TempestNeeds Reinforced Bulkheads as Tempest is not disposable, and I want to keep it because even as a junker Temps own hard.
Capacitors: 9
Vents: 10
Weapons: 1x Heavy Blaster, 1x Tactical Laser, 1x Salamander MRM
Hullmods: Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits
MuleMules are better as fleet support than they are at being on the front line.
Capacitors: 12
Vents: 20
Weapons: 1x Arbalest Cannon, 2x Salamander MRM, 2x Light Mortar, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits
Sunder (beam)Autocannons are a waste here. If they're in range to fire at something, the ship isn't doing it's job right.
Capacitors: 1
Vents: 24
Weapons: 1x High Intensity Laser, 2x Graviton Beam, 2x Light Autocannon, 1x Vulcan Cannon
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Stabilized Shields
Heron (late)Interceptors on Heron is a waste of its targetting ability. And it doesn't have the flux to support a gun in it's medium slot and keep it's shields up. Especially that gun.
Capacitors: 5
Vents: 17
Fighters: 3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads
MoraI'd use the Mora as an Interceptor/Suppression platform as it's always going to end up in the thick of things, and saturating space with fighters helps the entire fleet.
Capacitors: 8
Vents: 27
Fighters: 1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 2x Hammer Torpedo, 3x Vulcan Cannon, 3x Light Mortar, 2x Light Autocannon
Hullmods: Efficiency Overhaul, Reinforced Bulkheads, Surveying Equipment
OdysseyDoes IPDAI do something other than turn small mounts into makeshift PD? Seems like not a great use of OP for a ship already using dedicated PD.
Capacitors: 0
Vents: 40
Fighters: 1x Xyphos, 1x Mining Pod
Weapons: 2x Plasma Cannon, 1x Hurricane MIRV Launcher, 3x Salamander SRM, 11x PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Point Defense AI, Integrated Targeting Unit, Resistant Flux Conduits
Here's the perennial Magpie's perspective on some of these:TempestNeeds Reinforced Bulkheads as Tempest is not disposable, and I want to keep it because even as a junker Temps own hard.
Capacitors: 9
Vents: 10
Weapons: 1x Heavy Blaster, 1x Tactical Laser, 1x Salamander MRM
Hullmods: Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits
Not too concerned about ITU as it has the native speed to close distance. And don't care about H.Subsys as Tempest is the clearup and pursuit crew, it just doesn't need it. Would swap this for Unstable Injector for yet more speed.
I'd be tempted to swap the Salamander for Sabots on half of my Tempests instead for extra shield breaking.QuoteMuleMules are better as fleet support than they are at being on the front line.
Capacitors: 12
Vents: 20
Weapons: 1x Arbalest Cannon, 2x Salamander MRM, 2x Light Mortar, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits
Get rid of ITU and fit Converted Hangar with a wing of interceptors (Wasps preferred for crew saving, but Talons work fine).
Flux Conduits aren't needed so this can be swapped for a campaign mod like Surveying Equipment if needed.
Put Pilum in the medium mount, keep the Salamanders, and swap the mortars for 2 more vulcans.QuoteSunder (beam)Autocannons are a waste here. If they're in range to fire at something, the ship isn't doing it's job right.
Capacitors: 1
Vents: 24
Weapons: 1x High Intensity Laser, 2x Graviton Beam, 2x Light Autocannon, 1x Vulcan Cannon
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Stabilized Shields
Either swap for LMG/Vulcan or leave empty.
Also really benefits from having Sabots on the wings.QuoteHeron (late)Interceptors on Heron is a waste of its targetting ability. And it doesn't have the flux to support a gun in it's medium slot and keep it's shields up. Especially that gun.
Capacitors: 5
Vents: 17
Fighters: 3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads
Downgrade the Burst lasers to standard PD. Fit a missile in the medium, Pilum and Salamander are good but anything will work.
Put bombers in the bays. All of them work well (yes, even Pirahna), but Heron doesn't have the OP to use Trident.QuoteMoraI'd use the Mora as an Interceptor/Suppression platform as it's always going to end up in the thick of things, and saturating space with fighters helps the entire fleet.
Capacitors: 8
Vents: 27
Fighters: 1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 2x Hammer Torpedo, 3x Vulcan Cannon, 3x Light Mortar, 2x Light Autocannon
Hullmods: Efficiency Overhaul, Reinforced Bulkheads, Surveying Equipment
Doesn't need Surveying stuff as transports do that without having to sacrifice combat ability. I would instead use Recovery Shuttles to protect my precious crew.
Medium missles are a good fit for Pilum here as the Mora can still contribute as it's slowly shuffling into range.
QuoteOdysseyDoes IPDAI do something other than turn small mounts into makeshift PD? Seems like not a great use of OP for a ship already using dedicated PD.
Capacitors: 0
Vents: 40
Fighters: 1x Xyphos, 1x Mining Pod
Weapons: 2x Plasma Cannon, 1x Hurricane MIRV Launcher, 3x Salamander SRM, 11x PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Point Defense AI, Integrated Targeting Unit, Resistant Flux Conduits
Personally, I really dislike plasma on Odyssey as the projectiles end up missing half the time. Beams are much better imo, either Tachyon or HIL work fine. (Tachyon if you want to control guns, HIL if you want to control missiles.)
Doesn't really need Resistant Flux or Hardened Shields, but really wants a pair of Xyphos for PD, suppression and more beams.
Unstable Injector and Adv. Optics are also something to consider if you're going the maximum beam HIL route, so you turn it into an obnoxios kiting machine.
Medium missiles work as either Sabot for shield breaking or Salmander for shield diverting.
Locust generally works better than MIRV as Ody can't afford ECCM without giving up something else it needs more.
Another thing to consider is that shields are also a weapon (of a sort), and the Odyssey is uniquely blessed amongst ships to take advantage of this in an easy, repeatable, and amusing manner.
Why is middle ballistic mount on Eagle #2 empty? Surely it'll be worth it to put one of the flux efficient ballistic mounts in? Unless only 2 heavy needlers is needed to drop shields for the 2 phase lance.
why are you wasting the large Sinergy whit a locust launcher, because it can't fit ECCM, even thoug it has free ECCM?Locusts are cheaper and are a good all-purpose launcher for anyone? MIRVs cost seven more OP than Locusts, and Odyssey is a bit OP starved. That said, if I need something to use MIRVs, Odyssey is the best choice due to free ECCM. I wish I can say the same for Hammer Barrage, in which the best ship for that is the limited Legion (XIV), with Conquest as the runner-up (in case LegionXIV cannot be found).
Not a typo. I tried three Heavy Autocannons on Eagle, but the flux load from that and two phase lances are too much for Eagle. Two Heavy Needlers is a bit less damage than three heavy ACs, but significantly more flux efficient, enough that using phase lances is not too much flux use. Instead of two heavy needlers, I can use two Arbalests and one Heavy Autocannon. Almost as good, but the Arbalests have less range.Why is middle ballistic mount on Eagle #2 empty? Surely it'll be worth it to put one of the flux efficient ballistic mounts in? Unless only 2 heavy needlers is needed to drop shields for the 2 phase lance.
I'd assume typo. 2x H Needler + empty do not make any sense at all. You could have 3x HAC for same OP cost with more kinetic dps.
Spooky. Some of the loadouts are close to what I have, minus the Efficiency Overhaul. I suppose there are only so many ways to configure a ship. Making a loadout for an AI Conquest is a new one for me though. Why is middle ballistic mount on Eagle #2 empty? Surely it'll be worth it to put one of the flux efficient ballistic mounts in? Unless only 2 heavy needlers is needed to drop shields for the 2 phase lance.Flux use. Two Heavy Needlers and two phase lances is about as much flux use Eagle can handle for phase lances. More than that and Eagle kills itself from too much flux use.
Not a typo. I tried three Heavy Autocannons on Eagle, but the flux load from that and two phase lances are too much for Eagle. Two Heavy Needlers is a bit less damage than three heavy ACs, but significantly more flux efficient, enough that using phase lances is not too much flux use. Instead of two heavy needlers, I can use two Arbalests and one Heavy Autocannon. Almost as good, but the Arbalests have less range.
Spooky. Some of the loadouts are close to what I have, minus the Efficiency Overhaul. I suppose there are only so many ways to configure a ship. Making a loadout for an AI Conquest is a new one for me though. Why is middle ballistic mount on Eagle #2 empty? Surely it'll be worth it to put one of the flux efficient ballistic mounts in? Unless only 2 heavy needlers is needed to drop shields for the 2 phase lance.Flux use. Two Heavy Needlers and two phase lances is about as much flux use Eagle can handle for phase lances. More than that and Eagle kills itself from too much flux use.
I assumed it was intended as a player ship due to the phase lance.Spooky. Some of the loadouts are close to what I have, minus the Efficiency Overhaul. I suppose there are only so many ways to configure a ship. Making a loadout for an AI Conquest is a new one for me though. Why is middle ballistic mount on Eagle #2 empty? Surely it'll be worth it to put one of the flux efficient ballistic mounts in? Unless only 2 heavy needlers is needed to drop shields for the 2 phase lance.Flux use. Two Heavy Needlers and two phase lances is about as much flux use Eagle can handle for phase lances. More than that and Eagle kills itself from too much flux use.
Autocannons on Sunder is to make AI frigates like Lashers hover away from Sunder instead of just casually absorb the beams, charge in, and then flux-lock Sunder with machine guns or other weapons of their own. Sunder can back away as much as it wants, but frigates are faster and will catch up and tear Sunder without autocannons apart with ease. I tried machine guns instead of autocannons, but they are set back far enough that something like Lasher has effectively more range and will win machinegun duel. Simply put, autocannons are enough to keep frigates that can shield-tank beams long enough (then fire back with hard flux weapons) at bay.
e.
AM Blaster projectile goes faster than Heavy Blaster, much easier to score hits on evading frigates.
If they rush just drop shields and melt with Sunders active. Guarenteed shield overload in a few seconds.This is also why you want to put Sabot on the wings. An instant "I win" safety net.
I don't generally use capital transports either, as I don't want to deal with the speed/utility restrictions.I bring three capital warships: Usually Paragon, Astral, and Conquest. Also bring several cruisers. With that fleet configuration, I have no choice but to bring at least one Prometheus, and I often bring two!
A small herd of Colossi will easily take care of your surveying needs and give a decent amount carrying capacity.
Fuel is trickier, and usually the only time I make an exception to the above generalisation. But then it doesn't come up all that often as I tend not to use capitals much at all, apart from my Odyssey.
Isn't tempest supposed to stay at medium/long range?AI might think so. I like to touch bumpers when I fly the Tempest. I equip 2 pulse lasers in alternating fire (easier to aim IMO) and no missile, get as close as possible, unload, then retreat. More or less exactly how I play Hyperion, except I use Phase Lances there and go for the unshielded bits whereas the Tempest can fight against shields up to Destroyer level no problem. I still give my AI Tempest pilots the same loadout. They sometimes struggle to kill, but they don't die either and they make a pretty good diversion.
Even as a playership, too much flux use is dangerous, especially if some of the weapons are on auto. Of course, I like loadouts that are good for players and AI alike, especially if I want to switch to cheese Afflictor during a fight and have AI take over my former flagship for a short while.A long time ago I experimented with pairing needlers with phase lance together as a fleet ship. Probably for medusa, but could had been for Eagles as well. The result was that the ship would shoot needlers, the enemy ship would lower the shield and then the fleet ship will either retreat or shoot at the wrong time with the phase lance only hitting the shield.
But Efficiency overhaul allows you to have more combat ships for the same upkeep price. Unless you hit the max ship limit, then you kinda have to squeeze out the most. Although Alex said there won't be a hard cap on ships anymore.
There's another major bonus to efficiency overhaul, and that's the rate at which CR recovers. A ship with low CR is weak or even useless in combat, so recovering CR 50% faster means the ship can be used more frequently. It helps a lot for ships with SO, those with heavy CR costs to recover and/or slow recovery times (most high-tech), and of course if you plan to chain battles together. All of this is outside of how many supplies you carry and buy, what it comes down to is how much combat you do. Personally I do a lot of flying around in circles waiting on CR in between Ordos.But Efficiency overhaul allows you to have more combat ships for the same upkeep price. Unless you hit the max ship limit, then you kinda have to squeeze out the most. Although Alex said there won't be a hard cap on ships anymore.
But it makes your combat ships weaker for the same price. It also makes them weaker for the same deployment points if you are playing on a limit
I also have started taking the skill that gives extra salvage, and with that skill, fights become almost universally net positive in supplies and fuel, so I can generally fly around indefinitely as long as I am occasionally fighting bounties, derelicts and remnant. No need to go to colonies to resupply.