Difference between revisions of "AP-430 "Thresher" Core Destroyer"

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When the Bounty Hunters Guild started to operate in [[Nomad Worlds|Nomad space]], they encountered unexpected hardships - even the most advanced [[Hammerhead]]s were unable to survive in hostile environment. Because of the enormous potential profits, the Bounty Hunters invested into developing a new Destroyer-class ship that was later constructed in [[Liberty]] military shipyards. With their new destroyers, the Bounty Hunters felt much more confident among their Nomad, [[Corsairs|Corsair]] and [[The Order|Order]] enemies, being able to hunt Nomads and even fulfill bounty contracts against the Corsairs in the most remote parts of known space.
 
When the Bounty Hunters Guild started to operate in [[Nomad Worlds|Nomad space]], they encountered unexpected hardships - even the most advanced [[Hammerhead]]s were unable to survive in hostile environment. Because of the enormous potential profits, the Bounty Hunters invested into developing a new Destroyer-class ship that was later constructed in [[Liberty]] military shipyards. With their new destroyers, the Bounty Hunters felt much more confident among their Nomad, [[Corsairs|Corsair]] and [[The Order|Order]] enemies, being able to hunt Nomads and even fulfill bounty contracts against the Corsairs in the most remote parts of known space.
 
==Handling==
 
==Handling==
* This ship is too large to use docking bays, it must use mooring points.
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{{Review|[[User:Pepe|Pepe]]|Before buying a Thresher (or any other BHG capital ship), you should ask your self one question: what will you use it for? Where you'd like to fly it? You should read BHG Core ID at this point.
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With any BHG capital your space shrinks down to non-house systems. Capital ships are heavy military vessels and not alowed in-house. Your RP will be pretty limited to Omicros and Omega-56, as that is Cores Zone of Influence. Core is the private BHG army, they are not house hunters, so that's it, like it or not. But, concernig a fact who (and what) will you encounter in Omicrons, fun is guaranteed. You'll see a lot of blood, colored in red, purple and green. Red would be yours, but... never let it distract you! And there's quite a lot of systems to "arrange" mentioned encounters.
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Thresher is good choice for that, as it is:
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1. agile
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2. small
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3. hard to hit (sharp and slimm like Duchess of Cambridge, God bless her!)
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4. low power core
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5. weak armor
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6. low ammount of regens
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7. just 2/6 turett mounts
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If it sounds like an overgrown gunboat to you, it's because it is. Gun covering is well balanced: all guns shoot front and back, half guns on both sides. But, facing your BHG ship's sides to enemy is bad idea anyway. Keep your self low profiled to enemy, maintain safe distance from other capitals and dodge a lot. Thresher can't sustain heavy fire, but it can go in and out fast. It can punch hard and retreat before shields drop down. Some shield-running after every attack will help recharge both power and shields.
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Never forget: This is just a support ship, not a tank.
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So, use it for support and you will always get back to your base in one piece, together with rest of your fleet. Your favorite combination of long-range anticapital and short-range antifighter guns can help your bomber squad a lot. Spam missiles at capitals from safe distance, try to damage their hard-points. Or use Pulses, or Light Mortar. Or all three. At least, help keeping enemys shields down, so your bombers can concetrate on enemy's hull. And when your bombers come back to your hug, with dozen enemy fighters on their tails - help them defend.
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If enemy swarms bombers on you, make some wild TS-ing, shoot back and they will soon search for some easier target. If things get very rough, well... RUN. With long-range setup I stongly recomend Thresher as your future FLAG ship.
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If supporting just your battleship, maintain safe distance but don't forget your friend is counting on your CD. Use your agility to come in and out, drop some CDs, make a nice diversion or two, empty your powercore, but generally leave close-fight for your better armored friend.
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When you master dodging/shooting with Thresher, change your setup. Try 2cerb/6BHG-turetts, use chainfire and have the best fun light cruiser can offer.}}
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==Hardpoints==
 
==Hardpoints==
 
*6 [[Class 6 Turrets|Cruiser Turrets]]
 
*6 [[Class 6 Turrets|Cruiser Turrets]]

Revision as of 12:02, 21 March 2012

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AP-43000 "Thresher" Bounty Hunter Destroyer
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Ship Class Cruiser
Built by Bounty Hunters Guild
Technical information
Guns/Turrets 0 / 8
Opt. weapon class 9
Max. weapon class 9
Other equipment
Hull strength 260,000
Max. shield class 9
Cargo space 700 units
Nanobots/Batteries 650/650
Max. impulse speed 80 m/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
Additional information
Ship price $155,000,000
Package price $160,082,250

When the Bounty Hunters Guild started to operate in Nomad space, they encountered unexpected hardships - even the most advanced Hammerheads were unable to survive in hostile environment. Because of the enormous potential profits, the Bounty Hunters invested into developing a new Destroyer-class ship that was later constructed in Liberty military shipyards. With their new destroyers, the Bounty Hunters felt much more confident among their Nomad, Corsair and Order enemies, being able to hunt Nomads and even fulfill bounty contracts against the Corsairs in the most remote parts of known space.

Handling

Hardpoints

Purchase Includes

Availability