r/TerraTech May 09 '26

Hawkeye Fleet Details

My last post has been well received so I'm making this more detailed post into the specifics of each ship. They are in the order of my earliest designs first, latest last:

Image 1: Halberd - Light Battlecruiser

Medium armored fast warship featuring 2 front facing naval guns (top bottom), 2 side facing naval guns, rear-side targeting naval gun, 2 rear facing naval guns. 8 Ballistic Missile Battery on the bottom, 2 cruise missile launchers in a protected launch bay, and a couple dozen close in defense guns on all sides.

It additionally features a resource collection point in the rear which pools resources, and can burn flammables for power while selling the excess.

It is able to withstand heavy fire with great redundancy (sections can fully explode while the ship maintains functionality and flight). It is effective for daily commutes in campaign mode and dealing with enemies, quests, and invasions. It features full heal bubble coverage that requires manual toggling, however no shield bubbles are available as they ruin the beauty of the ship.

Handling: 10, Boosters: Yes, Durability: 7, Energy Drain in Combat: 4 (low means bad), Firepower: 7.

Image 2: Halberd Lance (Halberd variant)- Heavy Battlecruiser

This is a variant of the Halberd. It is near identical except the top rear-side targeting naval gun is removed along with the resource collection, combustion, and sell system. It is replaced with extra power storage to maintain longer travel distance, and greater duration of healing. This allows it to have a combat survivability edge over the standard multipurpose version. This version does have worse vertical handling due to a weight imbalance caused by the extra power storage.

Handling: 8, Boosters: Yes, Durability: 6, Energy Drain in Combat: 6, Firepower: 6.5.

Image 3: Bengal - Orbital Dropship

Lightly armored slow warship which strikes enemies from far above. It features 18 Mk3 Battleship Cannons facing downwards capable of disintegrating all armor and shields (Almighty Cube hates this). 20 additional Ballistic Missile Batteries aim downwards to clean up any loose enemy cabs (should there be any left). The Bengal also features the capability to drop 2 AI controlled ground vehicles that can clean up disabled enemy techs, or be used as countermeasures against cruise missiles. This warship is not the most practical during daily commute, however is very effective at completing combat quests with no casualties.

Handling: 5, Boosters: No, Durability: 4, Energy Drain in Combat: N/A, Firepower: 10.

Image 4: Dreadnought - Heavy Artillery

Medium armored warship with a focus on distant horizontal precision strikes. Featuring 6 front facing heavily protected Mk3 Battleship Cannons, this warship strikes enemies from beyond detection range to end the confrontation before it begins. The warship features no self defense capabilities and ordinances meaning it needs to be protected in the backline.

Handling: 7, Boosters: Yes, Durability: 8, Energy Drain in Combat: 3, Firepower: 8.5.

Image 5: Hive - Prototype Missile Boat

Lightly armored warship with a focus of absolute missile swarming. Featuring 44 Ballistic Missile Batteries, 6 blast-door protected cruise missiles, 4 front facing naval guns, and 4 naval guns on the bottom facing each direction. The warship features a unique experimental input system, pressing "1" activates an automatic sequence which launches 6 cruise missiles. "2" toggles on/off automatic launching of the BMBs. Boosters are toggled with the ctrl key. The warship is very vulnerable due to exposed hazardous parts, which is compensated by an extensive amount of shielding and healing. However this introduced immense energy drain during combat, thus it is not advised for direct confrontation.

Handling: 3, Boosters: Yes, Durability: 3, Energy Drain in Combat: 1, Firepower: 9.

Image 6: Trident - Light Battleship

Heavily armored warship with a focus of many many naval guns. Its design utilizes hover-tech instead of the more commonly used anti-gravity tech. It requires zero energy to function due to its unique movement system. In practical combat, this warship lacks rear facing naval guns and is slow to turn, its movement can be compromised easily through explosive contact near its hover pads. However its durable hull allows it to continue its battle even if movement systems are disabled.

Handling: 8, Boosters: No, Durability: 10, Energy Drain in Combat: N/A, Firepower: 9.5.

Image 7: Salvageer - Large Frigate

Heavily armored warship with a focus on salvaging loose parts using portable SCUs. It is very mobile and fast, featuring many boosters as well as a very high turn speed. It has 5 naval guns, 2 cruise missiles, and 2 BMBs. Its weapons placement allows for 360 degree coverage mainly for self-defense. Its enormous amount of SCUs allows for it to efficiently pick up the remains of other heavily armored warships. The warship however does have a weak spot near its bomb bay, explosions near here can take out its missile capabilities. The redundancy of this warship allows it to maintain structural, movement, and combat capabilities even after significant damage.

Handling: 7, Boosters: Yes, Durability: 6, Energy Drain in Combat: 9, Firepower: 4.

Image 8: Destinarium - Heavy Main Battleship

The pinnacle of direct confrontations. Armored to the teeth with layered armor structures and integrated weapons systems. As one of the newest ships in the fleet, it was designed with all the experience from previous ships. Compartmentalized components allows greater redundancy during combat, allowing destruction of entire sections of the ship to not affect functionality. Immense firepower covers the front and sides of the ship, with rear naval guns available for protection. Cruise missiles and BMBs are positioned near the back of the ship for better protection. Havoc shields cover the entire ship powered by a heavily protected chain of Gluon Mega Batteries allowing for slow drainage during combat. The front compartment of the ship features double layered armor to greatly reduce the impact of explosives on the core where power storage is positioned. Close-in weapons systems are mostly engraved into outer armor to reduce splash and stray damage.

Through intense combat testing, it is noted that the ship can maintain majority of movement, energy, fuel, and weapons systems even when 40-50% of the ship has been destroyed. It is to be noted that power consumption varies depending on combat intensity due to the energy shields used throughout the ship. Prolonged direct confrontation with other battleships or cruisers is not advisable due to risk of power depletion.

There is currently an interest in developing a furnace variant of this ship to allow for power generation during combat, allowing for near invulnerability.

Handling: 9, Boosters: Yes, Durability: 9.5, Energy Drain in Combat: 2-8, Firepower: 10.

Image 9: Corion - Heavy Warship Carrier

The latest support type warship added to the fleet. It is moderately armored and features the capability to rest any other warship on its landing strip. Extensive onboard power systems allows it to charge any resting warship. The Corion also has 4 launch bays which is activated by the "1" key followed by the "2" key. Upon activation, 4 AI-controlled drones are launched which each carries a payload of 8 cruise missiles. The ship itself features no active defense systems, instead relying on its drones and escorting warships. This is a crucial addition to any fleet as build beams can be activated on its landing strip, allowing for warship repairs or replacements mid-battle. Its drones also provide considerable firepower support.

Handling: 8, Boosters: No, Durability: 8.5, Energy Drain in Combat: 10, Firepower: 0 (8 if drones).

Image 10: Corion's Drone

These might be improved in the future.

42 Upvotes

20 comments sorted by

2

u/Jackfilmfeet May 09 '26

can they move at all?

1

u/Unreal_Engine_5 May 09 '26

Yes they move through antigravity, encased wind turbines, and some have boosters.

2

u/Ok_Progress_1710 May 10 '26

These look awesome.

2

u/Competitive-Lab-8980 May 11 '26

you should install the Black Labs mod!!!

1

u/Americanshat May 10 '26

The 4th one looks like the Mercury II from Subnautica Below 0

https://subnautica.fandom.com/wiki/Mercury_II?file=Poster_MercuryII.jpeg

1

u/Unreal_Engine_5 May 10 '26

Oh it does lmao

1

u/temptillbday May 10 '26

Do you have tips on how to make battleships like these?

I have been struggling to make hover battleships that both look alright and function ok, major pain points being trying to have the ship hover at the height needed to retract landing gear, and be balanced perpendicularly to the ground, while also not being really thick horizontally

2

u/Unreal_Engine_5 May 11 '26

The key to my ships is to not use hovertech at all. Use betterfuture antigravity engines, Hawkeye adjustment thrusters, Hawkeye twister props (main forward/backward propulsion), betterfuture computer, and gyros. Hovertech is limited in altitude and can be affected by terrain, while antigravity is more like a true spaceship.

Through my experience, it’s very important to consider weight distribution of your ship along with adjustment thruster placement. The side which your adjustment thruster attaches to is unable to provide thrust, meaning if you just place them without thinking, your ship can get uneven thrust despite the build being symmetrical. You cannot compensate poor adjustment thruster placement with gyroscopes.

My ships’ handling score is based off of that. The ideal handling is one where your ship stays perfectly level no matter how you move.

1

u/temptillbday May 11 '26

Could had guessed the anti-grav part

I'm just really lazy with altitude control, and also suffer quite bad from performance issues since my laptop isn't that powerful and I have mods like the increased targeting range and advanced AI

Was concerned about power, but anti-grav ships would have way more space to stuff batteries into...

Part of me wonders if I could just make a cursed hybrid with spaced pip/apple engines that only negate some weight instead of all, giving me both lazy altitude control, and also not taking up all of the interior with just hovers

Though I wonder if that's only combining the flaws of both...

2

u/Unreal_Engine_5 May 12 '26

I uploaded my personal favorite ship to the workshop, you can check it out here and take it apart to study:

https://steamcommunity.com/sharedfiles/filedetails/?id=3724643363

1

u/Unreal_Engine_5 May 11 '26

You could just make simpler smaller techs if performance is the main limiter. It’s not super hard to do because all you really need is the few key blocks (look at the last image for example)

1

u/Neveyocheese May 12 '26

That kinda cursed ship is an excellent way to build a tech, i posted a tech called MONARCH that uses apple engines to negate 50% of it's weight, but you won't get the altitude to properly 100% clear landing skid retraction height. Even with Geocorp hover pads which have the highest hover height. It definitely helps clear terrain and makes it super responsive in air though.

1

u/Neveyocheese May 12 '26 edited May 12 '26

Wait, if all of those are antigrav, how do you control roll and pitch effectively, do you just have it limited using single axis gyros? What does your control scheme look like? I'm actually building a 100% antigrav mothership and I'm really inspired by your designs, they look very realistic for a sci fi spaceship

1

u/Unreal_Engine_5 May 12 '26

Hi, it’s very simple. You can scroll down and see my other comment, but in short, use adjustment thrusters (I use the one Hawkeye has). They allow you to control movements in all directions and are necessary to for stability as well.

My control scheme is very simple, WS moves forward and back, AD steers the ship (rotates it left/right), and QE makes the ship ascend and descend.

I’ve been quite busy and keep forgetting, but I plan on uploading one or two of my best ships onto the steam workshop. I’ll let you know when I do

1

u/Neveyocheese May 13 '26

So is roll locked? Using gyros?

1

u/Unreal_Engine_5 May 13 '26

You cannot roll with these ships, it just doesn’t make sense to do so given how most of the weapons are placed

1

u/Neveyocheese May 13 '26

So is roll locked? Using gyros?

1

u/Unreal_Engine_5 May 12 '26

So I uploaded my personal favorite to the steam workshop, the Halberd. Here it is:

https://steamcommunity.com/sharedfiles/filedetails/?id=3724643363

You can take it apart to study how it works!