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{{Review|[[User:Herc34es|Hercules Apergis]]|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.  
 
{{Review|[[User:Herc34es|Hercules Apergis]]|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 trully outclass most capital ships.  
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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.
 
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.
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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! }}
  
{{Review|{{User|Ipuvaepe}} (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.}}
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{{Review|{{User|Ipuvaepe}} (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.}}
  
 
==Hardpoints==
 
==Hardpoints==

Revision as of 00:38, 23 August 2012

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Kusari Destroyer
Ku destroyer.png
Ship Class Cruiser
Built by Flag-kusari.png 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.





Hardpoints

Purchase Includes

Availability