolutely one of my favourite ships! }} | + | With the risk of repeating what's been said, this ship is so much fun. As long as you don't get a bomberswarm on your tail, you'll be able to handle most situations. Personally, I use a light mortar and two pulses along with defense turrets. This setup makes it very useful against all shiptypes. Since the ship is so small, it's almost as if you were flying the light mortar only. The turrets are very effective against snubs if they get closer than 800 m, and the agility of this ship makes it a lot easier to keep them within that range. When you go up against caps, just keep distance. You won't get hit in this ship, unless you want to. Absolutely one of my favourite ships! |4.86}} |
{{Review|[[User:Ipuvaepe]]|Considered a great destroyer by nearly all of its pilots, one must still be aware of its disadvantages. It has a miniscule 95000 power core, meaning it can permafire six primary turrets or eight secondary turrets. Because it usually comes down to who can deal to the other more damage, I find it is best to use eight secondary turrets and a single heavy-hitting weapon that can be used to deal a quick heavy blow to the enemy at a disproportionate cost to your energy. The single most important thing to remember when flying a hatchet is to keep moving, if you stop you -will- die, and quickly.|4.86}} | {{Review|[[User:Ipuvaepe]]|Considered a great destroyer by nearly all of its pilots, one must still be aware of its disadvantages. It has a miniscule 95000 power core, meaning it can permafire six primary turrets or eight secondary turrets. Because it usually comes down to who can deal to the other more damage, I find it is best to use eight secondary turrets and a single heavy-hitting weapon that can be used to deal a quick heavy blow to the enemy at a disproportionate cost to your energy. The single most important thing to remember when flying a hatchet is to keep moving, if you stop you -will- die, and quickly.|4.86}} |
Revision as of 14:06, 17 January 2013
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 17.01.2013 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Kusari Destroyer | |
Ship Class | Cruiser |
Built by | Kusari |
Tech Column | Kusari Naval Ships |
Technical information | |
Guns/Turrets | 0 / 9 |
Opt. weapon class | 6 |
Max. weapon class | 7 |
Other equipment | |
Hull strength | 240,000 |
Max. shield class | 9 |
Cargo space | 700 units |
Nanobots/Batteries | 600/600 |
Max. impulse speed | 80 m/s |
Max. turn speed | 26.74 deg/s |
Max. thrust speed | 140 m/s |
Max. cruise speed | 350 m/s |
Power output | 1,400,000 u |
Power recharge | 95,000 u/s |
Hyperspatial Modules | 1 Hyperspatial Module |
Additional information | |
Ship price | $153,000,000 |
Package price | $158,082,250 |
Commonly referred to as 'The Hatchet' by the Bretonian Armed Forces due to its evident shape, and ability to cleave a fiery path through defensive lines, the Kusari Destroyer is often mistaken for a heavy gunboat at range. While fragile in comparison to its heavier counterparts in the destroyer class the Kishiro built vessel easily outclasses many vessels twice its size.
Handling
- This ship is too large to use docking bays, it must use mooring points.
Outdated Review (4.86) |
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Review (4.86)
A cruiser designed for head on engagements, here comes its name, with all 9 turrets being able to fire at the front, thin frontal line, the "Hatchet", is one serious threat to face head on. However, this cruiser can only be effective when all turrets fire at the front. Having the proper agility and the right piloting skills, the "Hatchet" can truly outclass most capital ships. That is if the enemy can be pinned at your front. Once the enemy gets to the flanks 7 turrets are prevented from firing! The 6 turetts on the "axe shape" part of the destroyer have a very limited firing angle. This ship is easily an easy kill for bombers and a small pack of fighters. The rear is defenceless; so are its flanks. It's powercore is superb; i suggest using a Razor (for big ships), 6 defence turrets (high R.O.F and damage) and 2 primaries or 2 solaris (good against fighters).Error creating thumbnail: Unable to save thumbnail to destination Review by Hercules Apergis |
Outdated Review (4.86) |
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Review (4.86)
This is an absolutely spectacular ship. With all nine turrets firing forwards, only two turrets firing left and right, but four turrets firing backwards, with one heavy turret also able to assist in every direction, this ship is not built to fight alone. A Hatchet is best flown with a wingman using a gunboat for fending off fighters and bombers. Or, you can do what I did, and pretend that this is just a gunboat with extra firepower. The hatchet is the exact same size and shape of a liberty gunboat, and only a little bit slower than one. With solaris cruiser turrets and a cerberus, you can pretend you're just a gunboat with stronger shields, stronger hull, upgraded gun boat guns, and an upgraded rotatable forward gun. With a nice design. A team of Hatchets using solaris cruiser turrets and light mortars can hammer large ships to death while being nearly impossible to hit, and being tough enough to survive the occasional hit, while using solaris turrets to kill fighters and bombers off of the backs of other Hatchets. A hatchet loaded with two pulses, six primaries, and a cerberus, is capable of flying circles around battleships, killing them single-handedly. This has got to be one of my favorite ships of all time. Error creating thumbnail: Unable to save thumbnail to destination Review by TLI-Inferno |
Outdated Review (4.86) |
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Review (4.86)
With the risk of repeating what's been said, this ship is so much fun. As long as you don't get a bomberswarm on your tail, you'll be able to handle most situations. Personally, I use a light mortar and two pulses along with defense turrets. This setup makes it very useful against all shiptypes. Since the ship is so small, it's almost as if you were flying the light mortar only. The turrets are very effective against snubs if they get closer than 800 m, and the agility of this ship makes it a lot easier to keep them within that range. When you go up against caps, just keep distance. You won't get hit in this ship, unless you want to. Absolutely one of my favourite ships! Error creating thumbnail: Unable to save thumbnail to destination Review by Lucky Luke |
Outdated Review (4.86) |
---|
Review (4.86)
Considered a great destroyer by nearly all of its pilots, one must still be aware of its disadvantages. It has a miniscule 95000 power core, meaning it can permafire six primary turrets or eight secondary turrets. Because it usually comes down to who can deal to the other more damage, I find it is best to use eight secondary turrets and a single heavy-hitting weapon that can be used to deal a quick heavy blow to the enemy at a disproportionate cost to your energy. The single most important thing to remember when flying a hatchet is to keep moving, if you stop you -will- die, and quickly. Error creating thumbnail: Unable to save thumbnail to destination Review by User:Ipuvaepe |
Hardpoints
Purchase Includes
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