Fractal Softworks Forum

Starsector => General Discussion => Topic started by: sogriffin on February 21, 2020, 08:40:18 AM

Title: What is everybody's favorite weapon
Post by: sogriffin on February 21, 2020, 08:40:18 AM
I know this will be like asking everybody what is their favorite flavor of ice cream, but being a new player I'm trying to get a grasp on which weapons work and which don't.  So if everybody could list their favorite energy, kinetic, missile, point defense weapons then I can have a base to start my own analysis.  Thanks
Title: Re: What is everybody's favorite weapon
Post by: Mondaymonkey on February 21, 2020, 08:47:40 AM
Quote
which weapons work and which don't.

All weapons works and don't at a same time. It's a rock-paper-scissors-lizard-spock game. Your game style define your favorite gun, not vice versa.

Which is your style?
Title: Re: What is everybody's favorite weapon
Post by: sogriffin on February 21, 2020, 08:53:46 AM
Generally to die horribly.  ;D
Title: Re: What is everybody's favorite weapon
Post by: sogriffin on February 21, 2020, 08:56:00 AM
I understand what you mean, but there still have to be weapons that are better than others, for example: Phase lances seem better to me than Tactical lasers.
Title: Re: What is everybody's favorite weapon
Post by: Mondaymonkey on February 21, 2020, 09:09:10 AM
I understand what you mean, but there still have to be weapons that are better than others, for example: Phase lances seem better to me than Tactical lasers.

Not true. Phase lance is an attack weapon, so it make more damage than TL. Can PL hunt fighters? NO. Can PL suppress small crafts? NO. Can PL reach running enemy beyond 800 distance? NO. Can PL be placed on a small mount? NO. Is PL flux-effective weapon? NO.

But TL IS.

If you prefer fast and devastative attacks more than tactical suppression, then  PL is better to you. Try to use it's larger brother: the tachyon lance. ;)

Title: Re: What is everybody's favorite weapon
Post by: Mordodrukow on February 21, 2020, 09:23:16 AM
Surprisingly, like very small ammount of weapons from vanilla: pd laser, lr pd laser, tactical laser, pulse laser, sabot, reaper, hammer, heavy autocannon, HAG, plasma.

From mods... well, cant remember corret names... Will try to describe:
From Appro-light: some large energy cannon with 1100 (or arund that...) range, 4 sec cd and 1000 dmg. Way better than Tach lance for me.
From D.Mic:
- large twin linear cannon. Deals kinetic dmg, and i like how it looks and feels.
- Also large missile... Chasseur, i guess...
From other mods:
- heavy pulse laser. Cant remember where is it from. But i guess, that from Interstellar Imperium. Very big fan of it (laser, not mod). Can remember one run, where i used Victory-class battleship with twin linears and 6 heavy pulse lasers. Was amazing.
- large flak cannon. I guess, from ship&weapon pack. Again: it is good with the Victory, because of its large ballistic cost reduction.
-
Title: Re: What is everybody's favorite weapon
Post by: Plantissue on February 21, 2020, 09:50:04 AM
Please don't use TL as a shorthand for clarity's sake. Both Tactical Lasers and Tachyon Lance share the same initials.

Anyways, to help a new player, you can use the primary role description as a good description of what role to put it in. For the most part, enough information is given to give a good idea of how they perform without having to use them. The only thing that is missing is weapon speed and wind up time.

As general advice to have weapons which simply work well:

Railgun and Heavy Needler are notably a bit undercosted relatively to their peers at the moment. Other than Light Autocannon, I can't think of any weapons to be avoided. Generally the energy weapons are pretty simple. Just be aware that Point Defence refers to being able to target missiles.

LR PD Laser are good to place for small mounts as they are Point Defence capable. For medium use Pulse Laser for general use, for large use Plasma Cannon for general use.

For ballistic weapons, it's a bit more complicated. For general use, for small mounts, a combination of Light Dual Autocannon or Railgun paired with Light Assault Gun or Light Mortar. For medium mounts, Heavy Needler or Heavy Autocannon or Hypervelocity Driver paired with Heavy Mortar or Heavy Mauler.

Notably, Hypervelocity Driver and Heavy Mauler are relatively low dps, high range weapons and many people favour using them and as they have equal range and they pair very well together. As basic advice, you would want about kinetic damage dps about double of your high explosive dps.

I favour Vulcan Cannon and Dual Flak Cannon/Flak Cannon for anti-missile as small and medium mount choice respectively.

For missile weapons, avoid Annihilator Rocket Launcher. Otherwise most missiles are good choices. Sabot SRM and Sabot SRM Pod are favoured by many.

Also just in case, if you trying to get a grasp on weapons, don't use mods.
Title: Re: What is everybody's favorite weapon
Post by: Igncom1 on February 21, 2020, 10:19:26 AM
For late game when I have all the blueprints and can build whatever.

Small Ballistic: Light Dual Machine Gun, Light Assault Gun, Light Needler.

The Light Dual Machine Gun does it all in terms of point defence and close range anti-shield work. Shielded fighters beware! Vulcans are great for point defence vs missiles but only ever take down fighters with sustained fire. DLMG's work nicely as a close range shield killer for a fantastically low cost. The Light Assault Gun is decent for what it does, although a little flux heavy. The Light Needler doesn't have the range of the railgun, but does decently in bursts against small foes. Me liking it might just be a phase however as I usually don't get to use them.


Medium Ballistic: Heavy Machine Gun, Heavy Mauler, Heavy Needler.

The Heavy Machine Gun can be hard to find, but are kinetic gods. They work as PD too! The Heavy Mauler is a powerful artillery cannon that is fantastic even in capital ship fights for it's sheer range. The Heavy Needler doesn't have the range advantage and does basically nothing against armoured foes, but other then that it's fantastic for downing shields.


Large Ballistic: Hellbore Cannon, Storm Needler.

I love the Hellbore Cannon because it does exactly what it's supposed to do for a cheap cost. It deletes armour. The Storm Needler like the rest doesn't have the range advantage, bit it's shield stripping power is incredible.


Small Energy: LR PD Laser, Antimatter Blaster.

Hard to choose for small energy as I often don't have a chance to use them without delegating them all to point defence. Most high tech ships have at least one medium slot or are torpedo boats. The LR PD Laser is cheap, plentiful and has fantastic range. Damage per second is rough however. The Antimatter Blaster is a missile weapon and a guilty pleasure to put where it doesn't belong. I once had two on a conquest. ;D


Medium Energy: Graviton Beam

I find energy weapons hard but that might be because I don't often know what I am doing with them. But one thing I know is that the Graviton Beam is a must for ships with any energy that that does soft flux. They can't kill armour, but just about every other energy weapon can!


Large Energy: Autopulse Laser, High Intensity Laser.

The Autopulse Laser is, in my opinion, the best overall hard flux energy large weapon. It's the gun that let's Paragons duel Radients and live. The High Intensity Laser is fantastic when mounted on sunders for their supporting fire-power in capital fights. While other ships tank damage and deal with shields, the sunders kill any exposed targets with their pin point laser beams. Great when used in support of anti shield kinetics.


Small Missile: Harpoon MRM, Sabot SRM

The Harpoon MRM is the general purpose missile that does it all. Great when massed with eccms. The Sabot SRM breaks the game by provding massive burst kinetic damage that is very hard to avoid for no flux cost to use.


Medium Missile: Harpoon MRM Pod, Sabot SRM Pod

Same as above, but more of them.


Large Missile: Locust SRM Launcher

Ravenous swarm missiles that devour entire flight wings and smaller ships alike. Great fun and easy enough for the AI to use.
Title: Re: What is everybody's favorite weapon
Post by: bobucles on February 21, 2020, 10:45:24 AM
Small weapon: Reaper
Medium weapon: Typhoon Reaper
Large weapon: Cyclone Reaper

You're welcome.
Title: Re: What is everybody's favorite weapon
Post by: SCC on February 21, 2020, 10:50:57 AM
Can PL hunt fighters? NO. Can PL suppress small crafts? NO. Can PL reach running enemy beyond 800 distance? NO. Can PL be placed on a small mount? NO. Is PL flux-effective weapon? NO.
I actually use Phase Lance in both anti-fighter and anti-frigate roles. It reliably overwhelms fighters with its high burst and 2-3 of them can make short work of frigates, too. Phase Lance is also much more flux efficient when striking armour. Taclaser is more versatile, but pays for it in power.

My "weapons of habit" are railgun (so good at everything), both single and dual flaks, HVD, mjolnir (not for AI, though), ion beam, plasma cannon, tachyon lance (the alpha strike!), hammers, sabots, locust. I use most guns in the game, but those are the ones I have soft spots for.
Title: Re: What is everybody's favorite weapon
Post by: Grievous69 on February 21, 2020, 10:59:07 AM
To avoid repetition I'll just say my playstyle uses weapons combined from bobucles and SCC's posts, minus the Ion beams. Now one thing I don't see mentioned yet is the Heavy blaster, a medium energy weapon that's almost a heavy weapon. Just looking at the stats you might think there's far better options since it has such bad efficiency but the catch is some ships really do good with it because of lack of mounts. It just chews through anything, only other energy weapon that comes close is Plasma cannon but that's far more expensive and on a bigger mount. I can't imagine an Aurora or a Shrike without it. It even works on other ships like Tempest and Apogee before you get something stronger.
Title: Re: What is everybody's favorite weapon
Post by: oorek on February 21, 2020, 10:59:34 AM
dunno why people are saying phase lance and ion pulser are bad

https://streamable.com/bkovp
https://streamable.com/az1dv

vanilla balance in general is thrown off by missiles being way, way, way, way, way too good, but lots of stuff is usable for certain cases.
generally a good idea to stay away from EMP weapons, except for salamanders, or when you're fighting droneships. they are pretty awful against most other ships

antimatter blasters are very broken, especially on phase ships (try 10x AM blaster Doom for a near-godmode loadout)

heavy blasters/mining blasters are very broken on safety-override ships, particularly big ones
https://streamable.com/xpeu6
Title: Re: What is everybody's favorite weapon
Post by: Grievous69 on February 21, 2020, 11:02:19 AM
dunno why people are saying phase lance and ion pulser are bad

https://streamable.com/bkovp
https://streamable.com/az1dv
No one is arguing that? And come on you're fighting a frigate that's supposed to be a long range support. You could fit literally anything on that Tempest and it would win. Who knew one on the most advanced frigates in the game can kill a fly...
Title: Re: What is everybody's favorite weapon
Post by: oorek on February 21, 2020, 11:03:41 AM
And come on you're fighting a frigate that's supposed to be a long range support. You could fit literally anything on that Tempest and it would win. Who knew one on the most advanced frigates in the game can kill a fly...

tempest with 2x phase lance 1-pops almost every frigate besides the monitor, it's just a quick simulator example
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 21, 2020, 11:15:08 AM
Small missiles:  I tend to use either Annihilators or Sabots.  Occasionally Salamanders.  If piloting Afflictor, I want Reapers.
Small ballistics, PD:  Usually Vulcans.  Some Safety Override loadouts want dual machine guns.
Small ballistics, kinetics:  Railgun.  Best range, best damage, best accuracy, and cheaper than light needler.
Small ballistics, HE:  Usually Light Mortar.  Ships tend to have more mounts than OP and/or flux can support, and two Light Mortars is cheaper and more efficient than one Light Assault Gun.
Small energy:  This is mostly about PD since small energy is usually terrible for conventional brawling.  I take either burst PD or IR Pulse Lasers (with IPDAI hullmod).

Medium missiles:  Usually Annihilator or Sabot pods.
Medium ballistics, PD:  Ideally, dual flak, but I may use regular flak if short on OP or flux.
Medium ballistics, kinetics:  Varies by the range band.  For general use, either Heavy Needler if I have enough OP to spare or Heavy Autocannon if I do not.  Sometimes, I take Arbalest if the ship cannot handle 200+ flux/sec or do not have other weapons to match 800 range.
Medium ballistics, HE:  Usually Heavy Mortar.  Ever since Heavy Mauler lost fire rate and DPS, I barely use it now.  Occasionally use Assault Chaingun for niche builds.
Medium energy:  For high-tech ships, Heavy blaster if the ship has the flux stats, pulse laser otherwise.  For midline, either beams for range, or left empty.

Large missiles:  Locusts or bust.  Locusts are the anti-everything missile, although bigger targets need their armor stripped first.
Large ballistics:  Varies by other weapons on the ship.  For ships that lack dissipation, probably Hellbore or Devastator.  For others, Mark IX, HAG, or Mjolnir depending on other weapons mounted.  For example, Mark IX and HAG combo, or Mjolnir and Heavy Needler (yes, Heavy, not Storm) combo.
Large energy:  For Paragon, at least two tachyon lances because kinetics putting hard flux on shields makes lance partially unblockable.  For others, usually plasma cannon.  May use High Intensity Laser occasionally.

Quote
I actually use Phase Lance in both anti-fighter and anti-frigate roles. It reliably overwhelms fighters with its high burst and 2-3 of them can make short work of frigates, too.
Yes, Phase Lance is primarily a point-defense weapon in disguise.  Not against missiles, but against fighters and frigates.
Title: Re: What is everybody's favorite weapon
Post by: Tackywheat1 on February 21, 2020, 11:28:20 AM
I have so many favorites....
Starting from the energies in order of size:
tactical laser
burst defense laser
graviton beam
ion beam
pulse laser
heavy blaster
Plasma cannon
Tachyon lance
Ballistics:
LMG
Vulcan
Railgun
Heavy auto
assault chain gun
Dual flak
hellbore
Mk IX auto
Missiles (all sizes):
Reaper (small and pod)
Sabot
Hurricane
Locust
Title: Re: What is everybody's favorite weapon
Post by: Mondaymonkey on February 21, 2020, 12:13:19 PM
Please don't use TL as a shorthand for clarity's sake.

Sir, yes, sir!
(https://vintage.ponychan.net/chan/arch/src/131002311820.png)
[close]

Almost forget to Say my own words: I always diversify weapons, so there are many leaders in each role. However, if I had to choose single most-favorite gun, that would be a graviton beam. Range+efficiency+kinetic. Low DPS, you say? Use MORE graviton beams. The only weakness - it would never kill anyone. :-\
Title: Re: What is everybody's favorite weapon
Post by: Aereto on February 21, 2020, 12:17:29 PM
Based on my playstyle, well...

Ballistic
Spoiler
Small: Vulcan
High rate of fire can shred missiles and torpedoes, more so with point defense AI or Advanced Countermeasures skill. Its short range is its drawback, but can be alleviated with integrated targeting unit. Deadly to fighters that got too close, and any ship with shields and armor down.

Medium: Hypervelocity Driver/ Dual-Flak
Long range at 1000 su, can reliably deliver hard flux against shields, and punishes anyone tanking with armor with EMP despite dealing not as reliably as energy weapons. Dual-Flak reliably destroys what would have been a dangerous lone piranha wing, or at the least a lot of annihilator rockets. Burst PD lasers cannot deal with those things.

Large: Hephaestus Assault Gun
A compromise between fire rate, accuracy, and flux, and can bust armor reliably if the Hellbore misses against smaller targets. As much as I like Mjolnir's energy damage and EMP, its flux demands require some compromises but not as much as a Storm Needler's.
[close]

Energy
Spoiler
Small: LR PD Laser/Antimatter blaster/Ion Cannon
LR PD Lasers have the range to at least take down the sabot missiles before they detonate, but needs point defense AI to deal with flares and prevent wasting time selecting targets. Antimatter blasters are the typical weapon of choice for alpha-strike designs, usually with phase ships since they usually run out of time before they run out of ammo. Ion Cannon is short range, but in the right ship, it can also disable weapons at high flux to give the shields breathing room.

Medium: Pulse Laser/Phase Lance/Ion Beam
Pulse Laser consistently builds hard flux while being forgiving to flux use unlike the heavy blaster. Phase Lance is usually better in player hands, since the spike damage is better use when shields are down or trying to sneak damage past shield cover. Ion Beam has 1000 su, and sacrifices dealing significant damage for significantly annoying ships under heavy flux pressure or lacking shields with constant EMP.

Large: Tachyon Lance/Plasma Cannon
Longer range than a phase lance, charges longer than a phase lance, hits harder than a phase lance, and delivers EMP unlike the phase lance. Plasma Cannon consistently fires damage over the Autopulse Laser, and can build flux more reliably.
[close]

Missile:
Spoiler
Small: Salamander
EMP missile that refills in battle. It can't destroy like harpoons or any torpedo or deliver flux spikes like sabots, but it ensures a ship stays as a missile threat. Leave the smaller sabots and torpedoes to fighters.

Medium: Harpoon/Sabot/Reaper
Harpoon and Sabot has more ammo as a medium, delivering payloads in longer fights. Reapers are great at alpha strikes, especially in the hands of Dominator or Doom as a salvo is more likely to hit unless the enemy fleet has significant point defense.

Large: Locust/Hurricane
Locust missiles can flood PD screens lacking flak, destroy bombs and fighters through volume, and can be used to finish off overloaded breached ships with extreme DPS per salvo. Hurricanes are second best as it quickly destroys armor or more difficult to dodge when the smaller missiles are fired as a spread.
[close]
Title: Re: What is everybody's favorite weapon
Post by: Gregorovitch on February 21, 2020, 12:43:34 PM
.......but being a new player I'm trying to get a grasp on which weapons work and which don't.

Being a fellow noob player my 2c are:

1. Any weapon used in the right way in the right context on the right ship is going to be x10 as effective as any other weapon used in the wrong way in the wrong context on the wrong ship.

2. As a rookie pilot you are guaranteed to start out using the wrong weapons in the wrong way in the wrong contexts on the wrong ships 90%+ of the time.

Realising this, eventually, I implemented the following survival strategy (which seems to working out  OK so far):

1. Hired all the merc pilot's I could find that weren't timid or reckless, mostly steady with a one or two aggressive.
2. Took skills exclusively from the Technology, Industry and Leadership sections, ignored the combat tree.

[The principle behind this is that I have 10 merc pilots with 20 combat skills each, so what do I need combat skills for? Whereas the Industry, Technology and Leadership trees amplify my whole fleet's power, all my colonies' profitability and my scavenging efficiency.]

3. Just collected and stored as many different types of weapon as possible and let the game choose loadouts form all the ships other than my own on the principle the game knows better than I do what should go on what ship and my merc pilots will know how to use them.
4. Started playing with different loadouts and personal tactics on my own ship. I fly an Eagle at the moment but I own four Paragons. I don't fly a Paragon 'cos I have no combat skills and my merc pilots have 20 each so it would be a waste even if I was any good. I've tried different loadouts on my Eagle until I found a combo that enabled to to make reasonable contribution given my pathetic piloting skills and learned how to manage flux on it by switching certain weapons on and off as required so I could actually survive through the majority of battles.

If you are interested the Eagle has three big hardpoints on the front and a couple of big turrets. The game selects "finisher" type weapons for the front guns and some lasers for the offensive turrets. "Finisher" weapons are situational and require split second timing to be effective or so it seems to me. A pilot of my level of incompetence  can neither recognise the situation nor execute the timing. Consequently I fitted two anti-shield guns and one anti-armour gun on the front and left the big lasers on the turrets. Now my lasers do a reasonable job helping out dealing with fighter, bomber and missile attacks on my Paragons on auto-fire but I switch them off when attacking enemies with my front guns as they use a lot of flux it seems, so this way I can duke it out with enemies toe-to-toe far longer, stripping off their shields and armour to help ease their passing even if I don't finish them off myself. I'm sure this is far from optimal but for me at the moment it's manageable and survivable. 
Title: Re: What is everybody's favorite weapon
Post by: intrinsic_parity on February 21, 2020, 01:18:50 PM
I generally am looking for weapons to fill three roles that you need to be successful: breaking shields, damaging hull/armor, and point defense.

For breaking shields, the important thing is efficiency. Offenses and defense are coupled here in the sense that taking shield damage reduces your ability to fire your weapons because you have less free flux capacity, and vice versa, dealing damage to enemy shields reduces their ability to shoot back. You want to raise more flux in the enemies ship than in your own meaning the ratio of damage dealt to the enemy vs flux raised in your own ship is super important. Kinetics deal double damage to shields so they effectively have double efficiency which is very strong, but they deal very reduced damage to armor meaning they won't be able to finish things off. When I'm choosing kinetics, I like to choose the highest possible efficiency.
Spoiler
for small kinetics:
the big choice is between railgun and light needlers. Needlers are more efficient but railgun have higher dps and better armor penetration. They're very close in value.
The light dual auto cannon is my budget choice.
The light dual machine gun also has good efficiency but very poor range. It can be useful on safety overrides (SO) ships but otherwise it is relegated to PD.

for medium kinetics:
Heavy needlers are a clear best for me with the highest dps and best efficiency, the only downside is the very high OP cost, but I consider that 100% worthwhile.
The heavy auto cannon: an honorable mention for a good medium kinetic, it will get the job done and I use it where I don't have enough needlers, or where I am very tight on OP.
The heavy machine gun is a decent SO kinetic option but it has too little range to be good on normal ships as an assault weapon.
Another honorable mention to the hyper velocity driver. It trades efficiency and dps for range. You can make some fun sniper load outs with it but its not a great general purpose weapon IMO unless you're looking to match the 1000 range with all your other weapons.

For large kinetics: I'm not a huge fan of any of them. The Mark IX and the storm needler are both not bad, but I prefer to just get my kinetic damage from medium/small slots and use the large slots for anti armor damage.
Storm needler: a good choice if you want to crush a capital ships shields, but it costs so much flux to fire that it really doesn't work well on most ships with large ballistic slots.
The Mark IX: like a large heavy auto cannon, it gets the job done but it's really not exceptional in any way. I frequently use it to fill slots with decent damage but I'm not super excited about using it.
The gauss cannon: a very specialized sniper weapon that is fairly inefficient but has the longest range in the game. You have to build the ship to use it, you can't just throw it in any slot, but it's good when used properly.
[close]

For breaking armor the important thing is the damage per shot (the damage a single projectile does) and the dps to a lesser extent. The armor damage reduction formula basically reduces the damage more if the damage per shot is less. HE weapons deal double damage to armor making them both more efficient and better at actually penetrating the armor, but energy weapons also generally have high damage per shot. HE weapons also deal half damage to shields making them very bad at shield breaking. Generally you use them as finisher type weapons. I'll just talk about ballistic HE weapons here and then I'll talk about energy weapons later.
Spoiler
Large HE:
The hellebore: the capital crusher. It has an insanely high damage/shot and good efficiency. The downside is that it rarely will hit anything smaller than a cruiser because the shot speed is slow and it has lower dps. I think it's a very good option for dealing with heavy armor and keeping flux cost down, but it's not very good vs smaller ships making it a more of a budget/niche weapon.
Hephaestus assault gun (HAG): has much lower damage per shot but can hit destroyers and also has much higher raw dps. It will be worse against capital ships and better against everything else. I think it's a good all around gun, and probably works well as a 'default' large weapon. I frequently pair it with the Mark IX if I have two large slots to fill.
Devastator:  a PD hybrid, but it is somewhat inconsistent at both dealing HE damage and killing fighters/missiles.

Medium HE:
The big choice is between the heavy mauler and heavy mortar. The Mauler has better armor penetration and range but worse DPS and OP cost. I think I often choose the mortar for smaller ships because it costs less OP, but the mauler has much better range which can be very good as well.
The assault chain gun is mostly limited to SO ships or maybe capitals because of its super high flux cost.

I don't think small HE is any good because the damage per shot is too low. The railgun will always be better IMO.
[close]

Energy weapons don't get any bonuses to shields or armor making them more generalist and generally a little less effective, but high tech ships have more dissipation and capacity which sort of compensates. Usually I think of energy weapons as more anti-armor leaning than anti shield, but they can do both.

Spoiler
Large:
Plasma cannon: the king of large energy for me. It has very good armor penetration, very high dps, and still deals a respectable amount of hard flux damage to shields. The main downside is the enormous flux cost but all of the ships with large energy slots (paragon, odyssey and apogee) have high flux dissipation and can build around it. It doesn't have very good efficiency so it's important to maximize your dissipation when using it.
Tach lance: a close second for me, It's very much an anti-armor weapon with large burst damage but a little lower dps. I use it on the paragon and also sometimes on the sunder. The fact that it is a beam and deals soft flux is a significant downside for me though.
Auto-pulse laser: the anti-shield weapon of large energy. It has noticeably better efficiency than any other energy weapon. The main downside is that it runs out of charges. It sort of requires extended magazines to be good, but overall It's a solid choice, particularly for the AI.
HIL: a support weapon, but it does a huge amount of damage. My main problem with it is that most of the ships than can use it don't have access to weapons that set it up well. If you are fighting pirates with crapy shields it will tear through everything, but if you are fighting remnants with good shields it will struggle.
The Mjolnir cannon is actually energy damage as well even though it is a ballistic weapon. It's something like the plasma cannon with slightly worse anti-armor capability and slightly worse efficiency. I don't use it very often because most of the ships that can mount it don't have a ton of dissipation and also have access to kinetic and HE damage which is more effective.

medium:
the heavy blaster: a HE weapon disguised as an energy weapon. It costs an absurd amount of flux to fire and your loadout has to be built to support it, but it will crush armor. Some ships like the aurora can bully smaller ships shields with it but you will always be at a disadvantage trying to crack shields with it. Its powerful but a bit niche because of the flux requirements.
The pulse laser: the mediocre option. It deals hard flux and has decent dps but has poor range, efficiency and damage/shot. I try to avoid using it on most ships, but it's really the only hard flux that some of the high tech frigates can use.
The phase lance is a baby tach lance, but it costs too much flux to fire for my taste. It's another anti-armor leaning energy weapon since it only deals soft flux. I will use it sometime, but its not my favorite.
Grav beam: the filler. It doesn't cost much flux to fire it provides decent shield pressure so I usually use it to fill slots on ships that don't have much dissipation to spare. It's a support weapon so ships need other things to be effective but it definitely helps finish things off with 1000 range and perfect accuracy as well.

small:
tac laser: another support beam similar to the grav in many respects. A good filler but it does cost a decent bit of flux to fire.
IR pulse laser: i think its pretty bad because of terrible range and low damage, but its the only small hard flux option
Anti-matter blaster: It's basically a missile that costs flux to fire and has no range. It does a lot of damage but the AI is terrible at using it so I consider it pretty niche.
[close]

For PD weapons, there are two major targets: missiles and fighters. Some weapons are good at one and some are good at another.

Spoiler
Flak and vulcans are the best anti missile weapons and burst PD perform decently as well. Vs fighters, the kinetic PD like light/heavy machine guns are good choices and burst PD is also decent. The PD laser/ LRDP laser sort of work but I usually go for a few burst pd rather than a lot of pd lasers. They just don't do enough damage to deal with big swarms of missiles and they don't kill fighter quickly wither. I'll use them to fill slots of I have the OP and dissipation to spare.
[close]

Missiles are basically for huge zero flux alpha damage with a few exceptions.
Spoiler
For large missiles, I usually use locusts as a finisher when ships are running away or just for supplemental dps vs hull. The other large missiles weapons just don't have that much ammo.

For mediums and smalls, I usually use either sabots or reapers. Harpoons are also decent. Sabots are probably the strongest missiles but are only good for cracking shields.
[close]
Title: Re: What is everybody's favorite weapon
Post by: sogriffin on February 21, 2020, 01:35:24 PM
Wow, such great responses.  I have plenty to read and think about.  I'm sure you guys already know this but this is a great forum filled with such helpful people.
Title: Re: What is everybody's favorite weapon
Post by: Daynen on February 21, 2020, 07:01:47 PM
Every weapon was designed for something and is probably good for at least ONE thing it wasn't designed for.  The fun is discovering what each weapon does and how you can take it out of its intended role and succeed with it.

I'm a big fan of the Hephaestus assault gun, for example.  It's a cannon with good fire rate, good range and modest flux buildup that hammers through armor.  It's penalized against shields but given the aforementioned stats it can still put reasonable pressure on them anyway, making it a fairly dependable weapon against most targets and devastating if it gets past shields.  It's a destroyer killer.  Anything smaller than a cruiser likely doesn't have the shield capacity to endure it for long and when their shields finally go down they EVAPORATE beneath the Hephaestus.

The thing you DON'T hear often is how you can use a turreted version and manually sweep through fighter swarms, absolutely demolishing any fighters that don't sport shields and knocking out a few missiles to boot.

One purpose and at least one good trick.  Start with that line of thinking and play around.  You'll find your favorites soon enough.
Title: Re: What is everybody's favorite weapon
Post by: pedro1_1 on February 21, 2020, 07:33:32 PM
well I need to say that some weapons change can change the whole outcome of a battle(glances at missiles)

but to the weapons:
Small
Balistics
Vulcan as point defence, it can shered the armor and hull of a frigate in the eraly game and is estremally powerfull using IPD-AI.
Railgun because king of small kinetics.
Dual light Autocannon is a strong substitute for railgun on the early game, I like using unsparingly on lashers
[close]
Energy
All of PD lasers are strong but Burst PD laser is the one which I use the most, can benefit from IPD-AI and bnefits from Extended magasines.
Ion cannon is one of my favorites, it can stop a frigate or criple a cruiser, theres is a reason my Odysseys use 3 of those on the broadside.
Tatical Laser is a interesting one, can hit targets at 1000 units and can become the longest range small PD using IPD-AI.
Anti-Mater blaster can change the gameplay for certain ships, or break it.
[close]
Missiles
Sabot because kinetics.
Harpoon because HE.
Anihilator because of how it can remove some of the most dangerous ships on the destroyer class, and it has the same total damage from a single reaper, whitout the extra missiles, it's not as devastating bcause of this but the damage is equal.
Reaper because capitals.
Salamander is good to make frigates run away, because if they don't they die.
[close]
[close]

Medium
Balistics
Assalt Chaingun is one of the most powerfull weapons a player can have, specially on a SO ship.
Hiper Velocity Driver(fancy name for a railgun, lol) is probably one of th most borring strong weapons, because of how it works you are probably not having fun sniping at 1200 SU or dead on 400 SU.
Heavy needler and Heavy autocannon are where the fun is in medium kinetics.
don't really like the Heavy Mortar and the Heavy Mauler, they don't fell like as powerfull as the kinetics, but some rare ocasions I fell like I need them, but in the next fight there am I asolutaly crusing
oposition.
[close]
Energy
Mining blaster can be fun, but for that you have the upgraded version caled Heavy Blaster.
Pulse laser is probably the one weapon I end up using the most of the energy, mostly because it is the only medium energy that is selling on that market...
Phase lance is the one thing protecting my Paragon from being flanked from a frigate wanting to send reapers on it's engine.
Graviton and Ion Beans are that, Beans, which i don't use as much.
[close]
Missiles
Sabot pods, Classic Falcon(P) weapon, and very well deserved.
Harpoon pods, can we say those are very dangerous.
Salamander pods, because 1 per ship is not enought lets send 6 in one frigate, in one launcher voley.
Typhoon Reaper launcher, 5 reapers that can be extended to 10 on a single launcher? yes!
[close]
[close]

Large
Balistics
Mjolnir Cannon, balistics energy and powerfull, only reason i don't use it more ofthen is because I forgot aboust it;
Gauss cannon(another railgun with anoter name), long range kinetics, the only reason this weapon is not completaly overpower is becuse there's not a single ship that can use it effectively, that is, that any faction can have.
Overall not impresed by large balistics, it just fells underwellming in comparason to medium balistics, if Mjolnir canon wasan't here I whould probably not even say a thing about Gauss at all.
[close]
Energy
Plasma cannon, probably the most important energy weapon, that you mount on a energy mount, in the game, it just fells good, range: good, Damage: good, Flux: good.
Autopulse Laser, perfect for the early game, where geting every pound of power on a weapon is more important.
High Intencity Laser can strip armor in seconds, even from heavily armored shipsonly reason i don't see this weapon more is because shields are a thing.
Tachyon Lance, almost as if the only weaponthat needed to be able to generate hard flux to be broken does not generate hard flux, beamcause reasons.
[close]
Missiles
Locust, powerfull swam of small missiles, let me just use it on half of my ships.
Huricane Reaper Launcher, probably the only option for big missile weapons, because everyting else is just so underwelming
[close]
[close]
Title: Re: What is everybody's favorite weapon
Post by: FooF on February 21, 2020, 08:12:30 PM
Favorite weapon is hard to pin down.

In general:

Small Energy <<<< Small Ballistic
Medium Energy < Medium Ballistic
Large Ballistic <<< Large Energy

Railguns and Light Needlers are extremely powerful for small mounts and even Dual AC and LAG are respectable. Small Energy is my least favorite grouping of weapons. Only one generalist and a bunch of Beams of middling value. AM Blaster is of note but it's hard to work in.

Medium mounts can be a toss-up. Ballistics have a lot of good options (Mauler, Heavy Needler, Heavy Mortar, Heavy AC, HVD..almost all of them are good/great) while Energy has fewer but they're all pretty decent. Phase Lance is up there as one of my all-time favorites and the Heavy Blaster is probably #1 if you have a ship that can use it reliably. Ion Pulser is the only dud of the group because of its short range.

Large Ballistics are so-so but Large Energy are monsters. Even the relatively tame Autopulse is a very powerful generalist option. Tachyon Lance with ITU just crushes stuff from long range, the HIL is good in most situations, and the Plasma Cannon is a doomsday weapon if you can afford it (a better Heavy Blaster!) I wish the Aurora had a Large Energy mount just so I could have heavy gunship cruiser. Large Ballistic doesn't have the same "wow!" factor. Mjolnir is good but way too expensive and I tend to stick with the Mk. IX and Hellbore combo because they're cheap and still pack a punch.

Top 5 for General Use:
#1 - Phase Lance. Just an overall good weapon. Good armor penetration, pressures shields, and kills fighters well, too.
#2 - Heavy Mortar. Cheap, good DPS, good armor penetration and the slow shot speed doesn't really offset the positives.
#3 - Heavy Blaster. On a ship that can afford it, it's a Large Energy weapon that is good against everything.
#4 - Tachyon Lance. Does everything well, and at range. Just expensive to mount.
#5 - Railgun. Best ballistic pound-for-pound. Phenomenal against shields, keeps pressure up, good range.
Title: Re: What is everybody's favorite weapon
Post by: StarScum on February 21, 2020, 10:56:58 PM
Dagger Torpedo Bombers, by far.
Title: Re: What is everybody's favorite weapon
Post by: Lucky33 on February 22, 2020, 12:53:45 AM
Empty Small Energy Mount >>> Thumper.

Sabots, Reapers > everything else.
Title: Re: What is everybody's favorite weapon
Post by: Eji1700 on February 22, 2020, 01:45:57 AM
I know this will be like asking everybody what is their favorite flavor of ice cream, but being a new player I'm trying to get a grasp on which weapons work and which don't. 
The question being answered, as others have pointed out, doesn't really help with your issue. I've always felt that one of the best examples of ship that shows a beginner how the game works is the default hammerhead.

Thats-

2x Railguns
2x Harpoons
2x Motars/Assault Chain Guns
+ whatever.

You ideally drift in, letting your railguns soften up their shields, and then when they're near max turn on the feeders and start blasting away with your motars, maybe supported by harpoons.  Just messing around with this basic loadout really helped give me a feel for the roles you need to fill on a ship (or group of ships), and thus where the various weapons fit into it all.

So that said, most of my favorite weaopns are ones that are just "fun" to me.  Ideally because they encourage a unique playstyle (something of a lack of that in vanilla) or just feel good to rip a ship apart with.

Some noteables-

Light Machine Guns - while an awful way to use them, i love loading a ton of these on something like a mora and just hovering next to a destroyer/frigate chewing them to death slowly

AntiMatter/Mining blasters - Sneaking a shot past shields is such a good feeling, especially when you get better at piloting and it's not just abusing a phase ship (ditto for the torps/rockets)

Devastator - really really really big LMGs.  I'll admit i was sad when i made a dominator with two of these, stripped my opponent of their armor, fired, and didn't instantly erase them, but it's still fun (and just as unwise as my less than stellar LMG useage)

Ion pulsars - like the rest of these just satisfying to land.  It's in an odd spot because its what i mentally categorize as a "combo" weapon, in that it lets your other ships/weapons rip into them, but it also needs some setup to really work right.

and the absolute best of the best:

The Piranha Bomber.

I adore setting up some capital ship to be disabled just long enough to let a swarm(3 wings minimum) of these descend into their slow, obvious, graceful bombing run and watching as bombs float serenely towards their fully stacked shields and armor before evaporating them.  They're great station poppers in the early game, and so so fun in the late game.  The khopesh fills a similar role in a "i'd like to win without having to try so damn hard" manner, but god are piranha's fun, and I really hope we see more unique weapons some day (as even mods still have variations on the theme of most of the vanilla ones, i'm surprised there aren't more weapons that care about the ships momentum)

Speaking of mods though at least one weapon that's stuck with me is the shadowyards heavy energy double laser.  The name escapes me but watching the two beams rake across a hull as they cross each other is just so so satisfying.
Title: Re: What is everybody's favorite weapon
Post by: Grievous69 on February 22, 2020, 02:54:00 AM
It's really sad not a single person mentioned Squalls. Such an underwhelming large missile weapon when Sabots are a better choice in every situation. Plus the fact that you can only fire them 5 times in battle. They're not bursty at all, I don't get why they don't have more ammo or just reload after a while. The only time I've ever used those was in a tournament on a Remnant ship with a missile autoforge, so it doesn't even count.
Title: Re: What is everybody's favorite weapon
Post by: Igncom1 on February 22, 2020, 03:02:33 AM
To be fair there are few weapons that I don't like.
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 22, 2020, 07:17:30 AM
Squalls stink.  Bad tracking, not much ammo.  The best use I read about them was on Astral used to keep enemies at bay and stall for time.  (That costs too much OP better spent on fighters.)  However, it is still better than most dumb-fire large missiles because most ships that have large missile mounts are not designed for them.  The only ship that can use them well and not die trying or badly comprising their primary role is the Legion (XIV), which cannot be built or bought.  Gryphon is too fragile, Astral is built for bomber spam, Conquest is built for ballistic broadsides, and the rest have unfriendly mounts.  If Aurora got its large missile mount back, or we get more good ships with large missile mounts, then Hammage Barrage and Cyclone Reaper would be more useful.

MIRVs are mediocre without ECCM and/or Missile Spec. skill.  Too expensive and fail to converge properly out-of-the-box.  (With boosts, they converge and can be decent).  The only good thing about them is the range, which is useful for ships built for Gauss cannon use.
Title: Re: What is everybody's favorite weapon
Post by: huhn on February 22, 2020, 08:25:34 AM
dual flak!
Title: Re: What is everybody's favorite weapon
Post by: TaLaR on February 22, 2020, 09:11:52 AM
Squalls stink.  Bad tracking, not much ammo.  The best use I read about them was on Astral used to keep enemies at bay and stall for time.
...

Squalls are strong for sim duels, paired Squalls in different weapon groups allow a Conquest to one-sidedly murder any Paragon build in AI vs AI.
But in actual campaign - yeah, not really useful. Will most likely be fired against targets they can't even hit, or targeted enemy will get opportunity to vent.
Title: Re: What is everybody's favorite weapon
Post by: Plantissue on February 22, 2020, 10:00:01 AM
Squalls are useful against capitals, but along with Annihilator Rocket Pod I don't like their weapon design. Disregarding their effectiveness, having a weapon where you have effectively fluxless damage for x amount of minutes and thereafter it has run out is an invitation for waiting till that ship has run out of missiles.

IF by MIRVS, megas is referring to Hurricane MIRV, I find they are extremely useful. They trend to be less susceptible to PD and not all have to hit to be useful. It's enough to do a wide spread of damage to the armour of a cruiser or capital.


tempest with 2x phase lance 1-pops almost every frigate besides the monitor, it's just a quick simulator example
This is just straight up misinformation. 2 phase lance with high energy focus will do 3750 damage. I don't see how that is possible when the two lashers already have 4100 and 3300 flux capacity and 1750+ hull. The only frigates it can "1-pop" are those without shields like the phase frigates. Which should phase anyways. Even the Shepherds will survive.
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 22, 2020, 04:58:55 PM
IF by MIRVS, megas is referring to Hurricane MIRV, I find they are extremely useful. They trend to be less susceptible to PD and not all have to hit to be useful. It's enough to do a wide spread of damage to the armour of a cruiser or capital.
Yes, I meant Hurricane, since it is the only MIRV in an unmodded game.  Unboosted MIRVs seem underwhelming.  They do some damage, but not enough to be worth using over Locusts.  A few hits (which is all I get when they do not converge) seem to merely tickle the enemies.  Now, if they converge and most hit, then they do hurt them bad.  Problem is that I need a booster.  I do not take Missile Spec. and adding ECCM means I need to sacrifice something I want more to get it.  Not to mention MIRVs cost 25(?) OP and ECCM costs yet more OP, which Locusts cost only 18 OP, and Locusts are good out-of-the-box with no further investment.  As for defeating PD, Locusts do an even better job because there are so many missiles and they track very well.  The only reason for me to use unboosted MIRVs is for Gauss ships because Locusts do not have enough range for Gauss users.
Title: Re: What is everybody's favorite weapon
Post by: Tackywheat1 on February 22, 2020, 06:22:38 PM
IF by MIRVS, megas is referring to Hurricane MIRV, I find they are extremely useful. They trend to be less susceptible to PD and not all have to hit to be useful. It's enough to do a wide spread of damage to the armour of a cruiser or capital.
Yes, I meant Hurricane, since it is the only MIRV in an unmodded game.  Unboosted MIRVs seem underwhelming.  They do some damage, but not enough to be worth using over Locusts.  A few hits (which is all I get when they do not converge) seem to merely tickle the enemies.  Now, if they converge and most hit, then they do hurt them bad.  Problem is that I need a booster.  I do not take Missile Spec. and adding ECCM means I need to sacrifice something I want more to get it.  Not to mention MIRVs cost 25(?) OP and ECCM costs yet more OP, which Locusts cost only 18 OP, and Locusts are good out-of-the-box with no further investment.  As for defeating PD, Locusts do an even better job because there are so many missiles and they track very well.  The only reason for me to use unboosted MIRVs is for Gauss ships because Locusts do not have enough range for Gauss users.

MIRVs are great on the Odyssey, it comes with ECCM
Title: Re: What is everybody's favorite weapon
Post by: Eji1700 on February 23, 2020, 12:22:27 AM
Squalls are fine?  I don't adore them or anything but I don't hate them either.  They're wonderful  vs larger targets (especially those pirate fleets filled with caps) and scale pretty well as you field more of them.

I feel like too often assessments are in per ship numbers rather than per fleet where certain weapons begin to shine as you get more of them onto the field.  I'll admit its a pretty lousy weapon when you're dealing with more agile fleets, but given a lot of the late game is smashing into bigger is better doctrines I've never really regretted bringing them.

Now i could totally believe they're still the "wrong" choice in that in most cases X squalls will always be worse than X of some other large missile, but I've certainly never felt it was significantly worse, and love throwing them on missile boats (who usually finish with harpoons) or my long range cap designs.
Title: Re: What is everybody's favorite weapon
Post by: Plantissue on February 23, 2020, 06:49:20 AM
IF by MIRVS, megas is referring to Hurricane MIRV, I find they are extremely useful. They trend to be less susceptible to PD and not all have to hit to be useful. It's enough to do a wide spread of damage to the armour of a cruiser or capital.
Yes, I meant Hurricane, since it is the only MIRV in an unmodded game.  Unboosted MIRVs seem underwhelming.  They do some damage, but not enough to be worth using over Locusts.  A few hits (which is all I get when they do not converge) seem to merely tickle the enemies.  Now, if they converge and most hit, then they do hurt them bad.  Problem is that I need a booster.  I do not take Missile Spec. and adding ECCM means I need to sacrifice something I want more to get it.  Not to mention MIRVs cost 25(?) OP and ECCM costs yet more OP, which Locusts cost only 18 OP, and Locusts are good out-of-the-box with no further investment.  As for defeating PD, Locusts do an even better job because there are so many missiles and they track very well.  The only reason for me to use unboosted MIRVs is for Gauss ships because Locusts do not have enough range for Gauss users.
I just wasn't sure what you meant by MIRVs. Afterall you didn't call the Squall as MLRS. I find Locusts to not do well against armour and is shorter ranged than Hurricane. I use both, so I don't think one is particularily more useful than the other. Just because ECCM hullmod exists doesn't mean the Hurricane is weak without it.
Title: Re: What is everybody's favorite weapon
Post by: Thaago on February 23, 2020, 10:30:47 AM
I've found both Squalls and Hurricanes to be powerful weapons as long as they fire at the right targets. Squalls firing at destroyers and below are wasted, while I've seen (many times) Hurricanes launched at fighters.

Hmm, lots of good points about the more useful weapons, but my favorites are Thermal Pulse Cannons. That sound!! Wudwudwudwud...
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 23, 2020, 11:19:23 AM
@ Plantissue:  I do not think I wrote MRLS for Squalls.  As for Locusts, sure they are not very good against heavy armor (or shields for that matter), but ships that have it also have a lot of hull to chew through, and Locusts will put a big dent in that.  That is why I call Locusts the anti-everything missile.  Fighters die.  Frigates die.  Destroyers will be hurt.  Cruisers and up will need some armor broken first, but after that, Locusts is a good finisher.  Locusts have shorter range, but unless I use Gauss cannons, they still have more range than my ship's main guns.  As for Hurricane, I tried them without boosts, and been frustrated or underwhelmed by the results.  Not reliable enough, not damaging enough (because insufficient converging makes too many submunitions miss), and not enough ammo for the expense.  Only with boosts (ECCM and/or Missle Spec.) do MIRVs perform adequately.

Hmm, lots of good points about the more useful weapons, but my favorites are Thermal Pulse Cannons. That sound!! Wudwudwudwud...
I liked the original sound best.  One of the few sounds I like more than the new ones.

As for TPCs, I dislike it for AI.  AI loves to build up flux with those things.  For playership, it is okay, though I wished they were not spaced so far apart.
Title: Re: What is everybody's favorite weapon
Post by: Grievous69 on February 23, 2020, 11:28:55 AM
Although there's one thing Hurricanes are really great for: destroying Atlases Mk II and Conquests, without ECCM they go wide and there's no way they'll be able to stop all. It completely screws long ships with Omni shields since they're slow to raise. Actually guess they're also good vs Odyssey but wouldn't know since I never saw one in campaign lol.
Title: Re: What is everybody's favorite weapon
Post by: AccuracyThruVolume on February 23, 2020, 11:01:34 PM
I tend to make loadouts that are heavy on kinetic. I think it's from Tiadong: Ultra Autocannon. Great range and good flux cost.
Title: Re: What is everybody's favorite weapon
Post by: Squigzilla on February 24, 2020, 04:09:06 AM
I also find Squalls to be pretty good weapons, with the caveat that I usually don't use them against my main target. Instead, I find an enemy that is under pressure from other friendly ships and launch a missile volley at them. A full Squall volley is enough to tax even a Paragon's flux capacity, and when a ship is already trying to defend itself against a different cruiser the added damage can be back breaking. They're like a kinetic Pilum volley that never ends. I can't tell if they're my favorite large missile (none of them really excite me, but I've never played with Missile Spec 3), but they serve a definite purpose.

And nobody mentioned my favorite missile of any slot size: the dual Atropos torpedo rack! The trick is to think of them as heavy Harpoon missiles rather than guided torpedoes. They're like Hammer torpedoes with enough guidance to always hit anything of destroyer size or larger, and a well timed shot can even nail a frigate. They come in a rack of two as opposed to the three-shot Harpoon missile rack but can deal WAY more damage per hit, and they're beefy enough to bypass light point defense screens that would stop most small missiles.  I often find myself wishing there were medium and large Atropos launchers for high explosive death in larger volumes. Other small missiles all have their niches, but if I don't need a specific other kind of missile for a given ship I usually slap on an Atropos.

Last in my list of unpopular weapon opinions, I honestly think the autopulse laser is my favorite large energy weapon because of a very specific synergy. As mentioned previously, the APL suffers from low sustained damage output unless it has extended magazines. Do you know what else likes extended magazines? The best PD available to high tech ships, the burst laser. With the three of those things combined, you can get great burst damage while being incredibly safe from fighters and missiles. And while plasma cannons have the best damage over a long time, the burst from a couple extended magazine APL is ferocious and will leave most cruisers overloaded with a hole in their face. But most importantly, I love the APL sound quite a lot. The plasma cannon is amazing too, but if I'm looking to give a ship high burst damage and better defenses, I'll usually pick the APL over plasma.
Title: Re: What is everybody's favorite weapon
Post by: lethargie on February 24, 2020, 05:03:15 AM
My favorite has always been the Tachyon lance. It just so beautiful. One of the reason I like modded is so I can have more ship that can field it. Phase lance are very satisfying to see in action too, but I'm always a bit underwhelmed by the result.
Title: Re: What is everybody's favorite weapon
Post by: Grievous69 on February 24, 2020, 05:08:14 AM
@Squigzilla
I don't think Autopulse is unpopular, it has many uses and it's my favourite weapon to put on an early game Sunder. It's just that other large weapons are flashier and have more oomph so people like those more. The only thing that's bad about it imo is armor penetration, and that's solved by just shooting a second longer than other energy heavy hitters.
Title: Re: What is everybody's favorite weapon
Post by: TaLaR on February 24, 2020, 05:23:43 AM
Autopulse is the best weapon for the best ship, Radiant with 5x Autopulse + 4x Grav beams is bonkers and is hard to handle even for player piloted Paragon (skill-less duel). But we can't pilot these.
While ships we can pilot lack either speed (Paragon) or slots (Odyssey) to use AP as main weapon.
Title: Re: What is everybody's favorite weapon
Post by: Igncom1 on February 24, 2020, 05:29:32 AM
I mean, for the other large energy weapons you have:

High Intensity Laser: A HE damage constant beam weapon.

Paladin PD System: An energy burst point defence weapon.

Thermal Pulse Cannon: An Onslaught exclusive built in version of the Autopulse Laser.

Tachyon Lance: An energy burst beam weapons that only deals soft flux to shields.

Plasma Cannon: An energy burst fighting energy bolt weapon.


So for anti-shield, and not including the built in weapon you basically only have the Autopulse Laser and Plasma Cannon. Anything smaller can be killed with just about all of the large energy weapons but for big targets a Tachyon Lance is highly overrated in my opinion. If I have a capital ship and the enemy Radient battleship has four Tachyon Lances then I praise the heavens as they literally cannot kill me. If they have Autopulse Lasers and/or Plasma Cannons then you are basically guaranteed to take heavy damage.

In my mind the Autopulse Laser and Plasma Cannon are your choice for general purpose or anti-shield large energy weapons where as the High Intensity Laser and Tachyon Lance are your anti-armour finishers. All of them are great at punching down due to their energy type damage, or the HIL's immense HE damage per second over it's pinpoint accurate beam.

I personally favour the Autopulse Laser over the Plasma Cannon as in AI hands the Plasma Cannon is far too flux expensive to consistently use without endangering themselves. But perhaps that is just me.
Title: Re: What is everybody's favorite weapon
Post by: Plantissue on February 24, 2020, 08:26:14 AM
@ Plantissue:  I do not think I wrote MRLS for Squalls.  As for Locusts, sure they are not very good against heavy armor (or shields for that matter), but ships that have it also have a lot of hull to chew through, and Locusts will put a big dent in that.  That is why I call Locusts the anti-everything missile.  Fighters die.  Frigates die.  Destroyers will be hurt.  Cruisers and up will need some armor broken first, but after that, Locusts is a good finisher.  Locusts have shorter range, but unless I use Gauss cannons, they still have more range than my ship's main guns.  As for Hurricane, I tried them without boosts, and been frustrated or underwhelmed by the results.  Not reliable enough, not damaging enough (because insufficient converging makes too many submunitions miss), and not enough ammo for the expense.  Only with boosts (ECCM and/or Missle Spec.) do MIRVs perform adequately.
No, you didn't write MLRS for Squalls, which is exactly why writing MIRVs for Hurricanes is strange and confusing. Especially MIRVs imply that you are refering to more than one wepon. It's like writing LRM instead of pilums, it wasn't clear what you are talking about. Not sure why you think I wrote that you wrote MLRS for squalls when I wrote the opposite but whatever floats your boat, it isn't that important. Locusts are terrible at defeating armour. The difference in our opinions could be attributed to intended use. I see Hurricane as a harpoon replacement for large missile mount, whilst for whatever reason you view Hurricane as a Locust replacement. Well, of course a different weapon isn't going to be the same as another. You seem under the impression that if there is an option that can upgrade the power of a weapon, that weapon not worth fitting without without that option, but that simply isn't true. Fighter LPC are worthwhile without their expanded deck crew, PD weapons are worthwhile without APDAI, all missiles are worthwhile without expanded missile racks, all beams are worthwhile without advanced optics, Hurricane is worthwhile without ECCM.

________

Autopulse vs Plasma Cannon. Autopulse is better if you have more large weapon mounts relative to flux dissipation. Argument could be made that Autopulse is also better the faster the ship is to make best use of its charges as it otherwise has very low sustained damage. Plasma Cannon is the simplest as it is the only large energy weapon which can work very well alone.
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 24, 2020, 11:39:01 AM
@ Plantissue:  As far as I know, there is only one MIRV in unmodded game, the Hurricane MIRV.

Locusts as anti-armor?  Against small targets like destroyers and smaller, damage is overwhelming enough that it does not matter.  Big targets, no argument they are not very effective, but as I wrote before they are good against hull.  The ships (I use) that can make good use of Locusts also have other ways to punch holes in armor.  Apogee? Its large energy weapon (or Mining Blaster during early game).  Conquest? It has a bunch of ballistics to choose from.  I rarely use Gryphon, and using missiles instead of fighters on Astral is silly.  If I use Legion (XIV), it is mainly to give Hammer Barrage or Cyclone Reaper some love, so no Locusts or Hurricanes on that (even if they may be better).  Odyssey has ECCM for free, so it is a good candidate for MIRVs, if I can squeeze Expanded Missile Racks on it.  (I probably would eschew missiles if I attempt dual plasma loadout, though.)

I often use PD without IPDAI, although if I am stuck with normal PD Laser or LR PD, I do use IPDAI.  I do not remember using IPDAI with any ballistic PD, except (rarely) on Railguns.  For energy, continuous beam PD is anemic, and almost need it (if pilot does not have Advanced Countermeasures 3).

Advanced Optics has that turn speed penalty which may necessitate Advanced Gyro Turrets.  I do not use Advanced Optics very often.  (Also, while I would like Advanced Optics for four lance Paragon, getting that means giving up Hardened Shields.)

Quote
Hurricane is worthwhile without ECCM.
I only agree with this if the pilot has missile spec.  Otherwise, unboosted submunitions do not converge enough and too many of them miss against most targets.  The few that do hit do not cause enough damage to make MIRVs worthwhile, unless there are no better options.  If the ship needs to hang back from long range and snipe with Gauss Cannons and MIRVs, then sure, that loadout needs MIRVs.  (In such a case, I probably want an officer with Missile Spec. so that the MIRVs will converge and hit smaller stuff more easily.)
Title: Re: What is everybody's favorite weapon
Post by: KCR on February 25, 2020, 07:51:23 AM
I personally really enjoy to play with Tachyon Lances. If i have a possibility, i will put it on everything i can. I just enjoy it being pretty long ranged and high dmg per burst. I really don't even care about all soft flux thing that everybody complains, because, you know, in campaign you almost always will have some other ships on your side that will definitely help you raise flux levels on enemy ships. At some point of game i go to high danger [REDACTED] system to actually farm not alphas, but Tachyons, just because it's easier to acquire them from remnants rather then find some on markets or even acquire a blueprint.

Other honorable mentions: Burst PD, all Flak Cannons, Autopulse Laser, Hypervelocity Driver, Locust, Heavy Blaster, Heavy Needler.
Title: Re: What is everybody's favorite weapon
Post by: Megas on February 25, 2020, 08:55:54 AM
If I had a favorite weapon, it probably would be Tachyon Lance, especially on ships that can mount long-range ballistics to put hard flux on shields and enable Tachyon Lance to be partially unblockable.
Title: Re: What is everybody's favorite weapon
Post by: PapaPetro on February 26, 2020, 02:40:37 PM
Anti-matter blasters on a phase ship.
Nothing quite beats using submarine tactic to phase flank under a ship, blasting the rear with the AM blasters, and then finishing it off with a reaper.
Title: Re: What is everybody's favorite weapon
Post by: Vind on March 02, 2020, 02:26:37 AM
Tachyon Lance/Ion Beam due to shield piercing/emp arc mechanic.
Title: Re: What is everybody's favorite weapon
Post by: Makhan on March 03, 2020, 05:08:11 PM
Hresvelgr with 4 Maulers and HVDs, always good combo
Title: Re: What is everybody's favorite weapon
Post by: Aereto on March 05, 2020, 04:38:24 PM
Anti-matter blasters on a phase ship.
Nothing quite beats using submarine tactic to phase flank under a ship, blasting the rear with the AM blasters, and then finishing it off with a reaper.
Like a proper kriegsmarine u-boot, phase ships are like that. I use antimatter blasters exclusively for phase ships. As for the reaper, I leave that to a Doom. For the Harbinger, I just use phase lances to deliver spike damage, then follow up with the disruptor system if they are fighting another ship.

In fact, I use the Harbinger for anti-phase ship combat, the disruptor interrupts their phase cloak, allowing my phase lances to deliver the necessary damage and any extra from pilums or fighters maintaining pressure.