NecronLord wrote: ↑2018-06-24 07:06am
tezunegari wrote: ↑2018-06-23 09:05pm
NecronLord wrote: ↑2018-06-23 07:36pm
The 'Fleet Killer' is not an anti-capship vessel?
It's not designed to fight directly in battles but if you can place the Mandator at the edge of the battle and keep a protective fighter/battleship screen around it, it could be used to snipe enemy capital ships.
The Mandator is definitely not meant as a direct combat ship, as the name implies its primary purpose is Siege combat most likely with shielded planetary bases in mind.
The autocannons require about 100 seconds to recharge between firing at full charge with 4 shots total.
If they can be fired independently or two shots per barrel... two shot every 50 seconds.
And if you can release only a single shot you could fire them every 25 seconds.
I think the autocannons can only fire at full charge of four shots, otherwise, Captain Canady would have ordered an immediate firing instead of waiting.
As for the firepower, the resulting explosions in an atmosphere are visible from space. Unfortunately, there are no points of reference that might help with a size estimate of the explosions.
And most Star Wars ship to ship battles involve more than two minutes of ships pounding each other.
Behold!
The Malevolence took a long time to build up power for an attack and it was still a literal fleet killer.
Like so.
Both ships are terrifying opponents.
But I think there's a difference in the approach of the Mandator and the Malevolence to being fleetkillers.
The Malevolence was designed to be one from the beginning, and due to its weapon, it had to be a lone wolf capable of doing everything.
It was meant to go toe-to-toe with Republic fleets alone. Its super-weapon, the dispersing ion-canon could actually disable a fleet in a single shot and then destroy the ships at leisure. It's long charging time might even be a bonus, tricking enemy ships into getting close in an attempt to stop the weapon, but ending up to close to outrun the weapons effective range. (I wonder if the ion-cannon has a limited fire arc, missing ships directly atop / below or in front / behind the ship, or if the ion-cannon effect is fully encompassing.)
The Mandator IV, on the other hand, feels like it was primarily designed with being a siege weapon in mind (to break shielded planets),
but some brilliant officer found out that the weapons are precise and strong enough to kill enemy capital ships with either a single shot or a single volley.
And (assuming a single shot can kill the biggest NR ship) if you watch a ship of your fleet go boom every 25 seconds... and even a dead capital ship every 100 seconds... that's a scary ship sitting on the sidelines, protected by swarms of TIEs and possibly one or two Resurgents solely dedicated to its defense.
And apparently, the armor on the ship is strong enough to withstand a lot of firepower as well unless the enemy hits "that sweet spot".
So, in a 1 on 1 fight, the Bellator would have the advantage as long as it can stay outside of the firing ark of the autocannons.
For the Bellator:
Get the Bellator behind and atop the Mandator, the better armed side of the Bellator facing the Mandator.
Bellator's TIEs engage Mandator TIEs and try to destroy the Mandators turrets while all guns fire at the weak spot.
If possible try to use tractor beams to catch the Mandator and keep it in position.
The Mandator, on the other hand, needs to keep distance, the further away it is from the Bellator the better.
Approach the Bellator with the autocannons aimed at it from the beginning.
Start firing as soon as it is in firing range to get as many salvos fired as possible and reverse thrust immediately to expand the time you have until it's to close.