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Starsector => General Discussion => Topic started by: goduranus on April 11, 2019, 07:08:16 AM

Title: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 11, 2019, 07:08:16 AM
I was gonna post this in the carrier spam thread, but this was too epic, I hope I can share it in a new thread :P
***

While testing just what kind of challenge the Spark Drover spam can take on, I managed to sneak up on a Pirate station with a raid assembling around it, and accomplish my greatest feat in Starsector yet. My fleet of 20 Spark Drovers battled the orbital station with 26 pirate fleets totaling 619 ships! When the glows faded from the wrecks, a mere 3 pirate ships managed to escape.

Note that I retreated the Drovers as their peak performance ran out, but it was a single battle without disengaging to repair. The pirate fleets were so numerous that even with all their warships destroyed, and they started deploying freighters and tankers, I was still only able to deploy 160 points, limiting me to only 13 Drovers on the field at a time. At the very end, all Drovers were down to red CR, and I deployed some frigates to mop up the freighters and tankers.

Here is part 1 of that epic battle:
https://www.youtube.com/watch?v=qjwi3HznDGI
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 11, 2019, 09:14:21 AM
Looks like a case of fighters being better missiles than missiles.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on April 11, 2019, 10:38:49 AM
Looks like a case of fighters being better missiles than missiles.
This is completely wrong - these weren't bombers acting as regenerating missiles in the slightest. It was force projection and concentration of guns. Fighters have the highest possible force concentration (and Sparks are exceptional even among fighters), while pirates have the lowest force concentration. The Drovers can engage the pirates from out of range, and can swarm. Meanwhile, the Pirates lack any weapons that can deal with massed fighters, and trickle in a few ships at a time. In a lot of the combat, it was the sparks from about half the Drovers attacking the same target.

This was an epic fight and certainly shows the power of carriers... but I note that at 21:30 or so, the drovers are pushed off the map (and this happens a few other times). If they hadn't been able to retreat, they would probably have taken losses.

So its kind of a perfect storm: You have the undeniable power of carriers plus a best in class fighter, but you also have AI loadouts that are weak vs fighters on low force concentration ships (crappy pirates) that are being trickled in and swarmed. The very few times those conditions don't apply - its a solid wall of pirates that finally have some force concentration - the drovers are forced back and must retreat or die.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 11, 2019, 11:29:58 AM
I consider interceptors and fighters a missile of sorts.  They fly around like homing missiles, but instead of ramming the target in a suicide run, they shoot bullets, beams, or more missiles.  Fighters since 0.8 are treated as weapons.

I think if I tried Pilum spam, it would have failed miserably.  (I tried an impromptu pilum spam fleet with missile ships, and despite Pilums blotting out the screen, all Pilums manage to do hit a few times, maybe kill one ship in the best case.)

Other missiles would run out of ammo long before that fight is over, even Locusts with Expanded Missile Racks.

That is why I say fighters are better missiles than missiles.  No missile weapons can do what fighters do, and fighters behave too similarly to missiles since 0.8.

As for the fight, it seems mass Drovers are very effective against the important enemies, or at least more efficient than multiple capitals.

I think the Drovers were driven off the map by peak performance expiring.  Why let the ships bleed CR if he does not need to?  Since the loot bug was fixed, it makes sense to call a time out and end the round to reset peak performance and start the next round without CR ticking down.

Peak performance is why I normally use only cruisers or capitals by endgame, but this fight is so big and long that even capitals with Hardened Subsystems will run out of peak performance.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: From a Faster Time on April 11, 2019, 11:55:44 AM
I was gonna post this in the carrier spam thread, but this was too epic, I hope I can share it in a new thread :P
https://youtu.be/EVCrmXW6-Pk?t=3

But on a serious note, ever since carriers were buffed a lot and all the combat related skills were nerfed I have felt the game being a bit off as it rewards you with the most amount of power for the least amount of effort. At least with the more powerful combat skills in 7.2 times the player still had to control the ship and do all the work. Now it seems like that was stamped out and replaced with "you can go afk bro, just let carriers do all the work" while it being one of the strongest options.
Last bit that is annoying is that if you take carriers vs carriers, you can kill their fighters/bombers and what not, and then your fighters can kill off the enemy ships.
On the other hand if you take lots of PD, flak, and anti fighter weapons, then you may be able to kill of the fighters, but killing off the carriers with those weapons is like pulling out teeth with your nails. As of right now you should get a couple of carriers, if only for purely interceptor role.
Over all the carriers feel quite deployment point efficient comparing to anything else early on and mid game.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Null Ganymede on April 11, 2019, 12:32:44 PM
Note that [redacted] challenges and certain modded factions have amazing PD (well, small weapons that crack fighter armor and chew through their hull, not necessarily PD-PD) to deal with this exact scenario. Pirates don't.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on April 11, 2019, 01:19:55 PM
AI's tendency to play safe misfires badly against fighter spam strategies.
There are basically 3 ways to fight carriers:
- Have enough PD to swat all fighters out of sky before they do any damage, so that you can hunt carriers while mostly ignoring fighters (after first coordinated wave anyway).
- Have enough PD to gradually grind carrier replenishment rate while taking as little damage as possible in process, then hunt carriers.
- Recognize that while you don't have enough PD for either, you do have enough firepower to go berserk on carrier and kill it by sacrificing armor/hp (in worst case slightly before it kills you).
Grinding down Drover-based Sparks is close to impossible due to ship system, and AI is incapable of going berserk in such calculated manner.

In more broad sense, AI simply doesn't try hard enough to counter fighters.
- Backpedaling against large waves of fighters to extend approach time they have to spend within frontal fire cone is simple and very often useful behavior.
- AI tends to stay withing convenient fighter/bomber round trip distance from carrier. This is a huge mistake unless you are actually shooting them all down on approach and successfully draining carrier's replenishment rate. Otherwise either rush in berserk style or back out to stall. Getting whittled down due to indecisiveness is the worst option.
- Plasma cannon is at least as good as Devastator at killing swarms of fighters due to penetration. It's also excellent PD against dense targets like Flash/Piranha bombs or Annihilator/Squall streams (best case is destroying PD targets by pass-through on way to ship target). Yet AI doesn't use it like that.


Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TJJ on April 11, 2019, 03:30:45 PM
An entertaining light show, but torpedo bomber spam would've been much more effective.

Completely agree with @From a Faster Time, fighters & bombers are still far too powerful - especially for the lack of player engagement in their usage.

If carrier gameplay can't be made engaging for the player, I'd suggest that:
- they should be nerfed sufficiently such that carriers are not a reasonable choice as a flagship
- The skills relating to them should be removed from the player skill tree (keep them for officers)

Rather more subjectively, I don't find fighting against fighters & bombers particularly fun or rewarding.
- Point defence weapons are strictly automatic, so aiming is largely out of the player's control.
- the huge difference in speed between fighters & capitals, takes most of finesse in manoeuvring out of the player's control.
So you're left with shield control, which:
- vs swarms of fighters is rarely useful
- vs torpedoes is usually a binary choice; block it & hope you don't overload, or die.

Of all combat engagements, fighters & bombers degenerate most quickly into a numbers game; either you have sufficient DPS to overwhelm the fighters, and rush the carrier, or you don't, and you die.
There's not very much room for player agency & skill.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 11, 2019, 03:44:47 PM
Carriers is probably best deferred to officers.  Having my guy sink nine points into carrier-only skills when there are only three or four good carriers to use stinks.  So far, the extent of carrier specialization for me is Fighter Doctrine 3 for my whole fleet, one Steady officer with all carrier skills to pilot Astral with six Perditions, and maybe one other officer with Carrier Command (and rest typical combat skills) to use Legion well.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 11, 2019, 06:44:59 PM
It was a long battle, so there's more :P
https://www.youtube.com/watch?v=UpHZBTRfZyM
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 11, 2019, 08:09:31 PM
And mop up
https://www.youtube.com/watch?v=wb0JUhtnjjU
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: SapphireSage on April 12, 2019, 12:11:58 AM
Although I will be adding my own thoughts here, please bear in mind that this is someone that prefers to pilot carriers/supercarriers as the flagship in a carrier centric fleet. Honestly, I was pretty excited when 0.8 rolled around and Alex announced the new mechanics for fighter control that wasn't "Mass tons of fighters with a few hangers and watch them wolfpack them down."

Generally, fighters do better against frigates and destroyers while bombers are better against cruisers, capitals, and starbases. Another unmentioned reason that fighters are strong are because of the AIs tendency to deploy all small ships first before the larger ones. This leaves nothing but separate frigate and destroyer fodder to be quickly run through before the less DP efficient enemy caps and cruisers show up lacking any support and getting worn down.

The video also shows the main advantage of fighters, the concentration of force with little risk. Early on you took down the level 2 station by concentrating the fighters immediately on it prior to the enemy frigates showing up, and as stated before frigates are fodder to fighters and quickly disposed of by the high-end performing sparks. This meant that for the first few minutes you were able to safely concentrate 160 DP worth of firepower on the station. Some fighters would be destroyed of course, but it means little to losing frigates or destroyers.

In this case too, as noted earlier, pirates tend to be very poor in dealing with fighters, let alone the extremely high end and dangerous shielded 5x Burst Laser sparks. Pirates lack good anti-fighter weaponry, either have no or poor shields with little coverage, lack good options for bigger ships aside from Falcon(P), and their officers tend to be few and low in number, meaning less chance for 'Advanced Countermeasures 3'.

A high tech space fortress might be the better contender against the spark drover due to having better, dedicated shield modules and heavy mine spam. It won't kill the drovers not being mobile, but if it isn't slowly getting worn down it should force a stalemate and retreat. High tech would also be more likely to make use of dooms and omens which are much more effective at anti-fighter.

Although mods were involved, in 0.8 I used an II Matriarch loaded with Wanzers and was able to blow through most opponent fleets with the exception of the Templars, who were strong due to their priwen bursts and the high frequency of 'Advanced Countermeasures' from all level 20 officers and DME who have a lot of EMP, which is better against low numbers of strong fighters admittedly.

Generally, PD weapons are not so good against fighters though you'd think so by designation. Since all weapons can target fighters it works a bit differently, HIL for instance can be manually swept over an initial fighter wave with its strong HE. Swarmers can be massed rather than harpoons for good anti-fighter coverage for a time and the first wave at least. And don't dismiss Advanced Countermeasures 3. AC 3 with good autofire accuracy can single-handedly wipe fighter squads with token defenses or weapons, 50% damage is no joke. Usually when piloting a carrier, I can immediately tell when an enemy ship has AC 3 regardless of class by the amount of casualties they inflict. It won't save a frigate, but for a cruiser and capital it makes a huge difference in whether I'll be able to beat them down or if they completely no-sell my carrier and its a very good skill to give to officers if one is inclined to go warship heavy as it counters fighters surprisingly well. Using the templar example above, AC 3 bulwarks were almost entirely untouchable with priwen bursts, and the paladin and archbishop would kill them before they even got close.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Euphytose on April 12, 2019, 12:50:29 AM
If carrier gameplay can't be made engaging for the player, I'd suggest that:
- they should be nerfed sufficiently such that carriers are not a reasonable choice as a flagship
- The skills relating to them should be removed from the player skill tree (keep them for officers)

I do agree that carriers and specifically bombers are overpowered but those two suggestions are pretty bad. If someone wants to use a carrier as a flagship it should definitely remain a possible choice.

Likewise, tying skills to officers only would make piloting a carrier a strictly inferior option.

They clearly require less interaction, and are very good for people who prefer using the tactical map a lot rather than going toe to toe with enemy ships. I personally don't see the fun in piloting a carrier but it should definitely be a viable strategy.

But they do need a nerf, and possibly the Atlas needs a rework of its ship system because right now, not using full bomber loadout is stupid. I get that there are "obvious" choices, but this one has no comparable options. Kind of like reaper Harbinger.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 12, 2019, 12:54:04 AM
Next up, 24 Spark Drovers vs 9 Redacted fleets. Will their luck finally run out ;D
(https://i.imgur.com/7ixQ7nl.png)
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: RawCode on April 12, 2019, 12:54:48 AM
thats why i like pirate deathballs!
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 12, 2019, 05:43:26 AM
But they do need a nerf, and possibly the Atlas needs a rework of its ship system because right now, not using full bomber loadout is stupid. I get that there are "obvious" choices, but this one has no comparable options. Kind of like reaper Harbinger.
Atlas has flares.  Do you mean Astral?  Recall Device was good for fighters too, well... at least when Warthogs were stronger in 0.8.  Astral really needs carrier skills to shine.  Without them, it are okay, but not great.  Even with carrier skills, Astral is still not quite as powerful as combat specialist Paragon.

I kind of want to see a midline carrier capital with six bays and designed for interceptor and fighter spam, instead of (low-tech) Legion's carrier/warship hybrid and (high-tech) Astral's sluggish but powerful bomber spam.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Hrothgar on April 12, 2019, 05:54:23 AM
In some mods there are several midline carrier , but they're more a evolution of Legion than lower tech mass bay carriers.

I dare you now to make some usefull mining fighting fleet bro. So they need to be armed in some sort of mining weapon. I give you one ship type very important for that: Kodai Cruiser, very decent middle tier cruiser with a high-dmg-impact but mediocre vs armor mining lance.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on April 12, 2019, 06:26:40 AM
Astral/Legion and cruiser carriers are not that hard to counter for any player-piloted direct combat ship of same size, as long as it's outfitted with handling fighters in mind. So it's not that they are inherently OP - AI is just bad at countering fighters (while using fighters is easier and comes more naturally to AI). Even in AI vs AI these fights tend to be stalemates more often than straight carrier victories.

At DE size claim of fighter OPness is more solid. AI vs AI Spark Drover wins against any DE. Player vs AI: Hammerhead and Enforcer win easily (by raw firepower and armor-bum-rushing respectively), Sunder needs to rush and accept taking some significant damage or be whittled down, Medusa needs to take nonsensical narrowly specialized anti-fighter build and barely wins after a somewhat longer fight even then.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 12, 2019, 07:01:09 AM
Next up, 24 Spark Drovers vs 9 Redacted fleets. Will their luck finally run out ;D
Spoiler
(https://i.imgur.com/7ixQ7nl.png)
[close]

Hmm apparently the AI chooses how many fleets to assist based on your fleet strength? Only 1 Redacted fleet out of the 9 present chooses to assist in battle, so I couldn't get all 9 of them into a fight at once. Might have to put some cruisers in the fleet next time so more AI enemy fleets will assist in the battle.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on April 12, 2019, 09:24:11 AM
Astral/Legion and cruiser carriers are not that hard to counter for any player-piloted direct combat ship of same size, as long as it's outfitted with handling fighters in mind. So it's not that they are inherently OP - AI is just bad at countering fighters (while using fighters is easier and comes more naturally to AI). Even in AI vs AI these fights tend to be stalemates more often than straight carrier victories.

At DE size claim of fighter OPness is more solid. AI vs AI Spark Drover wins against any DE. Player vs AI: Hammerhead and Enforcer win easily (by raw firepower and armor-bum-rushing respectively), Sunder needs to rush and accept taking some significant damage or be whittled down, Medusa needs to take nonsensical narrowly specialized anti-fighter build and barely wins after a somewhat longer fight even then.

^This. Fighters are strong, but not that strong. Its more that the AI is really, really bad at fighting against them.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Igncom1 on April 12, 2019, 11:13:15 AM
+1 to AI fighter fear.

I do wish my battleships and cruisers wouldn't get frightened by enemy talons and fire their heavy weapons at them. It's just so unnecessary in my opinion for them to even worry about it as It just feels so out of character for them to really do so. Nothing worse then losing a flux battle because your BB decided to fire it's T Lances at passing fighters for some god forsaken reason!

If anything I almost feel like gunboats should ignore fighters and interceptors almost entirely, and focus on their primary roles altogether. But possibly that might just be me.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: xenoargh on April 12, 2019, 12:18:30 PM
My experience with my private version of Rebal is somewhat at odds with this scenario. 

Fighters in Rebal are both faster and generally better-protected and are replaced more quickly.  Seems like they should be even worse

But it doesn't work out that way.  Here's why:

1.  Capitals aren't nearly as squishy as they are in Vanilla, and can be expected to take minor fighter spam without really caring a lot.  Fighters are more of a threat to Destroyers and Frigates than they are to Capitals.  Granted, a Reaper will still ruin your day, but not to nearly the extent it does in Vanilla.

2.  Weapons, being generally balanced to deliver more damage than Flux consumed, mean that the damage output of most ships isn't quite as starved and their stats prevent them from becoming Flux-Locked as quickly.

3.  Shields, being balanced around total area covered, rather than by <whatever dark magic Alex uses> generally mean that Low Tech Pirates are, while not ideal against fighters, aren't getting overwhelmed by fighter spam.  Low Tech, with generally low shield areas, takes a lot less Flux damage vs. enemies that are generally hitting from all sides, because they're not getting Flux-Locked and can dish out DPS at a superior ratio to fighters.  Granted, this means that some Fighters (the Lightning, in particular) are pretty darn powerful, but Sparks aren't that big of a deal.

4.  Some Pirate ships are just useless against anything that masses Beams.  This is a core design issue with the Hound and Cerebus and Buffalo Mk. II; it's not new news.  I've recently decided to give all of them shields, because shieldless ships are really broken as anything but a joke motif, frankly.

5.  Pirates in Rebal have better overall anti-missile coverage.

6.  Pirates in Rebal have their own Interceptors to help out.  While these are generally pretty weak, they're better than nothing.

So, with a 200-enemy Pirate swarm vs. 20 Drovers, the biggest I could find to test out on short notice without writing a custom Mission, my results were that the Pirates won pretty easily.  The biggest change was that Enforcers and Dominators are both considerably tougher nuts to crack; while they have poor shield coverage areas, they have superior frontal shielding and enough firepower to largely destroy incoming fighters on their way in, and enough speed to catch the Drovers.

Now, don't get me wrong here; the Drover is still the best mid-game Carrier in Rebal; I didn't nerf it into oblivion or anything.  It's great until we're in late midgame, when it starts being too squishy.  But it doesn't have enough speed to avoid engagements with Enforcers indefinitely, and if we're talking about a neutral situation re: Officers, an Enforcer in Rebal may or may not win that engagement, depending on the loadouts involved, but usually does, if it doesn't take Reapers or other heavy Torpedoes.

I'm not surprised that this is the result in Vanilla, but it's not that Fighters are massively OP per se; my current thoughts on this are that the issues are systemically related to weapon balance, shields, armor rankings for roles, etc.- it's not just one problem, it's many.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Linnis on April 12, 2019, 01:25:31 PM
What it feels like to me this could have been won faster and easier with a normal mixed fleet.  As someone said it is all about firepower density, fighters + conquest/paragon is the best at that. Pirates are made out of wet paper. I wanna see this setup versus one of the main factions, that would be much more interesting.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on April 12, 2019, 01:44:17 PM
Well I believe there is a post in the anti-Remnant thread showing that this composition also does extremely well (stomps) large Remnant fleets as well - which I think is a good benchmark showing that the pure spark Drover really is a very strong tactic.

But I think the success is for many of the same reasons, and more shows some weak points of the current enemy ship composition/strategic AI: trickling forces that get meatgrinder-ed, insufficient aggression/poor target selection, and poor anti-fighter defenses. In the Remnant battles, if the enemy battleships had been aggressive and had teleported straight into the Drovers... ouch. Pure ouch.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 12, 2019, 01:49:58 PM
Drovers are much more fuel efficient than some other fleet configurations.  I can probably save a lot more fuel if I use Spark Drovers instead of several capitals plus Heron and Mora if I have spare DP left.

On the other hand, I do not think my old computer can handle that many fighters (on 500 map size) very well, especially if the enemy fleet has many fighters of their own too.  Maybe performance is better if I just play fighter heavy fleets only on the map screen and watch triangles kill each other like in an early video game.

When the most dangerous factions are wimps that can bypass colony defenses, and the strongest enemies either do not invade or must beat your battlestation and patrols to break stuff, ships that are most effective only against the colony-bypass wimps is still valuable, unlike pre-0.9.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on April 12, 2019, 02:06:30 PM
Drovers are good and all, but spamming 20 of them is probably not that optimal deployment due to going above 10 officer constraint. Replacing some of them with Capitals until you are left with 11 ships total (including player in some ship that actually benefits from being piloted) would be a stronger composition overall.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 12, 2019, 02:53:19 PM
Also, the a big plus side of using carriers is that it lets you spec into Industry Skills, and other skills that normally aren't picked because using a battleship flagships means putting all points into Combat Skills. There are some cool perks down there, like faster CR recovery, 50% damage reduction from terrain, extra salvage, halving the CR threshold for malfunction, etc.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 12, 2019, 02:55:08 PM
From the looks of the video, only six of the Drovers had officers, plus commander for the flagship.  Four more were in the backup frigates.  Many of the Drovers had no officers.  I guess he had Fighter Doctrine to boost all of the carriers, but that is uncertain.  The Drovers all appear to be pristine.

If the Spark Drovers can do that much damage unskilled, that is quite simple and effective.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: SCC on April 13, 2019, 03:06:13 AM
So, how did the fight against remnant doomstack go? I'm not surprised with the result against pirates, but Remnants should prove themselves a significantly more dangerous force.

My experience with my private version of Rebal is somewhat at odds with this scenario.
And this thread is not about your rebalance.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Kohlenstoff on April 13, 2019, 05:20:33 AM
....
But I think the success is for many of the same reasons, and more shows some weak points of the current enemy ship composition/strategic AI: trickling forces that get meatgrinder-ed, insufficient aggression...

The Lack of Aggression is one of the biggest problems of the AI. To make the AI actually effective, i decided to choose only aggressive or reckless officers for small groups. In 1 Vs. 1 Fights of Paragon Vs. Radiant only these types get their ships not destroyed and they do actually win some of these duels without any help. Any other retreats too often, lowers shield too often (due distance, actually a mistake all AI has!), stays too often too far away and don't push enough pressure into the enemy (what means that the enemy can put much more pressure back).
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 13, 2019, 08:10:30 AM
The Lack of Aggression is one of the biggest problems of the AI. To make the AI actually effective, i decided to choose only aggressive or reckless officers for small groups. In 1 Vs. 1 Fights of Paragon Vs. Radiant only these types get their ships not destroyed and they do actually win some of these duels without any help. Any other retreats too often, lowers shield too often (due distance, actually a mistake all AI has!), stays too often too far away and don't push enough pressure into the enemy (what means that the enemy can put much more pressure back).
That, or the other side runs away too (or hovers just short of max shot range) and both sides die from CR decay.  That kind of hurts in endgame fights when both sides only think about what is on the screen now instead of the hundreds of enemy ships waiting to be deployed.  0.9 is little better than 0.8, but still a long way from 0.7.2 or earlier.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 13, 2019, 09:29:32 AM
So, how did the fight against remnant doomstack go?

They refused to join battle with all 9 fleets at once.

It was weird, if I sent in the fleet as it was, 24 Drovers equipped only with fighters, then only one more fleet would join battle, in addition to the fleet I intercepted. However, if I refitted each Drover with a light machinegun or a missile, then 4 more fleets would join battle.

Seems that AI might be deciding on how many fleets to join battle, depending on how much of a threat it thought my fleet was, and it perceived my gunless Drovers as civilian ships, hence sending in only one more fleet in support.

While giving Drovers guns would have baited in more enemies, it also made the Drovers’ AI behave differently and try to facehug enemy warships, so I didn’t so that. I ended up winning the fight against  those 9 fleets two at time, and lost one Drover to a well timed phase skim by a plasma cannon battleship.

I’m gonna go back to a colony and grab a few Falcons to boost my fleet’s threat rating, and see if I can round up a couple more redacted fleets the next time I play.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on April 13, 2019, 10:24:37 AM
Oooh thats right! This fleet has no guns!

It seems from the fact that only 1 stack would join that the enemy AI is underestimating your ships' combat potential - could that be why the enemy is trickling in ships so badly? It thinks all of yours are unarmed civilians/not combat capable, so only sends a mop-up force?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Alex on April 13, 2019, 10:36:05 AM
It seems from the fact that only 1 stack would join that the enemy AI is underestimating your ships' combat potential - could that be why the enemy is trickling in ships so badly? It thinks all of yours are unarmed civilians/not combat capable, so only sends a mop-up force?

Yeah, that's almost certainly the case - should be fixed for .1 (thanks to goduranus' earlier report), but I'll take another look.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 14, 2019, 01:55:34 AM
Testing carrier spam against other factions, here's 13 Spark Drovers completely destroying a Sindrian Expedition force including 9 Conquest Battlecruisers and 5 Dominator Cruisers in one sitting, all except the civilian ships and one frigate, with final battle results being 133 Sindrian ships destroyed.

Dominators managed to push the Drovers hard with their armor and burn drive. But since the Drovers really push the the front line forward before meeting the Dominators, they had plenty of room to retreat while pelting the Dominators as they are being pursued. In the end, the Dominators' armor ran out before they can push the Drovers off the map.

(YouTube says upload and processing ETA is 1 hour from the time of this post)
https://www.youtube.com/watch?v=KXC05RMmMps
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: SapphireSage on April 14, 2019, 09:38:40 PM
Yeah, that's almost certainly the case - should be fixed for .1 (thanks to goduranus' earlier report), but I'll take another look.

Assuming that the enemy actually was sending in its forces piecemeal to be picked apart, does this also solve the issue of a player-less spark drover fleet being so powerful for its ease of use or are the drovers still able to overpower so many enemy ships without needing escorts?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 14, 2019, 10:38:05 PM
Didn't know that mechanic existed. Does that mean if I put a single gun on the Atlas and Prometheus, but leave those in reserve during battle, more enemies will deploy?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on April 15, 2019, 06:10:19 AM
Drover was head-and-shoulders above every other destroyer during 0.8.  It took a hit in 0.9 with the subtle changes to fighter mechanics, and an indirect hit due to fights being (much) bigger and lasting longer (while peak performance is still the same).  (Admittedly, other destroyer warships got hit too with weaker Light Needler and Heavy Mauler.)  Still, since endgame fights have shifted from major factions to pirates and pathers, Drovers being able to wreck fights with overwhelming beam spam through fighters is pretty good, and more fuel efficient than dragging multiple capitals and tugs across the sector.  (I do not know if I my old computer can handle Drover spam with that many fighters at large map sizes well.)
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 15, 2019, 11:45:33 AM
I played with Drovers some more, this time in early-mid game before getting Sparks. Turns out that Drover spam needs another component to be powerful, which is the speed and ecm bonus that makes enemy cruisers and capitals mostly unable to catch up. Without those, the enemy cruisers can catch up to the Drovers and destroy them before the fighters can wear down their armor.
Here's my result from 11 Drovers each equipped with 1 Talon and 1 Broadsword vs a Persean fleet with 3 Conquests and 2 Dominators, ending in the near total destruction of the enemy fleet but loss of 2 Drovers.
(https://i.imgur.com/w5ALPZu.jpg?1)
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on April 15, 2019, 01:53:16 PM
Interesting! In the previous test cases, did you have the max navigation and ECM (from both skills being maxes and then the other skill for +5/+5)?

Since the Drovers want to keep distance, I can see that being a big factor.

Didn't know that mechanic existed. Does that mean if I put a single gun on the Atlas and Prometheus, but leave those in reserve during battle, more enemies will deploy?

I think that what the AI does is look at the ships you've deployed only and pick some force to attack you based on your "strength". How it calculates that strength can be gamed - chain deploying flagships does this because the AI does not weight combat skills + player skills high enough, and the player has to deal with lesser ship numbers that trickle in.

Maybe thats part of whats happening - since you don't have weapons, they think your ships are much weaker and don't deploy much (or in the case of the Remnants, don't even bother joining). Hmmm.... I wonder what a 'before/after' of enemy ship deployment would look like if in one case you went no weapons, but in the other put guns and missiles on.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 15, 2019, 08:46:29 PM
I had +20% speed and +10% ECM for that battle. Can't tell whether there's a difference between what the AI deploys, might have to use Devmod to have a look.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on April 22, 2019, 04:24:59 AM
I noticed why some cruisers and capitals can survive quite a long time being concentrated upon by a fighter swarm. It's not that cruiser armor is really that good vs fighters, but that they were getting the +150% armor bonus from the bugged Impact mitigation lv1. So I think next patch fighter spamming would be even more powerful.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Rap1d on May 05, 2019, 05:48:38 PM
All the videos you uploaded make an excellent showcase! I constantly keep swapping between the Lux fighters and Sparks and Can't decide which one is better. I am using Lux fighters for now because I have some missiles on my main ship and the flares synergize nicely with that.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 05, 2019, 07:38:01 PM
The Lux did't work too well for me, problem was that fighters don't swarm the ship being targeted by missile. Also that Lux spawned by reserve deployment don't loiter as long in the fight because they are slower, and use up more of their time travelling to and from the target. If only they focused on the same target, result would be much better.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Rap1d on May 06, 2019, 03:52:07 AM
What about herons instead of drovers, and having all of them carry 3 flash bombers instead? That would surely be a sight to behold, however flash bombers are a lot harder to come by compared to sparks and lux. The damage output of flash bombers is really insane tho.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on May 06, 2019, 04:25:57 AM
Flash Bombers are good, but in limited numbers. Like 2 out 6 for Astral. Their job is to distract PD, provide defensive screen for other bombers and finish off the target should it fail to dodge (but even Capitals can dodge them to some extent). Also good at forcing enemy keep shields/PD up while bombers are already reloading for next run.

Buffing their damage via Heron ability doesn't do much. Flash mines either fail to reach target due to PD/being dodged or overwhelm it even without additional buffs.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 06, 2019, 04:43:04 AM
The range on that thing is set to 2000, really really excessive, I wonder what if I change it to something like 500, so there's less wasted ammo. Also it probably benefits from a Warthog style circle strafing, I guess it's controlled by the attackPositionOffset value in the wingdata.csv?

@Rap1d

I think an alternative to removing all weapons on the Drover is to go to Starsector\starsector-core\data\hulls\ship_data.csv and change the cell CARRIER, COMBAT to CARRIER in Drover's row. Not quite cheating because the Drover will be getting this change next patch anyways.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: intrinsic_parity on May 07, 2019, 04:41:54 PM
Flash bombers are like piranhas on steroids. My experience is that massing them is amazing vs stations and usually inconsistent otherwise. In cluttered fleet battles towards the end of the game, they can be very effective because ships tend to have a lot less room to maneuver. I see them as more of a saturation bomber where massing them prevents the enemy from dodging them.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Midnight Kitsune on May 07, 2019, 05:05:15 PM
Flash bombers are like piranhas on steroids. I see them as more of a saturation bomber where massing them prevents the enemy from dodging them.
"Our bombs shall blot out the sun!"
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 12, 2019, 08:08:19 AM
More Spark Drover adventure! This time 16 Spark Drovers take on 4 Redacted fleets including 7 Radiant battleships
With 0.91a's gunless carrier fix, more enemy fleets will join battle now.

(Seems to need 20 more minutes rendering)
https://www.youtube.com/watch?v=MHN71mN-sq0
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on May 12, 2019, 11:17:59 AM
Heh, brutal. Are you still using no weapons on them, or can you put some on and have them maintain distance?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 12, 2019, 11:27:38 AM
Haven't tried putting any weapons yet, they don't get close enough to shoot guns, maybe I'll try putting a Salamander on later.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on May 12, 2019, 11:31:27 AM
Super effective!

In your opinion, does this work as well with other fighters? What is it in particular about sparks that are so powerful?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Alex on May 12, 2019, 11:35:19 AM
Do you happen to have a save prior to this battle? I'd love to get my hands on it to use for testing both balance and AI behavior when faced with a player fleet like this.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 12, 2019, 11:58:43 AM
Do you happen to have a save prior to this battle? I'd love to get my hands on it to use for testing both balance and AI behavior when faced with a player fleet like this.

Should be this one:
https://drive.google.com/open?id=1PvqdKf75FYS7enmzQCKzb8rG-IEQSoH9

Super effective!

In your opinion, does this work as well with other fighters? What is it in particular about sparks that are so powerful?

Not totally sure, but I have a suspicion it is a combination of speed and shields. Because sparks are so fast, often times the enemy will not be able to land several shots in a row to kill it, and they end up flux locking themselves from firing at the sparks.

A mix of Broadsword+Talon and Talon+Warthog Drovers also work pretty well.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Alex on May 12, 2019, 12:03:13 PM
Niiice, thank you! <rubs hands>
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Midnight Kitsune on May 12, 2019, 01:01:17 PM
Niiice, thank you! <rubs hands>
RIP Sparks and Drovers...
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Gotcha! on May 12, 2019, 01:12:31 PM
Yeap. Massive nerf incoming!

Please be gentle, Alex. ;D
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Alex on May 12, 2019, 01:22:41 PM
Not going to touch it for the hotfix, so at least no worries on that account :)
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: SapphireSage on May 12, 2019, 02:30:05 PM
I wouldn't be surprised if it ends up nerfing fighters in general rather then just Drover, drover system, and Sparks. Though it sounds like we might get some AI changes to better handle fighter swarms which will be much nicer.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 12, 2019, 02:39:55 PM
Maybe classic Sparks with two burst PD (from early 0.8a), but you only get two per wing instead of five?

P.S.  Or maybe add Terminator Core for its one burst PD so a wing of two can still tear up weak stuff but not big ships.  Basically the everyship version of the Tempest system.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on May 12, 2019, 10:21:46 PM
Spark and Drover combination is strong because:
- 5 wing gets 2 temps per system use. Sparks are fast, so very little of extra fighter existence time is wasted.
- PD Burst is a very good fighter weapon - it is used near 100% unlike something like machine guns. Burst nature makes it at least somewhat efficient against armor, being energy it is reasonable threat to shields. It is soft flux, but this only matters when there isn't enough of it, which is easy problem to solve by spamming more fighters.
- Combination of high speed and decent (for a fighter) shield means enemy damage tends to get spread around fighter shields, so they also scale defensively.

Though really, even basic Talons can allow a no-skills Drover to kill any combat cruiser in sim, albeit slowly. Counters would be:
- to have overwhelming firepower to swat them near instantly (either you do or don't. It design time choice, not question of tactic. Well... except for Hammerhead, where it's question of correctly using ship system too).
- to rush in (for fast enough ships)
- to stall while constantly retreating or bunched up in large group (any ship can try to some degree of effect)

While actual AI ships tend to do the worst thing possible and approach without much of a plan, while getting easily distracted and gradually killed.

ps. It's not a Drover-only thing, Herons can use similar approach too (though in their case using Talon means using freed up OP to make Heron itself capable of combat support). Even Condor can use Talons to at least defeat any AI-piloted DE.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TrashMan on May 16, 2019, 12:33:51 AM
An entertaining light show, but torpedo bomber spam would've been much more effective.

Completely agree with @From a Faster Time, fighters & bombers are still far too powerful - especially for the lack of player engagement in their usage.

If carrier gameplay can't be made engaging for the player, I'd suggest that:
- they should be nerfed sufficiently such that carriers are not a reasonable choice as a flagship
- The skills relating to them should be removed from the player skill tree (keep them for officers)

Rather more subjectively, I don't find fighting against fighters & bombers particularly fun or rewarding.
- Point defence weapons are strictly automatic, so aiming is largely out of the player's control.
- the huge difference in speed between fighters & capitals, takes most of finesse in manoeuvring out of the player's control.
So you're left with shield control, which:
- vs swarms of fighters is rarely useful
- vs torpedoes is usually a binary choice; block it & hope you don't overload, or die.

Of all combat engagements, fighters & bombers degenerate most quickly into a numbers game; either you have sufficient DPS to overwhelm the fighters, and rush the carrier, or you don't, and you die.
There's not very much room for player agency & skill.

Agreed. Carrier paly isn't fun at all. Mostly because we have no control.
The old system where you could give individual wings orders was WAY superior to this one. There is no granularity, no finesse and no real control.

It used to be that if I had a carrier with 4 fighter wings, I could order each wing to guard a specific ship. I could manually send fighter groups around to flank.


I have to say that part of it is due to the silly way of handling missiles and fighters. Missiles are finite. Fighters are infinite and spawned out of thin air. But fighters can rearm from the infinite missile stock the carrier has????
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on May 16, 2019, 01:02:20 AM
I agree that Carrier gameplay is very much hands off, and being locked into this role for campaign is not very enjoyable (which is why I don't do it).
But piloting them isn't all that brainless. Carriers can also decently (or strongly, for some builds) benefit from player control:
- better distance management (approach to put extra flux via weapons and shorten fighter recycle, to pressure enemy more)
- better system usage (especially Astral and Heron)
- better target & timing selection.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 16, 2019, 02:38:26 AM
Yeah, carriers is the ship for the tactical map players, so they should remain a competitive ship type. The overwhelming power of carriers is really due to all the carriers being able to concentrate fighter strikes on a single target, not so much that they are overpowered in 1v1. But also, like Trashman said, fighters being unlimited in recent patches definitely contributes to carrier power, and also feels very unrealistic, since missiles are limited, but fighters are not.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 16, 2019, 05:31:42 AM
If I specialize with carrier skills, I only have few flagships to play with, with Astral being the ultimate endgame ship.  This gets boring with only so few ships to choose from.  Although if I want to do what the OP did, I probably would need to pilot Drover and run away.

Odyssey is a brawler with fighters on the side (similar to Remnant's Brilliant).  Legion is a true hybrid (that slightly favors brawling) that wants all of the skills maxed, but if I can cannot get all of the skills, Legions works decently enough with only warship skills and Fighter Doctrine.  It would be nice if there was another dedicated capital-sized carrier, and one that favors fighters and interceptors, instead of bombers.  (Legion is not it!)  Astral is built for bomber spam.

Unlimited fighters is like unlimited Salamanders plus unlimited Fast Missile Racks back in one of the 0.6.5 patches, but not as cheesy.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Hrothgar on May 16, 2019, 05:47:04 AM
If I specialize with carrier skills, I only have few flagships to play with, with Astral being the ultimate endgame ship.  This gets boring with only so few ships to choose from.  Although if I want to do what the OP did, I probably would need to pilot Drover and run away.

Odyssey is a brawler with fighters on the side (similar to Remnant's Brilliant).  Legion is a true hybrid (that slightly favors brawling) that wants all of the skills maxed, but if I can cannot get all of the skills, Legions works decently enough with only warship skills and Fighter Doctrine.  It would be nice if there was another dedicated capital-sized carrier, and one that favors fighters and interceptors, instead of bombers.  (Legion is not it!)  Astral is built for bomber spam.

Unlimited fighters is like unlimited Salamanders plus unlimited Fast Missile Racks back in one of the 0.6.5 patches, but not as cheesy.

Mayby carrier with big capacity of hangar bays like Astral but with hullmod preventing bombers in them? Specialised hangar bays?
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 16, 2019, 08:57:48 AM
Maybe the Reserve Deployment used by Drover.  It is crazy with fighters for fighter spam.  It does not spawn extra bombers in 0.9.1, so I read.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on May 16, 2019, 10:39:08 AM
Legion XIV works very nicely as an interceptor platform because the saved OP lets it be a really nice brawler with twin hammers/reapers. For the player, Legion + 4 Xyphos is a wonderful beast (the AI sadly sends them away and they die/don't support the mothership). But you are right, its lack of a fighter ship system means it leans on the side of gunship with support rather than carrier.

This may be because of the fact that I mainly use gunships with fighters as support, but I find fighters/interceptors more useful than bombers. Bombers are nice and can give a good kick now and again, but I find that a nice combo of gladius + claw, dual broadswords, or sparks will murder frigates and run up the flux on other ships, allowing the gunships faster, more certain kills.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Igncom1 on May 16, 2019, 12:12:05 PM
In my last game I had an astral for the bombers, and my salvaged legions for heavy fighters/being battlecruisers.

It worked very, very well.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 16, 2019, 01:35:58 PM
@ Thaago:  Legion is sluggish, and its system makes it charge into the enemy's face for Legion to fire its guns and blow the enemy away.  Plus, it does not have as many fighters as Astral.  Astral, like any dedicated carrier, should try to keep its distance from the enemy.  (Well, Astral wants to be a bit close for faster bombing runs, but not too close.)

Astral used to be a great fighter platform when Sparks and Warthogs were stronger, but since their nerfs, Astral works best as a bomber platform.  What I like to see is the fighter/interceptor version of Astral (different hull, not reskinned Astral variant).  Six bays, and system or hullmod that helps fighters more than bombers.  Also, less a bit sluggish (faster acceleration and maneuverability) than Legion or Astral.

I would like to pilot more than Astral if I go dedicated carrier path.  For warships, there is a wide variety to choose from.  Not so with dedicated carriers.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Igncom1 on May 16, 2019, 02:12:17 PM
What more carriers could we want to be fair.

I'm racking my brain as to what else we could add that wouldn't be treading the same ground. Especially with converted hanger ships.... that I haven't actually played with in a while, going to need to remember to try that again soon.

I'd love some more battle-carriers, that could be cool. And/or special carriers that have built in craft that aren't available elsewhere like the sheppard. A ship that carries frigates into battle?

But would we actually need them? I dunno.

Do you mean capital carriers or carriers in general as there are plenty in the destroyer/cruiser sizes, although admittedly not as many as there are gunboats.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Shad on May 16, 2019, 03:44:44 PM
One of the reasons I feel there is such a fighter dominance is that there is really only 2 weapons in vanilla that deal with fighter swarms: Devastators and Dual Flak. Note they are both ballistic. The energy PD is more of a anti-missile weapon family, and while Guardian PD can get reasonably good results it's very rare. IPDAI can help, but it will eat firepower and again, few AI ships have it. Missiles has no real anti-fighter capability (since swarmes are bad, and barel any ships can mount locusts).

Why not add more counters to fighters:

1. Give swarmers regen to ammo. It's utterly useless without it, because fighters regen. And for reasons unknown, talons have a special version of swarmers that does regen
2. Add a medium missile that will target fighters, maybe somthing like a longer range high alpha for rare, but powerful shots instagibbing high valuable fighters
3. An energy weapon tailored for anti-fighter role.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 16, 2019, 04:10:01 PM
Proximity Charge Launcher is effective against fighters, but the shots are slow and the ammo is low enough to run out very quickly.  It has the PD tag so it will fire at missiles.  If they hit, it will damage things in a big AoE.  Proximity Charge Launcher is bad enough that shots could regenerate and it would not be overpowered.

As for energy, beam PD is not that great against fighters.  Pulse lasers are better.

Re: Carriers
There is only one capital-sized dedicated carrier, the Astral.  Odyssey is a warship with fighters on the side, and Legion is a hybrid that favors the warship side a bit.  Also, high-tech only has Astral as a carrier, which makes finding the high-tech pack underwhelming in terms of ships learned (only Wolf, Shrike, and Apogee).

By endgame, I usually pilot a capital.  If I go warship or generalist, there are several I can pilot.  If I go carrier, Astral is the only choice.  Legion is not much better than Heron in terms of fighter power.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on May 16, 2019, 05:58:45 PM
One of the reasons I feel there is such a fighter dominance is that there is really only 2 weapons in vanilla that deal with fighter swarms: Devastators and Dual Flak. Note they are both ballistic. The energy PD is more of a anti-missile weapon family, and while Guardian PD can get reasonably good results it's very rare. IPDAI can help, but it will eat firepower and again, few AI ships have it. Missiles has no real anti-fighter capability (since swarmes are bad, and barel any ships can mount locusts).

Why not add more counters to fighters:

1. Give swarmers regen to ammo. It's utterly useless without it, because fighters regen. And for reasons unknown, talons have a special version of swarmers that does regen
2. Add a medium missile that will target fighters, maybe somthing like a longer range high alpha for rare, but powerful shots instagibbing high valuable fighters
3. An energy weapon tailored for anti-fighter role.

Phase lances. They are amazing anti fighter weapons, far more powerful in that role that dual flak, and easier to combine between multiple ships. I'd even rank them higher than devastators, which quite frankly have too long a reload time and are prone to hitting allied ships, making it easy for a ships distracted for even a moment to have the fighters fly right through them. Railguns, pulse lasers, and ion cannons are all excellent other anti fighter weapon systems. In terms of fleet defense, massed LRPD + IPDAI is effective because multiple ships can contribute to the PD web. (Tac lasers are not effective as their 'extend' speed and turret traverse are too slow for tracking.)

Swarmers are reasonably effective both against frigates and fighters - they just aren't up to the task of mass swarms. Instead they do a good job vs individual wings, and allow small ships to survive long enough to kill small carriers (two wolves with swarmers can easily beat a Condor or Drover... if given the eliminate order so they actually attack!). And while few ships can mount Locusts, they are the king of anti-fighter and completely turn a battle. A Conquest or Legion XIV with dual Locusts will nullify entire enemy fleets worth of fighters, and just having a few support Apogee's will do the same.

I do agree that the AI does not have enough anti-fighter or anti-missile in their loadouts. Simply placing Locusts in some of the now ubiquitous pirate large missiles would shut down carrier fleets pretty well, as would using IPDAI more. However the biggest problem with the AI in terms of dealing with fighters is behavioral: It simply has no idea how to handle an incoming set of wings in a good manner.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TaLaR on May 16, 2019, 09:31:32 PM
Plasma cannon is excellent at clearing fighter swarms due to passthrough. And if there aren't enough fighters to qualify as swarm,  they weren't a problem anyway. Ofc AI doesn't use plasma like this...
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TrashMan on May 17, 2019, 01:41:25 AM
The problem with Carrier vs non-carrier is that carriers don't really pay any cost.

A non-carrier that equips PD to deal with fighters sacrifices firepower. He cannot get that firepower back.
Meanwhile, carriers hvae unlimited figters to spam, and many carriers are fast AND can brawl reasonably well.

My suggetions:
- like guns, all missiles can reload. But SLOWLY. Big powerfull missiles miight need a minute or two to reload. Either that or make it so EVERYTHING is finite. Fighters and guns included.

- if fighters are not limited, then carreirs need to be slower, so they can't escape easily. They should depend on escorts, so an all-carrier fleet cannot kite easily.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TrashMan on May 17, 2019, 01:15:24 PM
Other possible solutions - right now fighters are using standard weapons - same weapons as on ships.
A fighter that has 2 small weapons, 3 fighters per wing = 6 small weapons (for a low OP a low op cost of around 10)

What I came up with my mod is to create weaker, fighter variants of the same weapons.

Another possible idea is that all fighters/intereptors get a damage bonus on engines/weapons/subsystems damage AND/OR penalty on hull/armor damage.

That way fighters are support that can help disable/cripple, but lack true killing power, which is relegated to bombers and only bombers
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 17, 2019, 08:47:48 PM
Carrier put the most amount of OP worth of weapons on the field for their DP cost, especially the Drover, fielding 14*7= 98 OP with Sparks, almost a battleship worth of Burst PD Lasers in 12 DP package, and with Talons it is 12*8=96 OP of Vulcans and Swarmers. If nerfing carrier is truely needed at some point, maybe add the fighter’s OP on to of the Carrier’s DP so bringing better fighters means fielding fewer ships.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 18, 2019, 05:15:42 AM
My suggetions:
- like guns, all missiles can reload. But SLOWLY. Big powerfull missiles miight need a minute or two to reload. Either that or make it so EVERYTHING is finite. Fighters and guns included.
We had limited ballistics before late 0.6.5.  A problem was player can deploy a lone fast ship and either dodge or shield tank bullets until the enemy runs out of ammo, then pick them off.  Peak performance does much of the job limited ammo does.

Also, ammo does not restock between fights since 0.9, and fights have become bigger too.  With AI bound by 30 ship fleet cap like player, they get multiple capital fleets that make classic Hegemony System Defense Fleet of early versions look small.  Limited ammo would be brutal for ballistic reliant ships.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: TrashMan on May 18, 2019, 06:46:14 AM
But why are bullets and fighters infinite, and missiles are not?


And there IS a solution to the kitting. Have the AI sick close to map edge for a quick escape if ammo starts getting low. Also, increase ballistic ammo counts, since they would take up FAR less space than missiles or fighters.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Megas on May 18, 2019, 06:50:08 AM
But why are bullets and fighters infinite, and missiles are not?
Do not look at me for answers.  I think most, if not all, missiles, should regenerate too, and AM blaster become unlimited.

Retreat at low ammo is only partial solution, as player could force them to flee (unless fleet size is too big to disengage), and auto-resolve them away.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Thaago on May 18, 2019, 12:01:43 PM
Missiles are not unlimited because they are, slot for slot, FAR more powerful than ballistics or energy.

They could be reworked to have regenerating ammo, and several modders have made nice packages of changes that are quite playable, but the base game missiles are not appropriate for it.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: goduranus on May 21, 2019, 10:05:00 PM
I suspect there may be a reason that alots of warships back off from carriers. The warship AI thinks itself to be at a flux disadvantage because the carriers are always at low flux?

If so, this would result in most warships refusing to move into weapons range unless piloted by an aggressive officer or is supported by many other ships moving against the same carrier, and could explain the overly conservative warship behavior in the face of carriers that we are seeing right now.
Title: Re: 20 Drovers vs Pirate Starbase and 26 Doom Fleets, 616 ships destroyed, no losses
Post by: Goumindong on May 21, 2019, 11:22:04 PM
One of the reasons I feel there is such a fighter dominance is that there is really only 2 weapons in vanilla that deal with fighter swarms: Devastators and Dual Flak. Note they are both ballistic. The energy PD is more of a anti-missile weapon family, and while Guardian PD can get reasonably good results it's very rare. IPDAI can help, but it will eat firepower and again, few AI ships have it. Missiles has no real anti-fighter capability (since swarmes are bad, and barel any ships can mount locusts).

Why not add more counters to fighters:

1. Give swarmers regen to ammo. It's utterly useless without it, because fighters regen. And for reasons unknown, talons have a special version of swarmers that does regen
2. Add a medium missile that will target fighters, maybe somthing like a longer range high alpha for rare, but powerful shots instagibbing high valuable fighters
3. An energy weapon tailored for anti-fighter role.

For balistic: LMG, LAG, HMG, AC, Flack, Dual Flack

HMG and D flack are probably best

For energy: tactical lasers(especially with advanced turret gyros), ion cannon, ir pulse laser, pulse laser, heavy blaster, phase lance

Tactical Lasers and phase lances are probably best. Anything with ATG and good projectile speed will tear through fighters in general.