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Starsector => General Discussion => Topic started by: Megas on August 18, 2019, 11:47:31 AM

Title: Ship Loadouts
Post by: Megas on August 18, 2019, 11:47:31 AM
Below are a variety of ship loadouts I use for my 0.9.1a game, some for endgame, others for early game.  Not all are fully optimized.  Assumes Loadout Design since that skill is so good for everyone.

FRIGATES
Afflictor
Capacitors: 12
Vents: 12
Weapons: 4x Reaper Torpedo
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Flux Coil Adjunct, Reinforced Bulkheads, Resistant Flux Conduits, Unstable Injector


Tempest
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


DESTROYERS
Hammerhead
Capacitors: 10
Vents: 24
Weapons: 2x Heavy Mortar, 2x Railgun, 2x Reaper Torpedo, 2x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits


Harbinger
Capacitors: 20
Vents: 13
Weapons: 3x Antimatter Blaster
Hullmods: Auxiliary Thruster, Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Unstable Injector


Enforcer
Capacitors: 12
Vents: 24
Weapons: 1x Heavy Mortar, 2x Arbalest Cannon, 4x Annihilator Rocket Launchers, 2x Flak Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits


Medusa
Capacitors: 1
Vents: 24
Weapons: 1x Heavy Blaster, 1x Ion Beam, 2x Railgun, 3x Burst PD Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Mule
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


Shrike (P) (early)
Capacitors: 5
Vents: 18
Weapons: 1x Pulse Laser, 1x Sabot SRM Pod, 1x Ion Cannon, 1x Light Autocannon, 1x IR Pulse Laser, 2x PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads

Shrike (P) (late)
Capacitors: 6
Vents: 20
Weapons: 1x Heavy Blaster, 1x Salamander MRM, 1x Railgun, 1x Tactical Laser, 2x PD Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Sunder (assault)
Capacitors: 10
Vents: 24
Weapons: 1x Tachyon Lance, 2x Railgun, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits, Stabilized Shields

Sunder (beam)
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


CRUISERS
Apogee
Capacitors: 7
Vents: 36
Weapons: 1x Plasma Cannon, 1x Locust SRM Launcher, 2x Pulse Laser, 2x IR Pulse Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Aurora (missiles)
Capacitors: 0
Vents: 33
Weapons: 2x Heavy Blaster, 2x Sabot SRM Pod, 4x Sabot SRM Launcher, 5x Burst PD Laser
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Integrated Targeting Unit, Resistant Flux Conduits

Aurora (energy)
Capacitors: 4
Vents: 36
Weapons: 2x Heavy Blaster, 1x Ion Pulser, 1x Salamander MRM Pod, 5x Burst PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits, Shield Conversion: Front


Dominator
Capacitors: 9
Vents: 36
Weapons: 1x Hellbore Cannon, 1x Mark IX Autoncannon, 2x Flak Cannon, 3x Annihilator Rocket Pod, 9x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits

Notes:  Disposable clunker loadout to throw at the enemy.


Doom
Capacitors: 30
Vents: 16
Weapons: 2x Heavy Blaster, 2x Salamander MRM Pod, 4x Burst PD Laser, 4x Light Mortar
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Could remove light mortars and lower vents to 9 for Hardened Subsystems instead.


Eagle #1
Capacitors: 0
Vents: 32
Weapons: 2x Heavy Needler, 1x Heavy Mauler, 3x LR PD Laser, 3x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Point Defense AI, Integrated Targeting Unit

Eagle #2
Capacitors: 0
Vents: 30
Weapons: 2x Heavy Needler, 2x Phase Lance, 1x Ion Beam, 5x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit

Notes:  Medium ballistic hardpoint is empty.


Falcon (early)
Capacitors: 0
Vents: 28
Weapons: 1x Arbalest Cannon, 1x Heavy Mortar, 2x LR PD Laser, 2x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits

Falcon (late)
Capacitors: 0
Vents: 27
Weapons: 1x Hypervelocity Driver, 1x Heavy Mauler, 2x LR PD Laser, 2x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads


Heron (cheap)
Capacitors: 6
Vents: 18
Fighters:  1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 1x Heavy Blaster, 6x LR PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads

Heron (late)
Capacitors: 5
Vents: 17
Fighters:  3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads


Mora
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


CAPITALS
Astral
Capacitors: 0
Vents: 18
Fighters:  1x Dagger, 2x Cobra, 1x Khopesh, 2x Longbow
Weapons: 5x Heavy Burst Laser, 2x Salamander MRM Pod
Hullmods: Augmented Drive Field, Efficiency Overhaul, Expanded Deck Crew


Conquest #1
Capacitors: 5
Vents: 60
Weapons: 2x Mjolnir, 2x Marx IX Autocannon, 2x Heavy Needler, 2x Locust SRM Launcher, 8x Burst PD Laser
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Symmetrical loadout that Steady AI can use, with Mjolnir, Heavy Needler, and Mark IX together. One medium ballistic mount per side is empty due to range mismatch between the large and mediums.  (800 range on back mount might not be long enough, and 1000 range might mess up the other three.)   Excess OP goes to Expanded Missile Racks so that Locusts last long enough.

Conquest #2
Capacitors: 9
Vents: 60
Weapons: 4x Storm Needler, 4x Heavy Mortar, 2x Locust SRM Launcher, 8x Burst PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  If given to AI, must be given Aggressive officer/AI for it to get close enough to use Storm Needlers.


Legion
Capacitors: 0
Vents: 51
Fighters:  1x Khopesh, 1x Claw, 1x Broadsword, 1x Wasp
Weapons: 2x Hellbore Cannon, 2x Heavy Needler, 3x Dual Flak Cannon, 6x Vulcan Cannon
Hullmods: Augmented Drive Field, Efficiency Overhaul, Integrated Targeting Unit


Odyssey
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


Paragon
Capacitors: 0
Vents: 55
Weapons: 4x Tachyon Lance, 2x Hypervelocity Driver, 4x Heavy Blaster, 9x Burst PD Laser
Hullmods: Augmented Drive Field, Efficiency Overhaul, Hardened Shields, Resistant Flux Conduits, Stabilized Shields


Onslaught
Capacitors: 0
Vents: 51
Weapons: 2x Devastator Cannon, 1x Mjolnir Cannon, 4x Heavy Needler, 2x Hypervelocity Driver, 3x Dual Flak Cannon, 6x Vulcan Cannon, 4x Typhoon Reaper Launcher
Hullmods: Augmented Drive Field, Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Typhoons instead of Annihilators because AI will empty the latter very quickly.  At least AI conserves Reapers.  Defense is a bit weak on the sides.
Title: Re: Ship Loadouts
Post by: Ed on August 18, 2019, 12:27:14 PM
My flagship is a Doom with unstable injector, hardened subsystems and safety override, it is so fun to pilot, it runs at 180 speed all the time, i stick the hardest hitting short range guns i could find, i think i was using the energy shotgun from shadowyards currently

My main combat ships are Imperium Matriarchs, i stacked so many range increase upgrades and long range guns that i get to attack from over 3500 range with my main weapons, so they are constantly shooting something

For logistics i have JUNK class pirate ships, they are very efficient for both cargo and fuel capacity, i keep 3 Ox tugs to make up for the low burn speed
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 18, 2019, 01:42:07 PM
I like to put railgun in the universal slots on the doom. It costs a ton of OP, but with ITU and range skills I can usually drive up enemies flux without taking much damage and then finish with heavy blasters or phase lances. I also usually try to squeeze in heavy armor on the doom, it makes a big difference in being able to tank damage while dueling stuff.
Title: Re: Ship Loadouts
Post by: Megas on August 18, 2019, 01:52:24 PM
For Doom, I rely most on mines and blasters.  I guess I could use railguns if I take off the Salamanders.  I doubt Salamanders are very effective during endgame with so many big ships and so much weapon fire all over the place.  I agree heavy armor is good, but I doubt I can squeeze that in.  I usually have an armor specialist officer piloting a Doom for maximum durability.  I have trouble squeezing in Hardened Subsystems, which I think is important too because Doom is almost always the first ship to run out of PPT and the first I retreat.  Would like for it to last longer.

When I use mortars on Doom, I set that group to Alternating for a steady stream and pin the enemy with them.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 18, 2019, 02:01:32 PM
I don't use efficiency overhaul on any ships except logistics, so you are definitely working with less OP than I am. I think I dropped resistant flux conduits as well, and I have very few capacitors and vents IIRC. I find it pretty easy to manage flux since you can always escape so easily so the flux stats are a bit less important. I think I was using phase lances instead of heavy blasters (actually I am currently playing with mods so I'm using the blackrock HE lasers but I would replace them with phase lances probably). I also use PD lasers instead of burst PD, I can usually kite to kill missiles or phase to dodge them.
Title: Re: Ship Loadouts
Post by: Megas on August 18, 2019, 02:56:46 PM
I like Resistant Flux Conduits because venting is too slow without it, even if ship has max vents.  With it and Power Grid Modulation 2, venting may be fast enough that I can vent in the enemy's face and not get punished too much.  With neither, venting is agonizingly slow, and being forced to vent is a death sentence.

I use Efficiency Overhaul mostly due to fuel.  For my last game, I did not use Navigation, and I needed Efficiency Overhaul to take my endgame fleet anywhere without spending too much on fuel (or just going anywhere at all - capitals are pigs).  Even more important now with Increased Maintenance and Erratic Fuel Injector added in 0.9.1 (before I can afford to build pristine ships).  Also, Efficiency Overhaul lets ships recover CR faster, which is nice if I need to chain battle.

I still think phase laser is just a pulse laser knockoff without the hard flux, with the option of 800 range if I can squeeze in Advanced Optics.  There are one, maybe two or three, ships I would consider using phase lances.  For anything else, I prefer either pulse lasers or some blaster.

P.S.  I prefer Burst PD over all small beam PD if I can squeeze it in there.  I only use lesser PD if I lack OP or burst PD (before I find blueprint to produce as many as I want).
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 18, 2019, 04:01:56 PM
With railguns, you basically just need something to crack armor and phase lance is decent against armor, better than pulse laser. I think this is only place I ever use them. Maybe on an eagle or medusa on occasion, but I agree they are bad in most cases.

Forgoing navigation and taking efficiency overhaul on everything instead is passing on ordinance expertise lite, extra burn, transverse jump and terrain movement bonus. I have a hard time thinking of skills I would take over that. I usually just increase the level cap though lol.

I don't put many capacitors on the doom so venting isn't that slow for me. I don't think it needs them TBH. I might have had like 0 vents and 5 capacitors on one of my builds. You just have to be a bit safer with how far you extend so you can make sure to get back to safe venting distance.

I would prefer burst PD as well, but it's so expensive I usually just have 1 or 2 near engines. Costs 12 OP to choose over PD lasers, and honestly, I've been very happy with PD lasers ability to kill missiles. Mines deal with fighters so that doesn't matter to me.
Title: Re: Ship Loadouts
Post by: Megas on August 18, 2019, 04:17:55 PM
The ships I would use phase lance:  Harbinger (substitute for AM Blasters), Eagle (if I want more damage than long-range suppression), and Medusa (I prefer Heavy Blaster/Ion Beam combo over two Phase Lances).

I did not take Navigation at the time because if I did, I would not have enough points to get all max colony skills and enough combat skills to match level 20 officers.  That game has been played, and I cannot undo not taking Navigation up to the point I saved.  Back in 0.9, Navigation was nice but not required, but after playing one or two 0.9.1a games, I encountered annoyances I did not during 0.9, not to mention the new (D) mods.  I did take Navigation 3 as soon as I resumed my game to proceed with core world genocide.  (I had unspent skill points.)  Even with Navigation, I still like Efficiency Overhaul.

Just like in the game Endless Sky, it is okay to leave mounts empty if it allows player to mount more powerful weapons.  For PD purposes, fewer burst PD is generally better than more normal PD beams.  I may mount other PD beams if I need them to double as suppression, like LR PD on Eagle.  I typed 11x PD Lasers for Odyssey, but I just tried mounting only seven or so burst PD instead, and I like the burst PD better.  Similarly, I may leave the medium mount on Wolf empty to use two burst PD instead of three (LR) PD lasers.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 18, 2019, 04:19:51 PM
With the odyssey, I typically use spark wings and have like 3 burst PD with most of the small mounts empty.
Title: Re: Ship Loadouts
Post by: Megas on August 18, 2019, 04:22:28 PM
The Odyssey was merely an example.  It applies to other high tech and some midline ships too.  Also, Sparks are not really an option if I have not farmed Remnants yet (they cannot be bought or built).
Title: Re: Ship Loadouts
Post by: Pappus on August 18, 2019, 07:27:23 PM
Have you performance checked any of these loadouts? Some of them raise my eyebrows wondering what they can realistically kill
Title: Re: Ship Loadouts
Post by: Megas on August 19, 2019, 05:54:49 AM
I used them.  I did not pull them out of nowhere.  Some, like the Dominator, are something I threw together with commonly found stuff and throw at the enemy (because I may not have all of the best stuff available until endgame, after I effectively win the game).  Not all of them are optimized for maximum performance.

The main reason of the OP is to show what I use and why I think some ships are OP starved (even with Loadout Design 3).

Most ships can fit Efficiency Overhaul and/or Reinforced Bulkheads, but not all of them.  Also, I consider burn 20 a must (due to excessive babysitting), and will put Augmented Engines on the slowest ships, usually battleships.
Title: Re: Ship Loadouts
Post by: Serenitis on August 19, 2019, 11:44:23 AM
Here's the perennial Magpie's perspective on some of these:

Tempest
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
Needs Reinforced Bulkheads as Tempest is not disposable, and I want to keep it because even as a junker Temps own hard.
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.

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Mule
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
Mules are better as fleet support than they are at being on the front line.
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.

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Sunder (beam)
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
Autocannons are a waste here. If they're in range to fire at something, the ship isn't doing it's job right.
Either swap for LMG/Vulcan or leave empty.
Also really benefits from having Sabots on the wings.

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Heron (late)
Capacitors: 5
Vents: 17
Fighters:  3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads
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.
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.

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Mora
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
I'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.
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.

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Odyssey
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
Does 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.
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.
Title: Re: Ship Loadouts
Post by: Igncom1 on August 19, 2019, 12:08:34 PM
IPDAI prevents PD from firing at flares, makes PD focus missiles before fighters and ships, gives perfect target leading to PD and a 50% buff vs missiles for PD.

It's an all round buff to PD, that also makes all smalls able to target missiles.
Title: Re: Ship Loadouts
Post by: TaLaR on August 19, 2019, 12:16:41 PM
Yeah, more than token PD (rear, just enough to shoot Salamanders) is pointless waste of OP unless it's all flak or you have IPDAI.
Title: Re: Ship Loadouts
Post by: pedro1_1 on August 19, 2019, 12:28:55 PM
Here's the perennial Magpie's perspective on some of these:

Tempest
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
Needs Reinforced Bulkheads as Tempest is not disposable, and I want to keep it because even as a junker Temps own hard.
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.

Quote
Mule
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
Mules are better as fleet support than they are at being on the front line.
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.

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Sunder (beam)
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
Autocannons are a waste here. If they're in range to fire at something, the ship isn't doing it's job right.
Either swap for LMG/Vulcan or leave empty.
Also really benefits from having Sabots on the wings.

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Heron (late)
Capacitors: 5
Vents: 17
Fighters:  3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads
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.
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.

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Mora
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
I'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.
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.


until here I was okay whit your post, but you needed to make it sour, din't you?

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Odyssey
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
Does 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.
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.

Odyssey is not a kiter, it the flux stat's to backup on it's shield as long as it's feated whit Hardened Shields and resistent flux conduits just makes the "how do I vent whitout the enemy punishing me?" question non existent, specialy because most of the time you will be shoting at another capital ship's back because it's flanker it has all the flux it needs to 1v1 most capitals whit no problem at all just get in the back and kill it you are fast enought to do that as a Odyssey, by the way Xyphos just don't cut, sparks have just much beter PD, specialy if you want to acttualy soup it up whit more hull mods

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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.

it's not like it's the best flanker in the game right now, not any chance at all

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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.

why are you wasting the large Sinergy whit a locust launcher, because it can't fit ECCM, even thoug it has free ECCM?

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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.

yes
Title: Re: Ship Loadouts
Post by: Plantissue on August 19, 2019, 12:39:30 PM
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.
Title: Re: Ship Loadouts
Post by: TaLaR on August 19, 2019, 12:44:03 PM
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.
Title: Re: Ship Loadouts
Post by: Megas on August 19, 2019, 12:51:25 PM
@ Serenitis:
Tempest does not need Reinforced Bulkheads if piloted by officer, thanks to (must-have) Fleet Logistics.  I only bring one in my fleet (or few if it is a pure Tempest fleet to clean up system bounties).  I usually use Tempest for the rare times I manually fight pursuits.

I may not have Converted Hangar when I use Mules.  I use Mules because I take what I can find in early game.  Mules are tanky, can do some damage, and have capacity.  Mules are early disposable grunts alongside Enforcer and Shrike (P).  Also, I do not always use Salamander.  Sometimes, I use Hammers, Atropos, Annihilators, or Swarmers instead, depending on what I have.

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.

As for Mora and transports, my transports are capital-sized and cannot fit Surveying hullmod due to two campaign mod limit.  Transports have Augmented Engines (slower than battleships) and Efficiency Overhaul (capitals are pigs)!  I am already near the fleet cap with other ships, so bringing smaller transports is not an option!  I need to fit surveying somewhere.  Apogees and Shepherd only are not enough.  I need more ships with Surveying.  Mora has some spare OP to squeeze in surveying.  It is the only reason why I bring some Mora instead of all Herons.  Also, Mora is a potential disposable clunker.  It does not matter too much what I throw on it as long as it can tank and do campaign stuff.

Odyssey with IPDAI.  Without Advanced Countermeasures 3, PD Laser is not powerful enough for anti-missile.  It needs IPDAI for beams to be powerful enough.  Even with IPDAI, PD Laser is still always not powerful enough.

Other comments...
I do not like Pilums at all.  If I want to use Pilums well, I need to build my entire fleet around them.

For energy PD, I generally prefer burst PD over all.  They seem to perform the best at stopping missiles, and can occasionally hurt some weaker enemies.

Quote
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).

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.
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.
Title: Re: Ship Loadouts
Post by: Megas on August 19, 2019, 12:53:41 PM
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.
Title: Re: Ship Loadouts
Post by: TaLaR on August 19, 2019, 12:54:56 PM
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.

Oh, Heavy Needler was improved to 0.8 efficiency in 0.9.1. Didn't notice.
Title: Re: Ship Loadouts
Post by: TaLaR on August 19, 2019, 12:59:11 PM
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.

AI is not very good at handling flux-heavy main weapons, but an Eagle with 1x HB + 2x Graviton, 2x HAC/HNeedler + 1x H Mauler is nice.
It can use HB to fire excess flux when not pressured, but also has sufficient weapon package when it can't afford to use HB.
Title: Re: Ship Loadouts
Post by: Plantissue on August 19, 2019, 01:18:19 PM
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.
Title: Re: Ship Loadouts
Post by: Megas on August 19, 2019, 02:59:41 PM
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.
Title: Re: Ship Loadouts
Post by: Tackywheat1 on August 19, 2019, 06:26:30 PM

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.

I run beam (2x graviton 1x HIL) sunder with 2 LMG for point defense and Lashers are very easy to deal with. If they rush just drop shields and melt with Sunders active. Guarenteed shield overload in a few seconds. Although AI is very stupid when playing beam sunder....
Title: Re: Ship Loadouts
Post by: Megas on August 19, 2019, 06:59:46 PM
Beam Sunder would almost certainly be under AI control, since it works best as a pack of beam Sunders (and I can only pilot one ship), and I have better ships to pilot like Reaper Afflictor or any big ship.
Title: Re: Ship Loadouts
Post by: Tackywheat1 on August 19, 2019, 07:05:17 PM
With end game fleets, yes sunder is most likely going to be under AI control. Atm with my fleet I occasionally pilot my one sunder whenever I'm facing derelict or pirates. (Don't have an afflictor yet)

Edit: Oh why not railgun instead of AC? (OP cost?)
Title: Re: Ship Loadouts
Post by: goduranus on August 19, 2019, 08:36:00 PM
Drover :P
Capacitors: 20
Vents: 15
Fighters:  1x Broadsword, 1x Talon
Weapons: No weapons
Hullmods: Hardened Subsystems, Expanded Deck Crew, Extended Shields

Our Fighters will blout out the sun!

Tempest
Capacitors: 10
Vents: 10
Weapons: 1x Antimatter Blaster, 1x Pulse Laser
Hullmods: Frontal Shield Emitter, Unstable Injector

AM Blaster projectile goes faster than Heavy Blaster, much easier to score hits on evading frigates.

Title: Re: Ship Loadouts
Post by: Tackywheat1 on August 19, 2019, 11:23:50 PM
Isn't tempest supposed to stay at medium/long range?
Title: Re: Ship Loadouts
Post by: TaLaR on August 19, 2019, 11:50:13 PM
AM Blaster projectile goes faster than Heavy Blaster, much easier to score hits on evading frigates.

AM Blaster shot takes MUCH longer to reach target because it has pre-fire delay, while HB fires instantly. Projectile speed difference is minor if is is there at all.
Title: Re: Ship Loadouts
Post by: Serenitis on August 20, 2019, 10:18:06 AM
@Megas
Spoiler
I always fit Tempest with Bulkheads because I don't want to "waste" an officer on a ship that doesn't constantly see action, when I'd much rather have them in destroyers or cruisers which do.
My Temps don't usually get deployed except as an escort or in pursuit.
Same ship, different role.

I suppose I can see the logic of putting autocannons on a Sunder, but I've never seen the situation you described as I never have a Sunder fighting off on it's own. And wherever possible it will have a cautious officer and be escorted by one of the above Tempests.
And in any case:
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.
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.

I try to use burst lasers as energy PD wherever possible, so never need to make use of the AI mod. In fact, I can't recall the last time I did use it....
Pilum however, I love. They're like the tac laser of missiles. The more you have, the better each of them becomes.

Speaking of which....
[close]

@pedro1_1
Spoiler
Have you ever used an Odyssey fitted as a pure beam platform?
I mean actually properly used it in campaign, rather than do a few minutes in a sim and decided it was bad.

It is probably the best fleet lead I have used to date. Better even than my Dominator steamroller.
Sure it struggles to really break big stuff on it's own due to no hard flux. And it can't really solo things all that well. But so what? That's what your fleet is for. Why would you ever be deploying this on it's own in a campaign anyway?
And set up like this, it's a captial ship which can touch north of 160 without using it's mobility system.
Aggro a nice target. Kite it to where it needs to be. And then set your fleet on it. Bonus points for sealioning it off the map as it gets destroyed.
Or, deploy just the flagship and bait as many enemies toward the bottom of the screen as possible sniping as many as you can on the way, and when they're all in position drop your fleet on top of them.

And with a beam loadout, you don't usually need to vent much at all. Just let the flux dissipate on its own between targets, or occaisionally drop the shield and let it go that way.
The only times I really need to vent are when I need to chase something and want the no-flux boost right now.
Beams are p. chill with regard to flux generation. And Ody has decent dissipation abilities.

Locust > MIRV simply because it's more reliable against targets that can move. Even with ECCM MIRV is underwhelming for the cost. And that Locust is also cheaper helps.
(And yes, I did forget Ody has ECCM built in. Never really noticed it because I'm not using anything that would benefit from it and so have never looked for it. The more you know. Thank you for enlightening me.)

Xyphos > Spark because Spark does not have 4x flux-free Ion Beams for suppression.
Ion Beams are good. Ion Beams that you never have to flux manage are amazing.
You could claim that Sparks have an advantage due to not using crew, but this is largely moot due to Xyphos never actually getting destroyed anyway as they are always either inside your shield bubble, or directly over the ship.
The only real advantage Sparks have is that they're cheaper.
I've never had any issue with PD coverage from Xyphos though.

I suppose we just have very different uses and expectations for the same ship.
Nothing wrong with that.
[close]
Title: Re: Ship Loadouts
Post by: Megas on August 20, 2019, 11:07:01 AM
Quote
I don't generally use capital transports either, as I don't want to deal with the speed/utility restrictions.
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.
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!

Herd of Colossi is not an option for me.  Aside from not enough fleet slots, it also has low enough burn that I cannot fit Surveying Equipment on it.  Instead of Augmented Engines, it may get Militarized Subsystems instead (it only needs +1 burn).  The only advantage it has over Atlas is fuel use.  Anything slower than burn 8 (i.e., battleships, cruiser or larger civilians) gets an engine hullmod to keep fleet burn as high as possible.

Surveying hullmods on transports is for smaller ones like Phaeton and Buffalos, those who may not need an engine mod.  Since I do not have room for those, I squeeze it on combat ships with OP to spare, especially the more disposable ones like Mora.  I could even trade Hardened Shields on my Paragon for Surveying Equipment if I really need it.  (Not with two campaign mod limit, so nevermind that.)

I use burst PD when I can.  Burst PD spam comes close to endgame after I find the blueprint and build a heavy industry (and can defend it from endgame expeditions).  Before then, I need to make do with more common beam PD, and those should get IPDAI for them to be powerful enough.
Title: Re: Ship Loadouts
Post by: goduranus on August 20, 2019, 12:33:17 PM
Tempest
Vents: 12
Weapons: 2x Ion Pulser, alternate
Hullmods: Hardened Subsystems, Flux Coil Adjunct

Ion Pulser is usually a terrible weapon due to short range and low sustained damage, but its burst damage is very high. Tempest overcomes these shortcomings by being very fast and has a subsystem for boosting energy damage. A tempest with 2x ion pulsers, with High Energy Focus activated will usually smash a frigate in one salvo, before quickly retreating to vent and recharge the ion pulsers while being protected its terminator drones.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 20, 2019, 05:51:36 PM
Tempest
Vents: 12
Weapons: pulse laser, phase lance
Hull Mods: Safety Overrides, hardened subsystems, flux distributor

Nothing escapes a SO tempest. I've tried a heavy blaster as well, but I like this combo more.
Title: Re: Ship Loadouts
Post by: sotanaht on August 20, 2019, 11:25:44 PM
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.

Might as well post the actual build:
Tempest:
Pulse Laser x2
Auxiliary Thrusters
Unstable Injector
Hardened Subsystems
Shield Conversion - Front
10 Cap 7 Vent

Shield Conversion isn't strictly necessary, but I like it.  Hardened Subsystems is pretty much mandatory on any Frigate, since virtually every fight is going to go past their performance time.  Thrusters go on EVERYTHING. Unstable might not be necessary, but speed is the key and the closer they get, the less they miss.
Title: Re: Ship Loadouts
Post by: Plantissue on August 21, 2019, 10:14:34 AM
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.
Title: Re: Ship Loadouts
Post by: Thaago on August 21, 2019, 10:28:21 AM
Both efficiency overhaul and reinforced bullkhead are trap options for combat ships, MAYBE with the exception of reinforced bulkheads on non-officered, high rarity ships that are prone to dying: Omens and Tempests, maybe phase ships. 8, 16, 24, 45 OP cost.
Title: Re: Ship Loadouts
Post by: Grievous69 on August 21, 2019, 12:33:00 PM
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.
Title: Re: Ship Loadouts
Post by: Megas on August 21, 2019, 02:45:15 PM
I like Reinforced Bulkheads on ships without officers (and I only have four officers at the moment) because the ship survives and I do not lose stuff.  Until endgame, I put Reinforced Bulkheads on everything without officers.  Without it, if I lost any ship, I reload the game immediately.  With guaranteed recovery, there is a good chance I will recover the ship, take the penalties (from D mods), and keep playing.  Reinforced Bulkheads is a prime anti-frustration feature (until endgame when I can rebuild anything cheaply if I could not steamroll the enemy).  I will not always play perfectly, I will make mistakes, and I do not want to constantly reload if I take losses.

Efficiency Overhaul is great on big ships, especially if I do not have Navigation.  Before Efficiency Overhaul, I needed to bring two or three Prometheus and burn lots of fuel going long distance with my fleet of choice (of big ships).  Thanks to huge colony income I could afford it, though it was still a big dent in income.  What was a bigger problem was markets not selling enough fuel to feed my fleet.  (Cannot buy fuel they do not have.)  I am still convinced that Efficiency Overhaul is a no-brainer to put on at least the biggest ships, ideally all ships.  Now with the aggravating Increased Maintenance and Erratic Fuel Injection mods, I consider Efficiency Overhaul even more important until maybe endgame.

@ Grievous69:  If exceeding fleet cap is anything like exceeding other capacities, then penalties will generally be severe.  The main benefit of the soft ship cap is player can recover as many ships as he wants, then scuttle what he does not want, including his own ships if the new ships taken from the enemy were better.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 21, 2019, 06:39:11 PM
I don't see much point in efficiency overhaul because colonies exist. I have an unlimited source of supplies fuel and money so min-maxing efficiency at the cost of combat power seems irrelevant. I also never bring more than 2 capitals anywhere because I never need more than a paragon and astral in any fight. I also do take navigation every time, so that's different but that skill seems like much more of a no-brainer than efficiency overhaul to me.
Title: Re: Ship Loadouts
Post by: Goumindong on August 21, 2019, 10:46:27 PM
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
Title: Re: Ship Loadouts
Post by: Megas on August 22, 2019, 11:05:16 AM
Colonies only help with constant refueling if you have them everywhere.  If they are mostly in one side of core, and I want to explore long distance on the other side, that is lot of supplies and fuel consumed.  More than once, I had colonies on one side, and the red planet on the other.  Traveling long distance to get there without a babysitting event that needs to be dealt with is a pain.  Also, in my current game, the nearest red system to farm cores is halfway across the sector from my main group of colonies.  I just built a new colony near the system, but it is long distance away from my primary colonies.

I did not use Navigation at first because I could not get that AND max colony skills and enough combat skills to match level 20 officer.  (After resuming my game, I took Navigation 3 immediately.  I will probably pass on Planetary Operations 3, due to cores.)

I would say Navigation 3 is up there with Electronic Warfare 1 and Loadout Design 3.  In theory, player does not really need Navigation 3, but it is very convenient.  Bringing two Prometheus and four tugs is a real drag on the fleet.  With Navigation 3, I can lose the excess support, or I guess I can remove Efficiency Overhaul and keep the second tanker, or remove Augmented Engines and keep four tugs.

Similarly, I have no Officer Management, but I will probably get 1 eventually.  Four officers is really not enough.
Title: Re: Ship Loadouts
Post by: Plantissue on August 22, 2019, 02:44:12 PM
I quite like Reinforced Bulkheads. Idealy you want flux Capacitors and vents first and other defensive measures, but it's possible that you've done that and other hullmods are not available. It has both a logistical and combat use. Efficiency overhaul is pointless for combat ships. It is of course useful for non-combat ships.
Title: Re: Ship Loadouts
Post by: sotanaht on August 23, 2019, 12:22:18 AM
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
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.
Title: Re: Ship Loadouts
Post by: Megas on August 23, 2019, 07:18:31 AM
@ sotanaht:  That is another reason why I like Efficiency Overhaul.  It takes ages for CR of big ships to recover.  I have not chained battled much to need it until I started hunting Ordos fleets recently.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 23, 2019, 08:03:37 AM
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.
Title: Re: Ship Loadouts
Post by: Thaago on August 23, 2019, 09:52:01 AM
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.

I normally don't go industry, but the time I did it for fun this was the case - I had plentiful fuel, supplies, and many recovered ships with only a few (reduced impact) D mods.

The reduced impact of D mods is interesting to consider in light of vs. the +10% OP from loadout design. For example Faulty Power Grid - -20% to cap an -20% to vents. On a destroyer, thats equivalent to... somewhere around 10 OP? Something like that. Only worse because it effects the maximum limit. Reducing the D mod impact is equivalent to getting ~5 OP back (only better). Looking at the other D mods, the OP equivalent of the impact is similar: I think if running a fleet with 2+ D mods on many ships, loadout design is worse than D mod reduction in terms of ship power.

Its not really a surprising conclusion (if you have D mods, D mod reduction is great). Just more evidence that in answer to the question "should I rush loadout design" the answer for many playthroughs is "no, many other options are more powerful at this stage of the game, but its good later".
Title: Re: Ship Loadouts
Post by: Megas on August 23, 2019, 10:02:21 AM
If I have Shrikes to use early, I get Loadout Design 3 just to get barely enough OP to fit what I want on them.  Otherwise, it may be okay to wait since there is not much to use early.
Title: Re: Ship Loadouts
Post by: Thaago on August 23, 2019, 10:08:59 AM
Yeah it is more needed on some ships than others, thats true. I think Shrikes are functional without it, but as light destroyers they need all the help they can get when facing real destroyers or cruisers. Especially if they don't have good weapons, which is often the case early game.
Title: Re: Ship Loadouts
Post by: intrinsic_parity on August 23, 2019, 11:10:59 AM
If I have already taken skills that improve the efficiency of my fleet and increase salvage so that my supply situation is always fine, then I don't see the point in also using d-modded ships and losing combat power, when my efficiency issues are already covered by other skills. I generally am ok with a 1 or 2 d-mod ship if they are low impact hull mods like hull reduction. Some of the other d-mods are also ok on a case by case basis, but I run 80-90% pristine ships I buy off the black market. I find salvaging ships to be mostly useless, I can scale more than fast enough buying ships and solve my efficiency problems with skills, so there's no reason to hinder myself with sub par ships. The only time I every salvage is for super rare ships that I intend to restore, or in some very specific cases (like a first cruiser or first capital that I really need). I think salvaging is sort of trap option in most cases. Even if you are playing with d-modded ships, you still probably don't want to grow your fleet too quickly so 80%+ of the ships you see you will not recover.
Title: Re: Ship Loadouts
Post by: Thaago on August 23, 2019, 11:23:18 AM
I usually play like you do I think - 80-90% pristine ships and a high power fleet. I was surprised by how much I liked my industry challenge run though! Bought 2 destroyers the entire game and in retrospect I didn't need to.

Growing the fleet too quickly is the main problem with an industry/bounty run, because the challenges aren't really there. The bounties scale so slowly compared to how fast the player grows in power that it is more like chore work than good fights, and then when the player has 25 ships or so it becomes difficult to get the recoveries that are wanted. Raising the ship limit is needed not to have a bigger fleet, but just to get the correct ships.

I see the main benefit of the industry skills is explosive, hyper fast growth early game followed by having excellent colonies late game. Also, not giving a single care when a ship blows up is very nice. The main downside is hitting the deployment point cap with less powerful ships... but on the other hand, no AI fleet is capable of stopping an endgame player fleet even with D mods, so it doesn't really matter. Its less elegant I guess, needing bigger ships for the same job. Its reducing endgame power from a 20 to an 18, when all the player needs to crush everything is a 10.