Grey’s Market Basher

Shadow Reaper

Space Marshal
Jun 3, 2016
6,300
15,989
2,975
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Shadow Reaper
Tiny silhouette, 6S2 guns. . .needs a look for a deck fighter. The thing is small. Really small. They seem to be T shaped, so pretty easy to stack tight on a flight deck.

BTW, erkul is all new unless you exclusively use mobile; which I do. I can’t get in until the next mobile version is released. Also, it is not yet in the sc ships performance viewer, so waiting to review.

Only 1 review thus far:

View: https://youtu.be/Emypel0cGBU?si=9AsYWTXHgC9oloRc
 

Shadow Reaper

Space Marshal
Jun 3, 2016
6,300
15,989
2,975
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Shadow Reaper
I don’t know where AI got the Basher’s dimensions but I asked and it answered.

“ The Grey's Market Basher measures 13.7 meters in length, 11.3 meters in width, and 4.5 meters in height.”

That is tiny, approaching the dimensions of a snub, and only slightly larger than a Pisces. Reddit says it is even shorter if you remove the weird crane thing. No word yet on what that actually is.
 

Shadow Reaper

Space Marshal
Jun 3, 2016
6,300
15,989
2,975
RSI Handle
Shadow Reaper
It’s a good vid. I like that he shows it off with that winch above removed. Unfortunately, no data on what the crane and harpoon systems do. It smells like it can physically grapple targets, which if true has some serious gameplay repercussions.

Easily small enough to fit four wings of six inside a Liberator and have room for two Mantis on top. So again as noted, partying 4 Tally with the Lib gives 24 beds, enough for four wings of pilots. So such a Lib could launch two attack groups with 12 fighters, 2 Tallys and a Mantis each. Add grappling to all this and I’m not sure what you get. Need to find out what that crane does.

It is now in spviewer.eu, and will take some time to digest. New weapons. Turning weapons, shields and coolers off gives a surprisingly low sig of just 4.1. No further reduction from turning off the Q drive suggests viewer’s calculations may be faulty, but it remains this should be a good assault platform against larger ships.

9.5 gee lateral accelerations make this very hard to hit when straifing. This is on par with the Gladius, but is a tiny fraction of that target’s size. Only one shield but you don’t need a shield much with this kind of agility.

Only 4S1 missiles so not enough to knock down armor—you need to mount guns with good Alpha. Against cap ships with something this agile, flying inside 1km and mounting Dominance 2 this does horrific damage for such a tiny ship: 4752 burst and significantly higher Alpha. This is a shocking number. Each fighter is putting out enough burst to kill a turret in about 1.1s. Add a second or ten to kill the shield first. Full team strike is 114k DPS continuous, over 6M points damage per minute, plus the Tally torps.

A strike team like this could kill an Idris, and with some luck, maybe even a Marauder. Using laser cannons instead reduces damage a lot, but doubles the range and velocity which is useful for killing fighters. If each wing assigned 1 fighter as fighter protection, this would not reduce group assault numbers by much and make the fighters much safer. Against most targets this is such high damage that you don’t need missiles nor torps so your income is greatly preserved.

Viewer does not list any hard points for the harpoon nor crane (probably a harpoon line winch), which is surprising because viewer has salvage and utility slots available. Nothing listed. Either the winch is all show, or CIG is just not releasing that functionality at present.

I was enchanted by the tiny Drake snub, but flying fighters with a Q drive really keeps home base safer—much safer. You can park your Lib two systems away inside an asteroid where no Vanduul can find it, and every player can take part in assaults, knowing home base is safe and secure. I really like solutions where everyone is active. You might prefer snubs flying off an Idris or Polaris because you want those ships in the fight, but for a rag tag band of bandits living off dying Vanduul, I really, really like this ship.

I gotta say the Road Warrior aesthetic merges well with the Liberator atmosphere. I like it. You might team a Reclaimer and use the harpoons to feed it after a fight. Seeming more and more Road Warrior.

While I’m making this overlong series of observations let me conclude with a word about the Tally. I’ve been describing using the Tally primarily for beds, and letting it accompany fighters to use the torps. Others here have noted that Tallys are not stealth ships and were never meant to be. Let me challenge this a moment.

Yes, the Tally does not have stealth armor, but it does have S2 components, so can be fit with a stealth reactor. If it is doing sensor sharing with a host of fighters, you can turn down the radar to just one pip, and the same with its engines. When you do this the ship has a silhouette of just 2.0. This means it can fly invisibly at the minimum range of its torps of 2.5km, and have zero threats until a target pings.

If the Tallies stay back at the beginning of a conflict while the fighters are removing PDWs and turrets, that target will likely stop pinging if it is a PC target. There’s no point pinging when your opponents are all inside 1km in plain view. So once defenses are down, a Tally can come to 2.5km and launch. By the time it is launching it’s too late to be concerned with pinging.

Tally’s have great armor, fantastic armor penetration modifiers (-30%), and magnificent component redundancy. They are very hard to kill for a ship their size. Savvy Tally captains may want to try placing a quad S3 manned turret forward dorsal and running it by blade, just for some added comfort.

So just saying, 1Tally/fighter wing is an extra 2.4M points damage. This should be part of any attack scenario calculation. Tally’s rock.
 
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