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Kusari "Ashikaga"-class Gunboat

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Kusari "Ashikaga"-class Gunboat
Ku gunship.png
Ship Class Gunboat
Built by Flag-kusari.png Kusari
Technical information
Guns/Turrets 1 / 5
Opt. weapon class 5
Max. weapon class 5
Other equipment
Hull strength 115,000
Max. shield class 8
Cargo space 350 units
Nanobots/Batteries 350/350
Max. impulse speed 80 m/s
Max. thrust speed 150 m/s
Max. cruise speed 350 m/s
Power output 400,000 u
Power recharge 40,000 u/s
Additional information
Ship price $28,000,000
Package price $33,500,500

In an effort to better enforce the will of the Emperor, the Imperial Navy and Kishiro Technologies developed this ship. With her small hull profile this gunboat is agile and highly maneuverable compared to other gunboats. In large numbers they are particularly devastating.

Handling

  • This ship is too large to use docking bays, it must use mooring points.


Review (4.88)

A beautiful, sleek and agile ship. But making this wonderful Treasure Planet Solar Surfer work for you will depend vastly on what you're trying to accomplish, ever since it lost two turrets, and the missile launchers have become Class 5's.

The forward cannon, or FWG, 'can' move, but only in a 30-degree cone. The projectile's pretty slow, with only 900m/s, which is basically cerb speed, so good luck trying to snipe anything smaller than another gunboat. Aside from the FWG, the next three are Class 4's (the third firing 160-degrees backwards), and the last two are Class 5's. Also, the turrets have a quirk in that they can't go full 360: the first two Class 4's have a HUGE 100-degree blind spot behind them, while the Class 5's only go 350-degrees behind, so you have to be careful to keep your enemy on either top or bottom or risk your turrets wasting time rotating circles; in any case, you turn off 3 turrets (including the FWG) behind and on either side, and turn off only one turret in front of it, and its top and bottom.

If you want to specialize anti-snub: go FULL SOLARIS. Solaris turrets on the three, and Gatling turrets on the two. Why I say solaris instead of gunboat turrets is because the calcs say you're only losing 300/150 hull/shield DPS from the Class 4's and have a 600 m effective range in exchange for 200 m/s faster (and consistent) projectile speed, which is important for aiming against small, fast targets, and the Gatling guns' combined 3000/1500 hull/shield DPS. Use the FWG mainly against transports, and use turret steer to keep fighters and bombers above and below you to make full use of all your turrets. Speed is key here, so keep the afterburners on as you dance around like an arrow through the sky.

If you want to specialize anti-cap/transport: equip all cerbs on your Class 4's, a battle razor and a pulse cannon on your Class 5's. Gain distance first before you engine kill, turn, and joust your way to victory. As you pass your enemy, use Rear View to deliver a few cerb parting shots for that extra insult!

But if you want to be a balanced potato, I ironically suggest equipping Gatling guns on your Class 5's, a couple cerbs on your Class 4's, and another Solaris on the last one. Speed-thrust against snubs and keeping them above or below you, and joust against caps and transports. This way, you can at least deal with a few of your fellow gunboat peers, while still being quite a nuisance against overeager fighter pilots.

Overall, it's a beauty to fly, but I feel like this ship got nerfed significantly. It's still effective, but it's not as effective as it once was.
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Review by leonardo_tigre

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