100 meta ships for PvP Domination

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Author: yugi150

Last revision: 3 Sep, 2023 at 16:31 UTC

File size: 72.09 MB

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Description:

For any who is interested in the domination game in PvP of cosmoteer, this ship bundle would do a great start for you. The bundle is made of 100+ ships, updating, fitting many game play styles including most meta game play style. It especially fit the meta rule set (similar to standard 1.5m middle map rule set, but usually with only 200k~500k start up budget, sometimes using 1x speed if wanted), but also optional in higher price maps.
The ships are made aesthetically comparing to more competitive ones, therefore should be improved or replaced if you pursue maximized competitiveness, but they are still good enough to work as a good start. Plus for domination game, ships isn’t more determining than skills as long as their tactic role is fitted in correctly. The ships in this bundle are free for anyone to use and refit, and you are free to copy their design and tactic ideology too, as long as the originality of the author and other players is respected. In all, domination field welcomes any player who wants to join.

The ship given is sorted in bundles. You may find several folders. They each patch the ships featuring the same weapon, serving similar role or fit the same game play style. The sorting ideology is mixed, but helpful for using, because it majorly fits the sorting logic when preparing lineup before combat.

Sorted according to ships’ feature, we have:
*LC meta ships
This is a pack of 2/4/6/8/10/12 large cannon layout assaulter wall ships. They are made for direct combat and capturing, can fight with any enemy and are easy to manage thanks to the fact that they got balanced firepower, armor and mobile to take good care of themselves. LC ships are main battle ships in domination, like T-34 in WW2 they are able to carry the combat and handle almost all situation. Among all LC wall ships, 4 and 6 LC ones are the most used, for at their price they have been the meta main battle.
*DC meta ships
Ships in the pack work tactically similar to LC meta ships, but are 1/2/3/4/6/8 DC ships. They suit higher price better, are more capable to missions requiring better defense and engaging enemy main battle, for their guns can efficiently rip layers and layers off from enemy ships safely behind heavy armor. However they are not as mobile as LC ships. This along with the fact that they are commonly more expensive, causing DC ships can be over numbered then flanked by LC ships.
*Squib ships
Squibs are tiny vessels using ship-surrounding small thrusts for smooth all-side mobile. When piloted properly, they are horribly great at flanking (their thrust set helps then stick to enemy rear) and can solve ships many times bigger. However they are sacrificing defense (protected worse than scout ships), vulnerable and enjoying less firepower, also almost always more expensive than scouts. Use them as special force, carefully and with great micro, you will achieve high reward.
(My squibs are inspired by player INC and Przyjem, however only a defected shade of their great work, so please find them for the best squibs)

Sorted according to ships’ tactic use, we have:
*Scout ships
It include a series of ships featured being cheap and fast. They are made to capture unsecured points, scouting the map and flank enemy ships when possible. But in terms of their price and speed, they have little firepower and almost no armor, therefore they relay on special mobile strategy to combat (such as orbiting), or should completely avoid any possible fight. But also, theoretically they can over number any enemy and win through endless flanking. Never ignore the combat potential of a scout ship which happens to be at its enemy’s back. When used properly, scout ships can win you a fight without front line.
*Strike support ships
Which includes a whole set of missile ships, EMP ships, nuke bombers, also a few specialist ones using rail, mines, AA gun (flakers), etc. They support main battle ships to combat, providing firepower, special support and sometimes assisting with strike attacks. Strike support ships are usually defected with their attack-defense-mobile triangle, weak with defense (true for any that tries to catch up main battles using considerable budget), with slow speed (for any that tries to be as defensed as a main battle) or weapons functioning unstably (true for almost all launcher weapons), therefore hard to play as major, however greatly improving the integrated combat capability of your force. For example, multiple EMP shot is deadly for capacitor ships (drain their power completely), nukes ships can conduct deadly strikes to dangerous but vulnerable enemy targets (such as hunt ships and enemy support ships).
*Hunt ships
The pack are mostly kitters and orbiters. They are ships that is able to destroy enemy ships without receiving much damage. Hunt ships own a very pretty kill-death, and then earns you a very satisfying finance. They are usually vulnerable in front line, but take isolated enemy ships a piece of cake, and annoying for enemy main force too. The issue with hunt ships is, they are often expensive to invest and require more micro to use. Also great kill-death does not mean great killing speed. Hunt ships can be flooded too. Plus their lack of melee combat ability makes them bad point takers. Therefore usually it is advised not to use too much hunt ships.

Sorted according to special game play ships stick to, we have:
*Teleport ships pack
They are ships equipping tactic warp cells (by tactic I mean they are charging quick enough for combat) and warp beacon ships. Teleport game play is more capable of deploying heavy ships, allowing almost mobile-less vessels to enter front line, and, most importantly, it greatly improves the chance of successful retreat and makes ships very hard to be killed if used properly. However the budget spend on beacon ship and warp cells make it not cheap to invest, so had better prepare a great finance tactic for it.
(On further info, you can look into the Teleport ship folder and find an article I wrote about teleport domination game play the first day teleport beacon was released. Proudly speaking I am one of the inventor of the game play, possibly the first who make it a lineup)
*Defense pack
They are ships that is very enduring and also ships that is literally defense platforms (they require assistance to deploy). These ships are great time and attention drainer to your enemy, also great support to your force. But usually it is not advised to relay on them (especially those platforms) too much, for being too tactical defensive is stopping you from advancing to victory, also for your enemy may got nuke-spam bombers waiting.
*Swarmer ships pack
Swarmer ships pack include main battle LC and DC ships, but even cheaper than already cheap major main battles. They reduce armor, use capacitor powering on layouts that usually uses reactors, such as 2/3/4 DC ships. By sacrificing sustainability this much, swarmer ships can flood your enemy. When cooped with proper strike support and hunt ships, swarmer game play is among the easiest learning competitive game play, though not as fun as other game play for many.

At last there is also a pack where I put some parts I think can be shared, named as:
*Example Parts
In which you can find my naming rule too.

Though all made by myself, the ship bundle is a collective creation of the whole cosmoteer domination community, for the ships’ design and tactic are inspired or directly originated from all friends I met in the domination field. I will especially thank player Hansel Cat and Przyjem, who have taught me the most about domination ships and cooperated with me well(Please check the official march tournament on YouTube for their out standing performance).
For any question or advice, please leave your comment or find me on discord cosmoteer community (still named as yugi150 there. Ping me in #general).