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Starsector => General Discussion => Topic started by: Grievous69 on April 26, 2020, 01:16:44 PM

Title: The new high tech light cruiser - Fury
Post by: Grievous69 on April 26, 2020, 01:16:44 PM
https://twitter.com/amosolov/status/1254488553066844162

Seems like it'll be a decent player ship with the option to put 2 medium missiles on it. Although I think that path will leave it weak after the missiles run out. For Shrike it isn't a big deal since it has destroyer PPT but a cruiser will easily spend those missiles. And since it's light, I'm not too sure if it's gonna be possible to fit Missile racks comfortably.

@Megas
Told ya it's gonna be another ship useless without Sabots, you owe me 10 bucks  :P
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 26, 2020, 01:30:40 PM
I suppose it might be around the same effectiveness as a falcon? Doesn't look too shabby if it has the flux to back up it;s size as otherwise it might be a little under-gunned when compared to a Medusa.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 26, 2020, 01:38:42 PM
Fury looks like a small Aurora with less missiles.  I like to see its flux stats.  If it can comfortably support two Heavy Blasters, 15 DP sounds like a good deal.  (Especially since I dislike most missiles and only use them if I have no other choice.)  I am expecting that it will not be the case and just be an extra large Shrike that can only comfortably support a single blaster, although I guess two sabot pods with racks can make it last a bit longer.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 26, 2020, 01:42:37 PM
Thoughts on a Heavy Blaster/Gravaton combo? Because I notice a lot of high tech ships have two medium energy slots so it seems like that could be a reasonable combo for mainline combat.

It does make me wish we had more High Tech or Midline designs of small energy slots as they have to be my most under used weapon group. I just end up sticking PD in them as you always have something better to use. But that might just be a bias (Perhaps I should use less forward facing PD and spam tac lasers?)
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 26, 2020, 01:47:27 PM
Thoughts on a Heavy Blaster/Gravaton combo? Because I notice a lot of high tech ships have two medium energy slots so it seems like that could be a reasonable combo for mainline combat.
Unless the ship (or your fleet) can stack enough Graviton beams to outpace dissipation, it is more efficient to use Tactical Laser instead of Graviton Beam, if the mount is a medium energy.  Heavy Blaster and Tac Laser is my go-to Tempest loadout.

However, Graviton can be useful for diverting missiles at times.  I guess it can be handy if the ship will brawl against missile users.
Title: Re: The new high tech light cruiser - Fury
Post by: FooF on April 26, 2020, 01:58:43 PM
Interesting.

Comparing Fury to Falcon (since they are the same DP and kind of in the same category) in terms of "frontal" firepower...

Falcon:

2 MD Ballistics
2 SM Energy
2 MD Energy
2 SM Missile
(2 Rear SM Energy)

All but 2 SM Energy can focus fire (excepting dumbfire missiles)

Fury:

1 MD Energy
1 MD Missile
1 MD Synergy
2 SM Energy
(4 SM Energy, can't converge on forward target)

The Fury appears to me to have far less firepower than a Falcon (which, itself, isn't a whole lot for a Cruiser). I presume it will be faster...maybe 80-85 speed (with Plasma Jets). I suppose it should be faster than an Aurora (which is frighteningly fast for a large cruiser).

In the Twitter GIF, I think it would be more telling if the Fury tried to maneuver behind the Dominator. I would hope it could easily do so. The Falcon can because Maneuvering Jets increases lateral speed (Plasma Jets is more or a less a burst forward).

I'll try to withhold judgment until I can play around with it but it's going to have less firepower, at less range than a Falcon and perhaps only be marginally faster (at the same cost). I'm not sure the trade-off is worth it. But...we'll see!

It also has a 180 degree Omni Shield which means the Front Shield Conversion will give it 360+half cost. It's kind of an OP tax but I'm ok with that.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 26, 2020, 02:00:39 PM
I mean a gravitons 200 dps vs shields vs a tacs 75 isn't that bad right? You might not bypass the venting but losing 200 flux venting from a single ship does help give the heavy blaster a chance to compete.

Because my god the stats of the HB gives it the costs of a large energy weapon but with few of the advantages, it's so expensive!
Title: Re: The new high tech light cruiser - Fury
Post by: SCC on April 26, 2020, 02:02:01 PM
I suspect it's going to have flux stats similar to Eagle, considering how Apogee has even better ones and is rated at 18 DP, less than Eagle, and isn't even a dedicated combat ship. We will see how it goes, but I doubt I'll use it, since Falcon is just as cheap, mobile as well and has better prospects than sabots or SO.
I presume it will be faster...maybe 80-85 speed (with Plasma Jets).
Plasma burn. No backwards gear, glory or death.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 26, 2020, 02:11:18 PM
Yeah there's no way it could support 2 Heavy Blasters (maybe with SO), I think even one is going to be pretty much close to its dissipation since Alex said it doesn't have enough flux for all potential forward weapons (2 medium and 2 small energies). And with 4 total small energies that can't even shoot all at one point, guess what they'll always be used for. Build I have in my head is a Pulse laser with Phase lance and a Typhoon maybe, but I'll probably end up with Sabots in the end.

I share the same feeling that it won't be as good as Falcon (which isn't even super strong, just decent). High risk ok reward it seems to me. But yeah for now it's all just in the air because we don't know the stats and its total OP.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 26, 2020, 02:12:56 PM
I suppose most Hightech ships are all about cheeky highspeed flanking attacks and escorting astrals/paragons.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 26, 2020, 02:41:39 PM
Apogee... I consider that ship undervalued - probably too cheap at 18 DP.  It feels more like a 20 DP ship.

Problem with Falcon/Eagle's energy mounts is they are set so far back that it eats into their range.  At least Fury's big mounts are near the front.

Quote
I mean a gravitons 200 dps vs shields vs a tacs 75 isn't that bad right? You might not bypass the venting but losing 200 flux venting from a single ship does help give the heavy blaster a chance to compete.
Only if it overcomes dissipation.  One graviton will not do it against most ships.  If you plan to have multiple beam ships gang up on one ship, then fine, graviton may get the job done.  But, if ships wander around and get into their separate duels, I do not see them stacking enough beams to be effective, barring exceptions like Eagle or Paragon.

The 200 is anti-shield only, and all of it is soft-flux - bleh!  Against armor, it is only 50.

I use Tactical Laser to pile a little damage against non-shield defenses.  I expect continuous beams to be absorbed harmlessly by shields.

It also has a 180 degree Omni Shield which means the Front Shield Conversion will give it 360+half cost. It's kind of an OP tax but I'm ok with that.
If I plan to spam blasters, I want it anyway for the shield upkeep discount, although I will not say no to 360 shields.  Even with Aurora today, if I pass on missiles and leave most mounts empty aside from blasters, Front Shields are a must for two blaster only Aurora to keep it cool.

Yeah there's no way it could support 2 Heavy Blasters (maybe with SO), I think even one is going to be pretty much close to its dissipation since Alex said it doesn't have enough flux for all potential forward weapons (2 medium and 2 small energies). And with 4 total small energies that can't even shoot all at one point, guess what they'll always be used for. Build I have in my head is a Pulse laser with Phase lance and a Typhoon maybe, but I'll probably end up with Sabots in the end.
I doubt I would even fill the small mounts with anything except some form of PD.  Maybe IR Pulse Lasers for anti-fighter or anti-frigate if those medium mounts do not swivel enough.
Title: Re: The new high tech light cruiser - Fury
Post by: Dri on April 26, 2020, 02:53:04 PM
Not impressed to be honest. Looks straight up like a gutted Aurora and even has the same ship system—it better be extremely cheap to deploy. If it has superb flux stats than it may be another story as it will then at least be able to make use of a Heavy Blaster or two Phase Lances. I suppose it'd far more of a destroyer hunter or frigate popper than something you'd match up against other cruisers.

Going two missile will straight up leave you with a single medium energy for a normal gun, then as was mentioned the 4 small energy can't focus on targets to the front. Damn this thing seems severely undergunned, but I guess that's the "light" for you...
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 26, 2020, 03:02:24 PM
It looks like Fury has the Plasma Burn Shrike and Odyssey use.  If so, it cannot backpedal fast.  Alex wrote Fury costs 15 DP.
Title: Re: The new high tech light cruiser - Fury
Post by: Harmful Mechanic on April 26, 2020, 03:19:46 PM
First impression is that it's a pointy cutie-pie.

I think these sorts of lighter ships are going to be more valuable in a game where ships are comparatively less common, capitals much less common, and destroyer-leader types are useful to the player for longer.

As well, in a high-tech ships, the thing I would look at is less straight slot count and more flux stats and OP, which Alex is cleverly not showing us (probably because they aren't final yet). If this bad boy has the flux stats to pump out Heavy Blaster shots for a while, and an efficient shield, I'm good with it. Two Sabot Pods and a Heavy Blaster will wreck face. If it has any Universals or Hybrids (and I'd like at least one), it'll have a leg up against enemy shields.

I'm willing to see if it's good before concluding it'll likely be bad.
Title: Re: The new high tech light cruiser - Fury
Post by: SCC on April 26, 2020, 03:38:39 PM
I actually forgot to say that looks-wise, it's a mighty wedge. At least here I forgot.
I'm not saying it's bad, but I don't have high hopes for it. It's a bigger Shrike, and (base) Shrike isn't that good. The point about ship rarity is a good one, though, I will have to see how it goes.
Title: Re: The new high tech light cruiser - Fury
Post by: TaLaR on April 26, 2020, 03:55:30 PM
Seems even less impressive than Shrike, considering 15 DP cost.

Also, one problem with this kind of plasma burn rushers, is that larger ships obsolete the smaller ones. The food chain goes Odyssey -> Fury -> Shrike, without any chance to flee or fight back for smaller ships (unless AI actually learns to rotate before activating ship system for intentional retreat and reserve charges).

Onslaught -> Dominator -> Enforcer is another food chain, though it isn't as hard (Burn drive is larger commitment, and AI errs a lot on both sides of using it when too dangerous and not using when safe).
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 26, 2020, 04:20:37 PM
I would expect Fury to be added to the high-tech bundle pack.
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 26, 2020, 04:50:49 PM
It looks kidna fat. Like it needs to be shrunk on the lateral axis
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 26, 2020, 10:59:13 PM
It all depends on the flux stats! If it has enough flux to support HB + Pulse (or 2 HB) then it has darn decent firepower.
Title: Re: The new high tech light cruiser - Fury
Post by: Histidine on April 27, 2020, 12:35:11 AM
Balance parameters aside, I'm thinking that high tech doesn't need a Big Shrike, when it already has Shrike (and for that matter Medusa) on one end and Aurora on the other.

The two most notable gaps in the HT lineup, which I think would have been better candidates for a new ship:
- A ship focused on defense and/or firepower rather than speed, other than Paragon and arguably Apogee
- A sub-capital carrier
(and if we're considering it in terms of factions using ships from multiple tech lines, Falcon already exists too)

Thought: If Fury had Temporal Shell instead of Plasma Burn, that would probably obviate concerns about gun firepower and ability to disengage.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 27, 2020, 12:44:10 AM
Seems like yet another high-tech ship that can only punch down in a game that entirely revolves around player punching up.

At least it looks good.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 01:41:08 AM
Yeah I'll give it that, looks better than the midline cruiser haha.

But here's the fun thing, it's supposed to be an upscaled Shrike, but it really isn't that different. You just need to change 1 small energy from Shrike, turn it into medium synergy and then you get this ship.  I get it's gonna have better flux stats obviously but it's also gonna be slower and easier to hit. Sorry if I'm sounding a bit too negative but I was also hoping something different than yet another ship for killing pirates. I understand high tech is all about fast maneuvers and taking opportunities but when almost all of the ships are that, who will do the actual brawling? We have Apogee, an exploration cruiser not even meant to see combat all the time yet it's better than every other cruiser (when comparing DP of course), and we have Paragon but I don't think it's fair to include it as it's an endgame ship and by then you won't be doing a whole lot of fancy strategies like in early/mid game.

@Histidine
I honestly forgot that system even existed, I wonder why...
Title: Re: The new high tech light cruiser - Fury
Post by: TaLaR on April 27, 2020, 01:54:38 AM
Balance parameters aside, I'm thinking that high tech doesn't need a Big Shrike, when it already has Shrike (and for that matter Medusa) on one end and Aurora on the other.

Yeah, both Aurora and Medusa have much more size-appropriate mobility systems.

Plasma Burn was first introduced on Odyssey, and that's where it's at home.
- Odyssey doesn't have many ships it needs to flee from and can do that with base speed alone to a decent degree, so a system that allows fast approach/pursuit is good enough (and it can be used to retreat with some degree of inconvenience). In short, PB is a system for apex predator, not for prey.
- It also can be used to dodge enemy shots on a broadside ship. But broadside is only reasonably convenient to pilot at capital size, smaller broadside ships are pretty much impossible to efficiently pilot (as demonstrated by some mods).
- In addition, Plasma Burn contributes less to Shrike's/Fury's mobility than Odyssey's - it has same duration/reload and burst speed vs higher base speed of the ship.
Title: Re: The new high tech light cruiser - Fury
Post by: Cyan Leader on April 27, 2020, 02:34:31 AM
This should have been a carrier. A fast moving, hitting carrier is something the game doesn't have. 1 or 2 decks at most though.

Actually, on a second thought, maybe built in drones would have been a more interesting angle.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 02:50:02 AM
I was just thinking it would be cool to have a unique built in weapon to play around with, instead of another Sabot + Heavy Blaster platform. And while I agree high tech should have a smaller-than-capital carrier, having both speed and firepower with fighters sounds like way too much. I mean we already have two annoyingly fast carriers (Drover and Heron, seriously why the hell are they so fast). And if we had one of those, I'd pretty much always choose Longbows for them because it'd be way too strong (IF the ship had firepower). Built in drones sounds like a neat idea tho.

@TaLaR
Not only that, but the Odyssey is many times faster than capitals that can actually hurt it. Since this ship has an only-forward ship system, even an Eagle could catch up to it and kill it (we know Fury is fragile). I get that it's gonna be easy to get, but the more info I hear Alex reveal, the more I think it's hardly gonna be worth 15 DP. If I wanted a fast missile boat, Falcon (P) is already an easy choice. Fast hitting damage dealer, Shrike and Medusa exist, and if for some reason you want this thing to be an anchor, Apogee knocks it out of the water by a mile.

Man I was so hyped for a new high tech ship and even I can't seem to find the role it's gonna fill.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 27, 2020, 03:21:04 AM
I mostly dislike the plasma burn because it's a frontal-weapons ship. Even in the gif you can see how awkward it is to use when you have to turn afterwards. Both Odyssey and Shrike are broadside (Shrike's main turret is biased towards the left side), but unless you use the synergy for sabots you need to face the enemy with Fury. Then again, you will probably be forced to use synergy for sabots anyway because a single heavy blaster overfluxes you, in which case this is literally Shrike but with more missiles.

I'm not buying the "common and earlygame" argument either. Hammerhead is common and earlygame. What can Fury do that it can't to justify 15 DP?
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 27, 2020, 05:22:43 AM
I suppose it's a good excuse to give a non-aurora high tech cruiser that isn't the Apogee (The starship enterprise of starsector).

Redundancy can be nice for alternative options and for fun lore where factions shouldn't have access to low tech or midline cruisers.
Title: Re: The new high tech light cruiser - Fury
Post by: DatonKallandor on April 27, 2020, 06:02:11 AM
Hell, strip the plasma burn and give it two terminator drones and keep everything else the same and you've got a NASTY fast responder.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 06:06:55 AM
You mean Terminator drones like a ship system or built in like on the Tempest?
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 06:22:00 AM
If Fury ends up on the high-tech bundle, then it will likely be the "com mon" high-tech cruiser warship.  Falcon is on the midline bundle, after all.  It would be nice for the player to have a more warlike high-tech cruiser if the high-tech bundle is the first bundle he finds.  Wolf, Shrike, and Apogee are really lean.  As for sub-capital carrier, it would be nice to get one just to add to the high-tech bundle if found first.  Low-tech and midline bundles are good.  High-tech bundle is kind of lame.

Not fond of Plasma Burn on AI ships.  It is okay on an Odyssey playership, but for the AI, it can mean suicide by burning into the middle of a mob.  It is okay on Shrike because it is somewhat cheap and disposable, especially the pirate version that has the hybrid.  (I prefer the pirate version for conventional brawling, just wished it had more OP.)

Shrike cannot turn fast enough without either Combat skills or Auxiliary Thrusters.

Quote
In short, PB is a system for apex predator, not for prey.
With the way AI uses it, Odyssey becomes a prey ship if I try to use loadouts I want to use if I pilot it.  Plasma Burn makes AI Odyssey with two plasma cannons more suicidal than Onslaught.  Unlike Shrike, Odyssey is not cheap and disposable.

Quote
Seems like yet another high-tech ship that can only punch down in a game that entirely revolves around player punching up.
This is my problem with Aurora, with its high 30 DP cost.  It seems to work best at hunting and killing small fry, but not very good at killing big ships without Sabot spam, and AI is not very good at using Sabots.  I can pilot Aurora and kill some ships, but at its cost, I rather spend a little more DP and pilot either Doom or Onslaught/Conquest/Legion.  Even more so for an AI ship.
Title: Re: The new high tech light cruiser - Fury
Post by: FooF on April 27, 2020, 06:29:52 AM
Giving the Fury the Temporal Shell ability would be quite a thing. On the one hand...holy cow that's awesome. On the other...holy cow that would be annoying to fight against.

Giving the Fury a Fighter Bay: I like it but then we have a direct comparison to the Odyssey (a lesser form). It feels very derivative at this point.

Giving the Fury Terminator Drones: This one I really like. If the ship had a wing (or two!) of Terminator Drones, you'd have PD locked down and some extra flux-free firepower that, say, a Falcon can't match. Plasma Burn wouldn't be an issue because the Drones keep up. It also gives the the Fury a few more options with its Small Energy (i.e. using the forward-facing ones for AM Blasters instead of PD).

Terminator Drones on the Tempest stay alive because the Tempest is highly mobile but the Fury will not be, relative to the nimble Frigate. Attrition of the drones would be higher. Two Drones on a Cruiser would still do good work but 4 doesn't seem unreasonable to me, in terms of covering the whole craft. The extra firepower (4 IR Pulse and 4 PD Lasers) can't be willfully concentrated and even if it could, that's not a whole lot of damage at the Cruiser-level.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 06:31:42 AM
@Megas
Man, I swear we are the only ones saying Aurora is not that good. Wherever I look I see people praising it for being the best player ship in the game (maybe behind the Odyssey) and how it's a total beast of a ship.

In other news, Sunder will still be my go to early game flagship. This actually got me thinking, I'm curious what are the logistical stats of Fury.

EDIT: Well damn now I'm also starting to imagine how would it work out with drones.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 27, 2020, 06:33:14 AM
Temporal Shell is probably a very bad idea (tm) because of how it interacts with beams. You can mount 2 phase lances on Fury, imagine THAT with time acceleration.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 06:44:26 AM
Temporal Shell is probably a very bad idea (tm) because of how it interacts with beams. You can mount 2 phase lances on Fury, imagine THAT with time acceleration.
It is also bad because venting breaks it, and player cannot use flux-intensive loadouts before the shell times out.  Hard-flux, energy loadouts are flux hogs.
Title: Re: The new high tech light cruiser - Fury
Post by: TimeDiver on April 27, 2020, 06:45:01 AM
Temporal Shell is probably a very bad idea (tm) because of how it interacts with beams.
Link(s) to relevant discussion threads/posts? I am morbidly curious...
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 07:07:43 AM
@ Grievous69:  If I want a pilot a small-fry hunter, Harbinger can do the job for less cost.  (But I do not use Harbinger very often because personally killing small fry only is a low priority job.)  Afflictor can do it too, although I rather use it as Reaper glass sword against battlestations or big ships.  Plus, Harbinger is easier to acquire since the Independents (and most factions) have the blueprint, while Tri-Tachyon is the only faction that has Aurora to steal from.
Title: Re: The new high tech light cruiser - Fury
Post by: Midnight Kitsune on April 27, 2020, 09:27:27 AM
TBH I can't see where this ship fits. Especially at 15 DP and that slot layout.
Plus Alex mentions that it can't support 2 mediums and 2 smalls.
So it sounds like the only thing GOOD on it is the shield.

I'd rather have a Falcon or a Medusa than the new ship sadly
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 09:42:27 AM
Quote
I can't see where this ship fits.
Functional, non-elite high-tech warship in a trading card blueprint bundle.

I will be content if Fury can support two heavy blasters and nothing else for assault.  Small energy weapons are underwhelming for brawling.  18 DP Apogee can use plasma cannon, which is better than two heavy blasters (in range and flux efficiency), and that does not include Locusts.

One heavy blaster only though would be lame.  Even Shrike can do that.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 27, 2020, 09:59:04 AM
Well the problem with it supporting 2 HB comfortably would mean that it has the flux stats of a lesser capital. This ship isn't likely to have anything above the aurora.

Hightech I figure just really isn't built like bruiser low tech or specialised mid-line ships. Which is honestly why they suffer as it's hard to beat a specialist in it's chosen role and 'simple' hard to mess up low tech ships work because their armour is very forgiving of most mistakes.

They have manoeuvrability and shields, but that's kind of it. And pay for it in DP points, and almost everything else too.

Combined fleets with a little bit of everything this light cruiser might shine when in support or when supported but by it's self it seems expensive like many high-tech ships when compared to very efficient contemporaries. So I do feel like it's almost unfair to compared them to midline at the very least as in their chosen roles, midline almost always win.
Title: Re: The new high tech light cruiser - Fury
Post by: Midnight Kitsune on April 27, 2020, 10:13:38 AM
Looking at this ship more closely, it appears to have two empty small side mounts. I need to ask WHY Alex keeps making so many ships with these pretty much useless side mounts. Now both of the new ships have, and several of the new ships from the last batch of ships, have these nearly useless mounts... And since this ship has a 180 degree omni shield, they are even MORE worthless!

Some quotes from Alex:
"It should be easier to find, yeah. And it can be decently tanky, especially if it gives up some other things! But being a light cruiser, that's rather going against the grain."
"It can get 3 mediums and 2 smalls pointing forward, btw - which can be more than its flux can support - so the slots aren't a bottleneck, if that makes sense"

To me, combined with what we see in the gif, makes this ship seem very poor for the DP cost. The ship has poor firepower, an AI suicide button system, poor flux stats. The only thing it has for it, is that it is tanky, only the ship is missing two mounts, so it has already given up stuff. Oh and it seemed to be facing a poorly made SIM variant of the Dominator as well... And the Fury's loadout is pretty light on flux as well.

All in all, this ship looks to be another Shrike, yet even worse somehow
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 10:15:34 AM
Sooo Fury(P) with a medium hybrid when?
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 27, 2020, 10:42:52 AM
Fury(P) with three medium missile mounts and a missile re-loader for pure pirate missile massacre.

Also why exactly do pirates have access to every missile weapon? Even the really complicated systems that they probably shouldn't own by default. Like the luddites have to make do with makeshift torpedoes but the pirates can field MLRS kinetic warhead launchers and MIRV capital killer systems like it's nothing. Seems a little unbelievable for them to possess such weapons by default.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 10:57:47 AM
Well the problem with it supporting 2 HB comfortably would mean that it has the flux stats of a lesser capital. This ship isn't likely to have anything above the aurora.
I do not expect Fury to have flux stats equal to Aurora, but it should be comparable to Apogee or at least better than the best conventional destroyer (Sunder?).  I am hoping at least Eagle flux stats, since Fury is high-tech.  Since Aurora LOST flux stats in the v0.9 releases, Apogee may have better flux stats in either capacity or vents (not both).  Apogee seems underpriced, and Aurora seems overpriced.

I consider two blasters cruiser level in modern releases.

I hope Fury can do no-missile blaster loadout nearly as well as Aurora, or at least well enough that I am fine spending 15 DP instead of 30 DP.  Aurora feels too expensive to fly around and blast things with only two heavy blasters, which is what it does if I do not want a missileboat (Sabot) loadout.  At Aurora's price, I expect Aurora to blast ships with heavy energy weapons like Dominator does with ballistics.  Instead, it blasts ships with firepower no better than Apogee.  (I consider one plasma cannon no worse than two heavy blasters.)  While Aurora has Sabots to overload shields, Apogee has all-purpose Locusts for anti-wimp.

What I do not like about modern typical high-tech is they are shock-and-awe ships.  Spam sabots to overwhelm shields, pound with heavy firepower, vent, repeat until out of sabots, then fight ineffectively or die, or retreat.  If I do not want missiles (or want something else), I need to min-max flux stats and shield efficiency (giving up other guns to ensure that if necessary).  High-tech in earlier releases did not need to fight like that.  If ship tries to brawl with pulse lasers, they get locked in a flux war that is hard to win, and if they do win, it is not by a significant margin, and they do not hurt enough (because of armor) before high-tech overheats and needs to vent.

Quote
Fury(P) with three medium missile mounts and a missile re-loader for pure pirate missile massacre.
I prefer to see a hybrid or universal so I have a high-tech ship that can brawl properly.  Energy-only hurts without Sabot spam (or massive flux stats some cannot obtain), barring outliers like Paragon.
Title: Re: The new high tech light cruiser - Fury
Post by: SCC on April 27, 2020, 11:04:41 AM
@Megas
Man, I swear we are the only ones saying Aurora is not that good. Wherever I look I see people praising it for being the best player ship in the game (maybe behind the Odyssey) and how it's a total beast of a ship.
Aurora is good, but it's hard for AI Aurora to justify its expenses.
Temporal Shell is probably a very bad idea (tm) because of how it interacts with beams. You can mount 2 phase lances on Fury, imagine THAT with time acceleration.
Considering Fury can use only PD lasers, taclaser and graviton beam, I wouldn't worry about this.
Also why exactly do pirates have access to every missile weapon? Even the really complicated systems that they probably shouldn't own by default. Like the luddites have to make do with makeshift torpedoes but the pirates can field MLRS kinetic warhead launchers and MIRV capital killer systems like it's nothing. Seems a little unbelievable for them to possess such weapons by default.
Because them spamming Locusts would be boring. Unguided munitions are out of the question, Atlas Mk II can't use them easily enough.
I prefer to see a hybrid or universal so I have a high-tech ship that can brawl properly.  Energy-only hurts without Sabot spam (or massive flux stats some cannot obtain), barring outliers like Paragon.
I understand the sentiment, but rather than band-aiding energy-weapon-using ships with access to ballistics, energy weapons or energy-weapon-using ships should become better.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 11:10:35 AM
I understand the sentiment, but rather than band-aiding energy-weapon-using ships with access to ballistics, energy weapons or energy-weapon-using ships should become better.
Precisely, worst example of this is Shrike(P) with one small ballistic AND less OP making a big difference between the two variants. I wouldn't expect energy weapons having something as good as Needlers or Railguns, but maybe a mini Autopulse? Something that's gonna be really bad vs armor, but efficient enough so it's not a waste shooting at shields.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 27, 2020, 11:21:22 AM
Something that's gonna be really bad vs armor, but efficient enough so it's not a waste shooting at shields.
Pulse laser and IR pulse both fit the description. That's actually the problem - they do no damage to armor so they are effectively anti-shield weapons. Except they have 1.0 and 1.1 flux/damage while dedicated ballistic anti-shield is 0.5 or better.

I think in the next release we are getting hard-flux-on-graviton-beams hullmod, but I'm not sure it's going to be enough.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 11:51:01 AM
Yea but you can't really bust shields with those as they have poor range and by the time you start smacking with your ineffecient weapons you're already gonna have flux issues due to incoming fire. And the ships that have to use them usually haven't got the greatest flux, theoretically you could use an Aurora for shield busting but it has better weapons to wield.

The hard flux beam hullmod really grabed my attention when I saw it first but in reality I don't see it working with 1000 range beams. It costs OP, halves the beam range but doesn't give you more speed. So it's only ever gonna be useful on speedy ships that have burst beams (Phase Lance). Let's say you want a Tempest with two Gravitons and that hullmod. At 500 range I could've given it better weapons in the first place, and save on OP. Only ships that are decent for beam spam are midline ships, so maybe there we'll see some crazy builds. Like an SO Eagle with 3 Gravitons (plus that hullmod) and Chainguns in the front.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 27, 2020, 12:14:53 PM
Also why exactly do pirates have access to every missile weapon? Even the really complicated systems that they probably shouldn't own by default. Like the luddites have to make do with makeshift torpedoes but the pirates can field MLRS kinetic warhead launchers and MIRV capital killer systems like it's nothing. Seems a little unbelievable for them to possess such weapons by default.
Because them spamming Locusts would be boring. Unguided munitions are out of the question, Atlas Mk II can't use them easily enough.

I'd be fine with that. Or a bigger diversity of missile weapons. Anything but the pirates possessing the best missiles as everyone else. The Locust included as they ARE arguably the best missile. Just seems strange that the luddite terrorists get stuck with built in torpedoes and the pirates get the good stuff. Ludditism not included of course as they aren't likely to WANT to use the best stuff as so much tech break physics or uses built-in AI's.

And the idea of atlas armed with duel hammer torpedoes, however in vain, is hilarious and pirate-like to me.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 12:27:42 PM
I think in the next release we are getting hard-flux-on-graviton-beams hullmod, but I'm not sure it's going to be enough.
The problem is the player is spending more OP to get a weapon that is probably worse or no better than Light Mortar that costs 2 OP!  500 range (or a little more with Advanced Optics and MORE OP SPENT), and player gets a weapon with DPS on par or worse than Light Mortar, for far more OP spent.

This is like trying to make Mining Laser useful PD, which requires both IPDAI and Advanced Turret Gyros.  Quite an investment for something player can get out-of-the-box with better beam PD for no investment and maybe lower OP cost.

Probably the good thing about the hard flux beam mod is Tachyon Lance no longer needs companion weapons to put hard flux on shields to make lance unblockable, but that comes at the price of losing long-range sniping and some OP.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 27, 2020, 12:33:12 PM
Light Mortar is a HE weapon. You probably meant Light Autocannon.

Light Autocannon has the same DPS as Graviton Beam (100 kinetic), better range (600 vs 500), worse accuracy (very poor vs perfect!), has no special effect on missiles and fighters, and worse flux effficiency (1.1 vs 0.75).

So with high-tech you are paying extra OP and an extra hullmod to get a medium weapon that is at best a sidegrade to a weak small ballistic. That's the high-tech design philosophy (tm) for you.  :D
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 27, 2020, 12:35:30 PM
Did gravitons get nerfed when I wasn't looking because otherwise they are 1000 range last I checked?

They always seemed just fine to me, never got why people hated them so much. Beams aren't flash-y sure, but they are also cheap as anything.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 12:37:15 PM
Light Mortar is a HE weapon. You probably meant Light Autocannon.

Light Autocannon has the same DPS as Graviton Beam (100 kinetic), better range (600 vs 500), worse accuracy (very poor vs perfect!), has no special effect on missiles and fighters, and worse flux effficiency (1.1 vs 0.75).

So with high-tech you are paying extra OP and an extra hullmod to get a medium weapon that is at best a sidegrade to a weak small ballistic. That's the high-tech design philosophy (tm) for you.  :D
No, I mean Light Mortar!  You cannot mount Graviton in small energy mounts.

However, you have a point about Light Autocannon.  Graviton Beam takes a medium mount and 9 OP.  Using beam mod to emulate Light Autocannon, that takes a small mount, sounds like a raw deal.  If I use high-tech ships, I need those medium mounts to do damage, not tickle the enemy with weaksauce.

Quote
Did gravitons get nerfed when I wasn't looking because otherwise they are 1000 range last I checked?
Range is normally 1000, but the hard flux beam mod will cut range by half.

Something that's gonna be really bad vs armor, but efficient enough so it's not a waste shooting at shields.
Pulse laser and IR pulse both fit the description. That's actually the problem - they do no damage to armor so they are effectively anti-shield weapons. Except they have 1.0 and 1.1 flux/damage while dedicated ballistic anti-shield is 0.5 or better.
Agreed so very much.
Title: Re: The new high tech light cruiser - Fury
Post by: pairedeciseaux on April 27, 2020, 04:19:41 PM
Looking at this ship more closely, it appears to have two empty small side mounts. I need to ask WHY Alex keeps making so many ships with these pretty much useless side mounts. Now both of the new ships have, and several of the new ships from the last batch of ships, have these nearly useless mounts...

Maybe I don't understand the complain here, but... IMO those are anything but useless.

Small side weapon slots (with appropriate arc) are a requirement for any well rounded loadout, especially on larger ships. On many ships they let you have side defense against missiles and fighters (and annoyingly agile frigates or phase ships ... that threatens your sides). Paragon, Onslaught, Legion, Astral, Conquest, Aurora, Dominator, Eagle, Gryphon, Falcon, Mora and Heron, all have their sides protected by small side turrets for this purpose. On some ships they can also be part of the main weapon system for broadside-type piloting - see Odyssey and Shrike.

And since this ship has a 180 degree omni shield, they are even MORE worthless!

Do you mean "no need for side defence weapon because shield can protect the side of the ship"? Sure, leaving some small slots empty is a compromise one can make in order to save OPs. I do that with the 2 small rear side slots of a Medusa. But on most ships I would never sacrifice neither side nor rear defence.

On the other hand sometimes I leave both right and left large weapon slots empty on an Onslaught (or put medium guns). And sometimes I leave the right side large weapon slot empty on an Odyssey. Go figure.  :P

It is good to have options, right?

All in all, this ship looks to be another Shrike, yet even worse somehow

A larger Shrike coming in the next Starsector release is exiting news from my perspective! Although reading the forum it seems pretty obvious Shrike-type gameplay does not appeal to every player.   ;)

I'm curious about base flux dissipation (I guess around 500-600) and capacity, medium turrets arc (will a Fury need to face its target?), armor (Falcon-level?), how AI-friendly is will be, and of course how agile it will be.
Title: Re: The new high tech light cruiser - Fury
Post by: SafariJohn on April 27, 2020, 04:48:09 PM
Looking at this ship more closely, it appears to have two empty small side mounts. I need to ask WHY Alex keeps making so many ships with these pretty much useless side mounts. Now both of the new ships have, and several of the new ships from the last batch of ships, have these nearly useless mounts...

Maybe I don't understand the complain here, but... IMO those are anything but useless.

The rear turrets presumably cover the sides as well, making the side turrets redundant. The wide omni shield on the Fury makes the side turrets even less useful since it can cover the front and sides at the same time.

The "so many ships" Midnight refers to are the Scarab, Atlas Mk.II, the new midline ship, and, to a lesser degree, the Centurion (when first added), the Colossi variants, and the Starliner. These ships all have side turrets that could be deleted without much - if any - effect on the ships' loadouts.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 27, 2020, 05:01:34 PM
Sometimes, player would like to fill mounts with guns but cannot afford the OP or dissipation to do so, making such mounts useless if the most effective loadout(s) consistently leave them empty.  Worst offenders are carriers.  I would like to put guns on them but they are better suited buying good fighters and sending them off before hiding in the back.  (Carriers as gunships with Mining Pods or Talons for fighters are suboptimal.)
Title: Re: The new high tech light cruiser - Fury
Post by: Scorpixel on April 27, 2020, 08:44:02 PM
Isolated small kinetic/energy mounts are supposedly for pd coverage, however fighters (along the fleet's frontal barrage) are infinitely more effective at it than those will ever be while still retaining offensive power.

Each pd is 3-5 points that could have went in vents/caps, conclusion: if it can't point in the main direction, it's a useless bump on the hull.

PS: Shielded fighters could not care less in the world when a single small pd of any kind fires at them.
Title: Re: The new high tech light cruiser - Fury
Post by: Schwartz on April 27, 2020, 08:46:00 PM
Looks like a cool ship, as did Shrike. But for me personally, I don't use ships that are meant to be weaker, faster and disposable. I use ships and loadouts that are meant to survive and win flux duels.

If these 'high tech skirmishers' get the kind of AI that will make them a real nuisance on the battlefield, I may consider using them. So far, the defining point of fighting vs. Shrike is that it dies fast.
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 27, 2020, 09:04:10 PM
Small energy turrets and hardpoints on ships with larger mounts are kind of useless. Medium energy turrets and pardooints on ships with larger mounts are also kind of useless. There are a few exceptions but in general energy weapons are like HE weapons. They just get better as they get bigger because the single hit damage matters as much as the DPS/OP.

Additionally small energys PD is a bit  expensive. (Regular old PD lasers are OK though they could go down to 2 or 3OP). Though these (and larger options) are getting a buff.

Small energy could maybe use a short range kinetic option or just a highly efficient damage source. Graviton beams could maybe be small energy weapons as it is.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 27, 2020, 10:15:15 PM
Small kinetics pointing sideways, like on the Dominator and Onslaught, are fantastic for killing fighters because vulcans and dlmgs offer high dps for minimal flux cost. They will also catch those sneaky sidewinding harpoons/atropos or direct fire missiles coming in from odd angles. Energy has no equivalent guns though. Their PD is low dps long ranged: it needs to be able to track targets from far out and keep firing.

IR Pulse is good anti-fighter, though it really needs either high CR, IPDAI, or Gunnery Implants for the target tracking to be good enough to consistently hit fighters.

Isolated small kinetic/energy mounts are supposedly for pd coverage, however fighters (along the fleet's frontal barrage) are infinitely more effective at it than those will ever be while still retaining offensive power.

Each pd is 3-5 points that could have went in vents/caps, conclusion: if it can't point in the main direction, it's a useless bump on the hull.

PS: Shielded fighters could not care less in the world when a single small pd of any kind fires at them.

Pretty strong disagree from me: fighters are great in general, but incredibly inconsistent PD. Enemy fighters love to swarm ships on their sides and rear and actually stay out of front arcs if they can, and bomber strikes will come in from the side often enough. For shielded fighters, dlmgs or IPDAI railguns will tear them up: in some ways they suddenly become worse than a non-shielded fighter, because kinetic damage overloads them quickly enough that they can't fire at all.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 27, 2020, 11:27:40 PM
Since the discussion has moved a bit to the side mounts, I'll just add what Alex said to me in another thread when I asked him the same:
Quote
they're adding 10 valuable ordnance points to the ship's OP budget
This was about the new heavy midline cruiser which also has 2 side turrets. So with that I don't really hate them, but I'd still like them to either point front a bit or to the rear.

Especially with what Thaago said since both of these ships have energy turrets. The cheapest option that actually does something is not very cheap and doesn't even work great without hullmods or skills. If Mining laser wasn't complete garbage I'd probably put them in those slots.
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 27, 2020, 11:35:26 PM
IR pulse is pretty decent anti-fighter but its so much OP for that job when it doesn't do other things like rails (and other small kinetics) do
Title: Re: The new high tech light cruiser - Fury
Post by: pairedeciseaux on April 28, 2020, 12:16:16 AM
Looking at this ship more closely, it appears to have two empty small side mounts. I need to ask WHY Alex keeps making so many ships with these pretty much useless side mounts. Now both of the new ships have, and several of the new ships from the last batch of ships, have these nearly useless mounts...

Maybe I don't understand the complain here, but... IMO those are anything but useless.

The rear turrets presumably cover the sides as well, making the side turrets redundant. The wide omni shield on the Fury makes the side turrets even less useful since it can cover the front and sides at the same time.

On the Fury, by the look of it, I would put:

And yeah, all those get a nice boost from the Integrated Targeting Unit hull mod (which IMO most cruisers should have) and Gunnery Implants skill (which most players/officers should have).

But of course it would really depend on the medium turrets arc. On an Aurora I don't feel the need to have IR Pulse Laser pointing to the side in order to shoot at fighters / frigates / phase ships because that is already covered by medium-size Pulse Laser turrets.

Options, I tell you, options.  :)

IR pulse is pretty decent anti-fighter but its so much OP for that job when it doesn't do other things like rails (and other small kinetics) do

IMO, IR Pulse Laser as an anti fighter gun is better compared to Light Assault Gun, which ...

In theory, on a high tech ship the player may use - say - two IR Pulse Laser on each side (Paragon, Odyssey), while on a low tech ship the player may use a LAG+DLMG combo on each side (Legion, Onslaught, Mora, Dominator). Same OP cost in this case. Though there are more options in ballistic land, LMG and Vulcan are decent enough.
Title: Re: The new high tech light cruiser - Fury
Post by: SCC on April 28, 2020, 12:18:50 AM
A larger Shrike coming in the next Starsector release is exiting news from my perspective! Although reading the forum it seems pretty obvious Shrike-type gameplay does not appeal to every player.   ;)
It's less the playstyle, more the capabilities of the ship itself. Though, arguably, as a light cruiser, it should be looked at as a big destroyer. I probably will still prefer Medusa for that, though right now I don't really have the choice to use Medusa, anyway.
Title: Re: The new high tech light cruiser - Fury
Post by: TaLaR on April 28, 2020, 12:31:21 AM
Player piloted Medusa is definitely better than a Fury as currently presented. Medusa has 2 small kinetic slots and skimmer to dodge Sabots, which should be easily enough to overwhelm whatever raw flux advantage Fury may hold (can't be better than Aurora, right?). Medusa also won't allow a Fury to disengage once it starts losing (higher base speed + skimmer vs PB which is useless for retreating under AI control).
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 28, 2020, 12:58:43 AM
Ok it's true that you can get more out of Medusa when comparing DP costs, but don't forget that Fury will also be better in some cases. I suspect better logistical stats, it can get cruiser ITU which is super nice and it can be a deadly missile boat able to close in fast. Now all things considered, you can look at it as a poor man's Medusa, which would be fine if it wasn't 15 DP. I couldn't care less that it's gonna come in the general high tech blueprint package and be a common ship, it still has to be better than other destroyers. There are some great and useful ships in common packages. I think the point of ''light'' something is being better than everything smaller than it while having a similar cost but losing to most ships in its own category. Problem comes when there's Sunder, Hammerhead and Medusa all being more effective than Fury (again, when looking at DP).
EDIT: Honestly even when ignoring DP costs it won't be worth slowing down your whole fleet.
EDIT 2: Wait wait it's going to have burn 9 if it follows the same logic of other light ships.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 28, 2020, 01:36:55 AM
it can get cruiser ITU which is super nice
What are you going to boost with ITU, heavy blasters? It's not a Falcon which can mount heavy maulers / HVDs.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 01:43:35 AM
You can pointlessly boost gravatons and tac lasers!
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 28, 2020, 02:28:42 AM
it can get cruiser ITU which is super nice
What are you going to boost with ITU, heavy blasters? It's not a Falcon which can mount heavy maulers / HVDs.

Yes. The extra 240 range on pulse/HB and 200 range on IR pulse is super useful. Do you not put ITU on non SO Aurora?
Title: Re: The new high tech light cruiser - Fury
Post by: Hiruma Kai on April 28, 2020, 02:37:22 AM
Just thinking about what the stats on the ship might look like, based on other, already existing ships (although presumably Alex's testing will tweak this with eye to some sort of ship effectiveness balance).

I'm guessing the Fury will have 115 OP.  60 from weapons, 55 for being a light cruiser, similar to the Falcon's 70+55=125.

Armor can't be more than a Falcon's, given mid-tech tends to more armor than high tech.  Aurora has 800 armor, Falcon has 750.  So at most 750, and potentially less, like 700 or 650.  Same goes for structure, with Aurora having 8000, and a Falcon having 6000.  So I'm betting structure is likely 6000.

Keeping with high tech doctrine, speed at a minimum is going to be 75 to match a Falcon, and likely won't be faster than a Shrike at 100.  My guess is base speed of 85, slightly faster than an Aurora's base speed.  Although the Falcon and Aurora's superior movement special abilities still will make them faster overall (or at least backwards).

To make it competitive with energy weapon/high tech doctrine, means it needs a larger flux pool than the Falcon, and larger base dissipation.  The Falcon can fall back on ballistic efficiency/range with at least 50% of its heavier weapons, while the Fury is going to be paying the usual flux tax on its purely energy/missile weapon loadout.  Shrike already has 350 base dissipation and a 105 cost shield, for 245 net base flux dissipation.  Medusa at 12 DP has 400 base dissipation and 120 cost shield for 280 net.  Falcon with has 350 base dissipation and 140 cost shield for 210 net.

If we spend OP on vents, stabilized shields and flux distributor, the shrike clocks in at 610 dissipation and 52 cost shield, for 558 net.  Medusa comes in at 600 net.  Falcon comes in with 740-70=670 net dissipation, only 20% higher than the Shrike, for nearly twice the DP.  Given this ship is the Shrike's big brother, it needs more flux than a Falcon to fill the Shrike's big brother role.  The other extreme is the 30 DP Aurora, which clocks in at 1190-200=990 net dissipation (about 77% more than a Shrike), putting a cap from the other end.

My guess is it'll end up around 40% higher than the shrike, or around 780 after those 2 mods and max vents.  So likely ~200 shield cost base (100 with stabilized shield), and 500 base dissipation, not too far off from an Eagles dissipation.  My reasoning is a Falcon is 1.5 times a Hammerhead in terms of DP, while the net max vent flux is only about 20% more.  So for a Fury which is close to twice the DP cost of a Shrike, and sharing the same mission profile, I'd guess 40% more.

Which means 1 heavy blaster can be fit in terms of flux dissipation very comfortably, while 2 is a bad idea unless you're running safety overrides.   Two pulse lasers should be fine flux wise.

Flux capacity would probably be between 8000 and 9000 base.  Shield efficiency probably of 0.7 or 0.8.

I feel like if its flux stats don't meet that kind of minimum, its not going to stand up as worthwhile alternative to a Falcon, Pirate Falcon, or even 2 Shrikes.

The thing I don't like about the double medium missile and single medium energy weapon loadout of this ship, is the Pirate Falcon is just going to make you ask, under which situations do you take this instead of a Pirate Falcon?  The Pirate Falcon doesn't even need the extra 2 small energy mounts to have the extra 10 OP for its 125 OP.  It has ballistic damage efficiency if you want it, can double down on medium missiles, plus free hull mods.  Unless this is bringing something to the table the Pirate Falcon isn't in that configuration?
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 02:49:11 AM
The problem with the pirate Falcon is that it is arguably better then the regular Falcon.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 28, 2020, 03:02:17 AM
@Hiruma Kai
The only thing I'll note is that the Falcon doesn't care as much as high tech ships about shield upkeep. It can kite all day long while high tech needs to go in and is forced to use its shields on approach. So if someone is confused by its low net dissipation just don't forget how it plays out in battles.

And yeah I already mentioned Falcon(P) is better in every single way while having the same cost. (I think it even has burn 11 but I'm not sure now)

So in the end I think you pretty much came close to the actual Fury stats, it seems logical. If the flux stats were any lower than that then honestly it's gonna be a sad little ship.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 28, 2020, 03:28:50 AM
Yes. The extra 240 range on pulse/HB and 200 range on IR pulse is super useful. Do you not put ITU on non SO Aurora?

Your cruiser with ITU blasters still has less range than a ballistic destroyer without ITU. And no, I don't use ITU on Aurora. Range is less precious when you can control the distance with your superior speed.
Title: Re: The new high tech light cruiser - Fury
Post by: DatonKallandor on April 28, 2020, 05:10:13 AM
The thing I don't like about the double medium missile and single medium energy weapon loadout of this ship, is the Pirate Falcon is just going to make you ask, under which situations do you take this instead of a Pirate Falcon?  The Pirate Falcon doesn't even need the extra 2 small energy mounts to have the extra 10 OP for its 125 OP.  It has ballistic damage efficiency if you want it, can double down on medium missiles, plus free hull mods.  Unless this is bringing something to the table the Pirate Falcon isn't in that configuration?

The Pirate Falcon has two story-point hullmods built in. If you compare it to something, give that ship 2 free hullmods too. (Pirate Falcon will still probably come out ahead - it's that good)

On the matter of empty slots, frankly there should probably be a 0 OP gun for every slot type (or at least smalls) just so you don't have to run with completely empty slots. Mining Lasers are probably bad enough to be the energy 0 OP weapon.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 28, 2020, 05:35:34 AM
That's ridiculous, free weapons don't make sense as you're not giving up on anything, absolutely no downsides. For example a 0 OP hullmod could work if it also has a negative aspect. You would always put 0 OP weapons in smalls, even if they're complete ***. There is no choice, so I'd rather see something like Mining laser be buffed and stay in 1-2 OP range.
Title: Re: The new high tech light cruiser - Fury
Post by: Harmful Mechanic on April 28, 2020, 05:52:20 AM
With slot covers, there's relatively little reason for 0 OP weapons to exist (setting aside that, like fighters at 0 OP, the scaling problem makes them a bad idea), at least in the base game. Mods, on the other hand, could plausibly implement something useless with interesting scripting that solves the scaling issue.

I'd like to see non-weapon small energy slot options for 1-2 OP, things like missile jammers and targeting lasers with scripted effects. Small energies are already more of a support-weapon type of mount, so it would offer some new and interesting options.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 28, 2020, 07:24:46 AM
Since the discussion has moved a bit to the side mounts, I'll just add what Alex said to me in another thread when I asked him the same:
Quote
they're adding 10 valuable ordnance points to the ship's OP budget
This was about the new heavy midline cruiser which also has 2 side turrets. So with that I don't really hate them, but I'd still like them to either point front a bit or to the rear.
Those side-mounts that are so-called 'adding 10 valuable ordnance points' make the ship look uglier.  Empty mounts are an eyesore, and should be filled.  It is a crying shame that the game encourages player to skimp mounts and use highly unbalanced loadouts on some ships (e.g., unarmed carriers with good fighters, high-tech ships with only one or two big guns and as much flux and shield hullmods to support those one or two guns).
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 07:32:01 AM
Side mounts are fine for PD or cheeky AM blasters, but turning or not using them is also just as viable.

If the AI could handle broadsiding better, and there was more then just the conquest built for it, and possibly if turning was much harder like with actual ships, then it would be more important to pack a decent armament there.

Otherwise no, sunders are the peak of ship design.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 08:05:01 AM
Aren't Sunders somewhat famous for being able to handle 1 target extremely well, but are very weak to multiple enemies? They are frequently brought up as the best example of glass cannons in the game at present.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 08:08:27 AM
Yes, although few ships can handle multiple ships at once, even smaller ones. The way this game handles flux makes it impossible to defend with a shield and attack at the same time without using the most flux efficient weapons possible.

So even having rear or side facing turrets is kinda pointless if you can't use them while fighting something ahead of you.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 08:16:31 AM
Thats true, but often times you can't face the targets with the main guns consistently. Hammerheads and Sunders don't have the maneuverability to track either fighters or even fast frigates that are strafing it. There also the scenario of the fast main target getting out of gun range and the side target sill firing: it can take a very long time to turn to the new target, and being able to drive that ship's flux up and chase it away before the first frigate vents and comes back in is the difference between taking no damage and being pecked to death.

However, that doesn't really apply to the Shrike or the Fury because its main guns are turreted and will swivel to face the secondary target (hopefully!). If these were light ballistics I'd put vulcans/dlmgs happily on them but I'm not sure I'd put pd lasers on these.
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 08:23:24 AM
Weapons cost flux which is a limited resource, so there definitely is a cost to 0 OP weapons (assuming you put them on auto fire/ fire them at all). There is also the opportunity cost of not using a different weapon since slots are limited. I can easily imagine weapons that I would not use over an empty slot at 0 OP, but that's not really adding any interesting choices either. If you have spare dissipation, it's almost always going to be worth dropping a few caps to fit a better weapon, and if you don't, then you're probably not going to add more weapons unless they are sufficiently efficient.

I think the bigger problem with 0 OP weapons is that it seems like it's tough to find the space between 'always worth using' and 'never worth using'. I guess I feel like existing small weapons are already frequently not worth using over empty slots, so there's really not much room for a 0 OP weapon that is both clearly worse than existing weapons (in line with OP cost) and also worth using over an empty slot in a significant number of situations.

I don't really think there's a scaling issue with weapons though like there is for fighters, or at least there are already mechanics that work against numerous small weapons. Adding more fighters doesn't cost more flux like adding more weapons does which is the major difference (you can just overpower shields by having more fighters, while having more weapons can hurt your flux pool as much as the enemy). Also efficiency and damage per shot both don't scale with increasing numbers of weapons. So if the small weapons have poor efficiency or poor armor penetration, they will not be effective at shield cracking or armor cracking, regardless of how many you have. Once again though, the real challenge is finding the space between never and always worth using without stepping on the toes of existing weapons.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 08:25:01 AM
Thats true, but often times you can't face the targets with the main guns consistently. Hammerheads and Sunders don't have the maneuverability to track either fighters or even fast frigates that are strafing it. There also the scenario of the fast main target getting out of gun range and the side target sill firing: it can take a very long time to turn to the new target, and being able to drive that ship's flux up and chase it away before the first frigate vents and comes back in is the difference between taking no damage and being pecked to death.

However, that doesn't really apply to the Shrike or the Fury because its main guns are turreted and will swivel to face the secondary target (hopefully!). If these were light ballistics I'd put vulcans/dlmgs happily on them but I'm not sure I'd put pd lasers on these.

75 dps from a basic PD laser ain't so bad. If not for their range they can deal with missiles fairly well and any fighters that dwindle about. LRPD is slow to kill but has the range necessary to support your ship and allies nearby. Good for missiles but not that great vs fighters.

I compare them to machine-guns in being cheap largely 'effective' point defence for supporting your shield that also double as short range hellishly efficient damage dealers. A PD laser is just a short range tac laser after all.

I think for the 2-4? op cost that they take they are sufficient for any slot you don't want an actual weapon in. Even just to swat a few flies or bombs every now and again.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 28, 2020, 08:32:15 AM
Yes, although few ships can handle multiple ships at once, even smaller ones. The way this game handles flux makes it impossible to defend with a shield and attack at the same time without using the most flux efficient weapons possible.
Hence, some faster high-tech ships that cannot use kinetics (and do not want to spam Sabots) have only one or two big guns and everything else in max capacitor and vents, and ITU (or SO), Flux Distributor, and all of the shield efficiency hullmods (Hardened Shields, Stabilized Shields, and maybe Shield Conversion: Front).  Only then do they have a chance to brawl other ships and win flux wars with enough to spare to finish ships.  If I do not use Sabots on Aurora, all of the hardpoints, along with the medium synergy (and maybe some smalls too), are empty just so Aurora can fight its weight class with two blasters and win (and not get double KO'ed from stalemate to PPT/CR exhaustion).  Similarly, if I use Odyssey with two plasma cannons, the only other armaments are two fighter wings (likely Xyphos and Longbows) and maybe a few burst PD, with all other mounts (including the large synergy at the right) empty, just so it can slug it out against a battleship and win.  (I cannot give such an Odyssey to AI, because it will plasma burn into the middle of a mob and die.)

Quote
Weapons cost flux which is a limited resource, so there definitely is a cost to 0 OP weapons (assuming you put them on auto fire/ fire them at all). There is also the opportunity cost of not using a different weapon since slots are limited. I can easily imagine weapons that I would not use over an empty slot at 0 OP, but that's not really adding any interesting choices either. If you have spare dissipation, it's almost always going to be worth dropping a few caps to fit a better weapon, and if you don't, then you're probably not going to add more weapons unless they are sufficiently efficient.
I thought of that, but not soon enough to bring that up.  Even if the weapon costs nothing to mount, if the ship was already struggling to keep dissipation low enough, then no weapon would still be better than a free weapon (that is no better than others).

I already fill ballistic mounts of smaller ships with more light mortars than LAGs because ships have more mounts than dissipation can support, and two light mortars are more efficient than one LAG.
Title: Re: The new high tech light cruiser - Fury
Post by: Mondaymonkey on April 28, 2020, 08:52:41 AM
Quote
LRPD is slow to kill but has the range necessary to support your ship and allies nearby. Good for missiles but not that great vs fighters.

LRPD really not good in their "PD" part. BUT i really love them because their "LR" part. I understand it is abusing of AI stupidity, but they able to suppress enemies, forcing them to rise a shield. This is stupid, cos' even frigate has enough armor to ignore that kind of "suppression". Risen shield means losing of speed boost, flux upkeep and makes AI turn off some of the guns not to overflux. And the funniest thing - most of the enemies tend not to vent while in energy-type weapon range, so they loose time to flee far and re-engage.

And all of this for non-that-hight DP cost at minor flux expense. Perfect side-target repeller. I wish, there was a way to make them not to target missiles.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 08:55:47 AM
So what you want is a tac laser then?
Title: Re: The new high tech light cruiser - Fury
Post by: Mondaymonkey on April 28, 2020, 09:04:39 AM
Tac laser is more expensive in flux (75 vs 30) and does not do better at repelling. Yes, it is better DP, but extra 45 flux per second for weapon that does not do any damage is too much.

But you are correct in basic - I really like a "light" tac laser idea.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 09:35:18 AM
Frigates can ignore lrpd for a few seconds, but I think its the correct behavior to raise the shield about 90% of the time, because the damage adds up. 200 armor fails in about... 18 seconds to a 50 damage beam? Its harder to calculate because it evaluates quickly and i don't have a calculator set up for beams, but I think its in the 15-20 second range (I really should just test). Thats a long time when there is 1 beam and the ship is otherwise blasting away at something and needs its flux, but if its just flying by or retreating it could easily accumulate that much time after a few passes, not to mention the effect of 2-4 beams converged.

I like LRPDs better than tactical lasers because of their higher extension speed and better efficiency. Tac lasers cannot switch targets at long range because of how long it takes the beam to actually get there, and if they lose tracking for even a fraction of a second they need to try and re-extend. IPDAI tac lasers are in my experience worse PD than lrpds despite their higher rated DPS, while also costing 2.5 times the flux.
Title: Re: The new high tech light cruiser - Fury
Post by: Hiruma Kai on April 28, 2020, 09:44:30 AM
I wonder how the new skills and story points will impact the effectiveness of this ship.  We are all used to the current release, I'm assuming, where safety overrides costs 45 OP on a cruiser, and everyone grabs loadout design 3.  Things are going to get weird when you can add safety overrides for a story point on a cruiser instead of 45 OP.  Its a completely different paradigm than simply getting +10% OP.   On a light cruiser like this, free safety overrides is nearly a 40% increase in OP, which means it probably can be effectively used in a 2 blaster setup.  The next closest hull mods are like 13 to 16% more OP for a story point (15 or 18 OP cost).  And safety overrides just magnifies the high tech design, namely fast, short range, high flux values.

I wonder if its going to be too much of a must have on a ship like this, and that any other build is going to fall short, simply because of that ~30 OP difference (effectively 26% more OP than other configurations, while simultaneously sinking all those effective OP into vents).

The thing about heavy blasters, when you consider OP cost and compare to plasma cannons, they're roughly as efficient in terms of damage per OP (to about 10%) if you are aiming for flux neutral. If one had the option to add unlimited vents.

Imagine you have a flux neutral setup, i.e. shield and weapons flux cost equals flux dissipation.

Now we spend 12 OP to add a heavy blaster, and 72 OP on additional vents to make it flux neutral again.  84 OP for 500 DPS.  Or roughly 5.92 damage per OP.

Now imagine we spend 30 OP to add a plasma cannon, and 82.5 additional vents.  112.5 OP for 750 DPS.  Or roughly 6.67 damage per OP.

Now imagine you've got "free" safety overrides.

Spend 12 OP on the heavy blaster, and 36 OP on 36 additional vents.  48 OP for 500 DPS. 10.41 dps per OP.
Spend 30 OP on a plasma cannon, and 41.25 OP on 41.25 additional vents.  71.25 OP for 750 DPS.  10.52 dps per OP.

Might not be the best for those late game dragged out matches, but early to mid game such a cruiser would probably pull its weight.  Of course, often times early to mid-game, you're not DP capped.  So I dunno if it matters.

I do wonder though if the story point for hull mods is going to make certain loadouts for high tech ships just so much better that you only see other setups when out of story points.
Title: Re: The new high tech light cruiser - Fury
Post by: Mondaymonkey on April 28, 2020, 09:47:00 AM
Quote
frigates can ignore lrpd for a few seconds, but I think its the correct behavior to raise the shield about 90% of the time

Fine. Correct behavior for frigates.

Why would dominators sometimes (not always) rise their shield against single LRPD? There is something wrong with the algorithm.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 09:51:36 AM
Yeah thats fair :D. Dominators will also raise their shields against enemies behind them instead of keeping the 0 flux bonus to turn faster. Huh, maybe I should get a video/reproducible scenario for that one and report it, as its close to a bug.
Title: Re: The new high tech light cruiser - Fury
Post by: Mondaymonkey on April 28, 2020, 09:55:13 AM
Yeah thats fair :D. Dominators will also raise their shields against enemies behind them instead of keeping the 0 flux bonus to turn faster. Huh, maybe I should get a video/reproducible scenario for that one and report it, as its close to a bug.

Maybe, you shouldn't? It is really fun to abuse it.
Spoiler
(https://i.imgur.com/CyvM4xz.png)
[close]
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 09:59:10 AM
Actually thinking about free SO with story points, SO might need to get nerfed. Or just restricted to not be made free with story points (or some other way of reducing the effectiveness of making free SO ships). Making an entire fleet of free-SO ships could be a borderline dominant strategy considering just how much free OP you get by doing that. I doubt you would be using this ship with SO when you could have free SO hammerheads/eagle/falcons. Heavy blaster is a good SO weapon but the assault chain gun is a better one. Loadout design is ~15-20 free OP on most cruisers and most people consider it to be one of, if not the best skill in the game, so having a strategy that gives 2-3 times the free OP (and you still get a second free hullmod) seems kinda nuts.
Title: Re: The new high tech light cruiser - Fury
Post by: SCC on April 28, 2020, 10:10:24 AM
Tactical laser has 200 more range, than long range point defence laser.
Yeah thats fair :D. Dominators will also raise their shields against enemies behind them instead of keeping the 0 flux bonus to turn faster. Huh, maybe I should get a video/reproducible scenario for that one and report it, as its close to a bug.
I found this behaviour somewhat inconsistent, and that AI would do it when it was doomed anyway.
Actually thinking about free SO with story points, SO might need to get nerfed. Or just restricted to not be made free with story points (or some other way of reducing the effectiveness of making free SO ships). Making an entire fleet of free-SO ships could be a borderline dominant strategy considering just how much free OP you get by doing that. I doubt you would be using this ship with SO when you could have free SO hammerheads/eagle/falcons. Heavy blaster is a good SO weapon but the assault chain gun is a better one. Loadout design is ~15-20 free OP on most cruisers and most people consider it to be one of, if not the best skill in the game, so having a strategy that gives 2-3 times the free OP (and you still get a second free hullmod) seems kinda nuts.
This is my concern, too. You have to pick cheap hullmods to actually come out worse than with LD3. For most hullmods, this is fine, since you need to spend story points. However, SO is already the preferred playstyle for some players, and with it being build-in-able with a single story point (or at all), it would be too much of a boost. We're going to see if Alex prepared for this or not.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 10:21:26 AM
On the flip side, SO only lasts for so long and the AI doesn't use it that well unless they are reckless: an SO Hammerhead is a murderboat for the first 1/2 of the game but can't really keep up once the size and quality of enemy fleets increases too much. If we can't take these hullmods off, then that is a ship that is going to need to get retired.

On the other hand, needing to retire a destroyer is a fairly minor cost by the time SO is obsolete, and with the story points getting a regen bonus from being used as hullmods the cost isn't permanent.
Title: Re: The new high tech light cruiser - Fury
Post by: DatonKallandor on April 28, 2020, 10:38:14 AM
That's ridiculous, free weapons don't make sense as you're not giving up on anything, absolutely no downsides.

Yes that's the point. I dare you to point out a vanilla ship that 0 OP mining lasers would make too good.
Title: Re: The new high tech light cruiser - Fury
Post by: Grievous69 on April 28, 2020, 10:43:43 AM
That's ridiculous, free weapons don't make sense as you're not giving up on anything, absolutely no downsides.

Yes that's the point. I dare you to point out a vanilla ship that 0 OP mining lasers would make too good.
I never said they'd be too good, simply that you would never leave mounts empty.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 28, 2020, 10:50:22 AM
It's not SO that needs nerfing, it's both Hammerheads and Assault Chainguns. Besides, all good SO ships can have functional loadouts without free SO (or with it for LP) and without LD3. The extra OP can only really be spent on luxuries you don't need.
Title: Re: The new high tech light cruiser - Fury
Post by: Mondaymonkey on April 28, 2020, 11:01:20 AM
That if probably an offtopic, but am I the only one here, who dislike SO?

To be clear: I do not deny it's crude efficiency, just do not like to use.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 28, 2020, 11:02:28 AM
Hammerheads, Safety Overrides, and Chainguns are all all right on their own. It's the synergy that gets them to become frigate/destroyer mulches.

Personally whenever I  do actually use them I use one Heavy Machine Gun and one Chaingun so it slams through shields too.

But to be fair that is also a highly specialised hammerhead as anything that doesn't die at the sneeze of a HE weapon on the hull just MURDERS these Hammerheads with no mercy. It's the Sunder of medium ballistics.

Let me ask, how often are you all using chainguns on other ships? I'd imagine not often as otherwise heavy mortars are usually the better conservative choice. So if anything they are still not great.

A hammerhead with other builds is nice and decent, punching up into light or medium cruisers for sure, but is hardly an overpowered death dealer.

I'd personally put the cause on Safety Overrides, but I barely ever use it as I prefer longer battles over range rather then quick decisive clashes. But SO has always seemed like it takes the advantages of speed and flux dissipation for the costs of a hard to know range penalty (which doesn't always matter for short ranged weapons) and a CR timer debuff which while annoying in longer battles is non-existent f you just win before it applies.

Honestly I'd take a high tech light cruiser outlasting a HE stacked SO hammerhead, or at least punishing it when it burns it's flux too high to survive a missile barrage.

That if probably an offtopic, but am I the only one here, who dislike SO?

To be clear: I do not deny it's crude efficiency, just do not like to use.

I don't dislike it existing, I just don't use it as I don;t like my ships destroying their CR bar after a minute or two into a battle.
Title: Re: The new high tech light cruiser - Fury
Post by: Thaago on April 28, 2020, 11:13:58 AM
I've used the assault chaingun on lots of SO ships because its built for SO (no range penalty) and is overtuned at present.

For non-SO I've used it on Onslaught and Legion for when I know I'm going to have to deal with small ships or just raw DPS (its a very good anti-fighter weapon if you have a medium turret to make anti-fighter and not missile). I would use it on a non-SO Shrike if low/mid tech had a fast skirmisher equivalent. When I was low on weapons I slapped it onto a Dominator turret and it performed pretty well: murdered cheeky frigates and fighters. Not my number 1 choice for the slot, but it did ok.

The best non-SO use I got out of it was on a recovered XIV Legion on the outer wing turrets for anti-pirate work (Legion was weakened due to augmented drive field getting me up to burn 9). Frigates/fighters trying to attack from the sides got mowed down, as did stations that I would burn up to. Not a build I would take for fighting high quality capitals but for mopping up lots of small ships it was extremely effective.
Title: Re: The new high tech light cruiser - Fury
Post by: FooF on April 28, 2020, 11:31:17 AM
I use Assault Chainguns on one side of my Conquest setup. I have a long-range, generalist side (Mjolnir, HEF, Heavy Needler+HVD+Graviton) and then a short-range MURDER side: Storm Needler, Devastator, 2x Assault Chaingun+Phase Lance. It can fire from either side relatively efficiently but it gets really dicey when both are in use.

With ITU, the Assault Chaingun has mediocre range (rather than poor) but it does absolutely shred armor and hull.

I do wish there was a Heavy AC version of HE in the ballistic line-up. 800 range and ~1:1 flux efficiency. Arbalest has Heavy Mortar. Heavy MG has Assault CG. HVD has Heavy Mauler.

Oh, and as far as SO goes:

The brightest stars burn only a fraction as long. I find that SO is great in the early stages where your flagship is doing most of the heavy lifting and battles are over in a few minutes but by late game, SO becomes a liability. Even Cruisers with Hardened Subsystems are only on the field for about 3-4 minutes and large fleet actions aren't over by then.

SO Hammerhead is kind of an outlier. It combines the best aspects of the ship system with an arguably overpowered HE weapon. I, too, combine a Heavy MG with my Heavy CG because it just makes too much sense to me. But, as mentioned, if the Hammerhead can't kill something within a few seconds, it tends to get fried itself.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 28, 2020, 12:52:43 PM
That if probably an offtopic, but am I the only one here, who dislike SO?

To be clear: I do not deny it's crude efficiency, just do not like to use.
I dislike SO because 1) the cut to PPT is too much, 2) AI is too cowardly to get in and fight with short-ranged loadouts if I do not use at least aggressive AI across the board and 3) I usually drop shields by venting, but I cannot do that after SO disables venting.  It takes too long for me to remember I cannot vent as a shortcut to drop shields, and I waste time remembering to drop shields the same way I raise them.  If I plan to use SO, Defensive Systems 3 for hard flux dissipation is a must for me.

The only times I use SO is 1) mostly on early-game freighters so that nothing short of Hyperion or phase ship can catch them as they run away and 2) obviously overpowered loadouts involving chainguns, Hammerhead, and Dominator.  Even for combat, that is generally a very short window since AI likes to cower and play stall wars if allowed.
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 01:02:41 PM
I don't love the SO play style. I didn't use it all for the longest time, even during the beginning of this past release, but I now feel like it is very strong in player hands to the point where it almost always makes sense for me to have an SO flag ship before I get capital ships. I find that SO ships fall off when you start fighting mostly ships of the next class up, which is about when normal ships fall off as well. I already find that SO ships are the best choice of flagship for 1/5-2/3s of the game. Sure you don't last as long, but skills and hullmods help compensate for the player, and you also are able to end fights a lot more quickly. Since fleet sizes are getting tuned back, and SO can also be made free, I could definitely see it as a quasi dominant strategy for the entire early-mid game and even into some of the late game. That just seems like too much for a default hull mod. Maybe even just making it a rare hull mod that you have to obtain through exploration or quests could be enough. Having a fun run with SO in early game once in a while could be fun as long every game isn't like that.

Not every ship is good with SO, but it is a lot more than just AC hammerheads. SO tempest is the best pursuit ship in the game and also quite good at soloing small fleets or domain probes. SO hammerhead kinda outclasses other destroyers right now but SO medusa would be good if assault chain guns were tuned back a bit. SO falcons and eagles are also much stronger than the normal variant IMO. I've actually started flying SO falcons over SO hammerhead sometimes because they have much better mobility, defense and PPT while the energy mounts can make up a lot of the missing DPS. SO aurora is also good if you ever find an aurora before a capital ship (lul).

I also strongly disagree that the extra OP from free SO will be spent on unnecessary luxuries. SO loadouts are almost always super tight on OP in my experience. They are usually just SO, hardened subsystems, the best weapons and then vents and sometimes one more hull mod of choice. Adding ~2-3 more good hullmods is nuts. The extra OP will be spent on defensive stuff like hardened shields or heavy armor and extra caps. All of those things will make the ship significantly stronger: it can now tank a ton more damage which is very important for ships that need to play aggressively and take lots of damage on approach to be effective. 

For any 0 OP weapon, you can always increase the flux cost until the decision is non-trivial. It probably wouldn't take much of a flux increase to make mining laser not worth using as 0 OP IMO (I think its'a already borderline). I also don't have any issue with empty mounts becoming a non-choice as long as the 0 OP weapons are balanced with other weapons. Then you're just replacing the choice 'use a good weapon or leave empty' with the choice 'use a good weapon or use weaker 0 OP weapon'. You're not actually reducing the number of choices, just changing them. TBH, I just don't think it's worth the balance headache to try and make it work right now.
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 28, 2020, 04:01:31 PM
Actually thinking about free SO with story points, SO might need to get nerfed. Or just restricted to not be made free with story points (or some other way of reducing the effectiveness of making free SO ships). Making an entire fleet of free-SO ships could be a borderline dominant strategy considering just how much free OP you get by doing that. I doubt you would be using this ship with SO when you could have free SO hammerheads/eagle/falcons. Heavy blaster is a good SO weapon but the assault chain gun is a better one. Loadout design is ~15-20 free OP on most cruisers and most people consider it to be one of, if not the best skill in the game, so having a strategy that gives 2-3 times the free OP (and you still get a second free hullmod) seems kinda nuts.
You can already do that

/me looks longingly at his LP blueprint package
Title: Re: The new high tech light cruiser - Fury
Post by: Harmful Mechanic on April 28, 2020, 04:07:26 PM
The only thing I'd worry about with free SO with story points is that it reduces the incentive to recover Luddic Path hulls and keep them around in your fleet for a while.

But I would imagine we might end up with tags to control whether a hullmod can be applied to a ship with story points, and SO might be an ideal candidate for that.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 28, 2020, 04:32:46 PM
The only thing I'd worry about with free SO with story points is that it reduces the incentive to recover Luddic Path hulls and keep them around in your fleet for a while.
LP ships get intrinsic SO for free and still have two slots for additional permamods.  Putting SO for other hulls take one of the two permamod slots (and a story point to add permamod in the first place).

SO is expensive, but so is Augmented Drive Field and Heavy Armor.  I probably will burn Augmented Drive Field as a permamod for my battleships.
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 04:47:54 PM
Don't all LP ships also have the Ill-advised modifications hull mod? Also there are only a few ships with a LP variant.
Title: Re: The new high tech light cruiser - Fury
Post by: Inventor Raccoon on April 28, 2020, 04:50:18 PM
Ill-Advised Modifications gets removed on restore just like any other D-mod, and is just about the only thing that stops those ships from being nightmarish SO murder-machines, because they're not terribly threatening when their guns permanently short out 2 seconds into a volley.
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 05:11:03 PM
Ill-Advised Modifications gets removed on restore just like any other D-mod, and is just about the only thing that stops those ships from being nightmarish SO murder-machines, because they're not terribly threatening when their guns permanently short out 2 seconds into a volley.

I actually didn't know that, I've never intentionally taken one of their ships because of I'll advised modifications. Is there an LP dominator in the base game? I've been playing with mods that add extra LP ships, so I don't remember what is in the base game.

SO is expensive, but so is Augmented Drive Field and Heavy Armor.  I probably will burn Augmented Drive Field as a permamod for my battleships.

SO costs twice as many OP as augmented drive field or heavy armor. It's just not noticeable because there is no SO for capitals and HA and ADF are mostly used on capitals.

There's also almost no chance I will ever put ADF as a permammod. There's no way to ever max combat power once you do that. I would just put the most expensive combat hull mods and then have ADF as a normal hull mod that I can swap out whenever I need to. I have trouble imagining a situation where that wouldn't be better. You have like ~10 less OP when you're using ADF but if you ever need the combat power of that extra 10 OP, you can just take the ADF off to get way more combat power and either bring extra tugs or deal with the reduced burn for a little bit.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 28, 2020, 06:07:56 PM
ADF on capital is expensive, and I want it so I do not need to haul two more tugs (and possibly a tanker for extra fuel due to two tugs and extra tanker slurping about as much fuel as a capital) in my fleet.  Since it is probably the most expensive hullmod I pay for, and probably one that I will leave on the ship at all times, it makes sense to permamod it so I have more OP for combat stuff, instead of permamodding combat stuff and paying more OP for Augmented Drive Field that I will probably leave on the ship, and have less OP for the other combat stuff I want.

If babysitting remains as insane as it is now, I will settle for nothing less than burn 20, and I do not want a bunch of tugs to do it, especially if I do not have Navigation.

I guess I can care less about burn speed if I plan on total core kill by any means necessary and befriend pirates to eliminate all babysitting.  Then again, the Pather bug will be fixed, so player may need to babysit if he wants to alpha spam colonies.
Title: Re: The new high tech light cruiser - Fury
Post by: intrinsic_parity on April 28, 2020, 09:04:19 PM
ADF on capital is expensive, and I want it so I do not need to haul two more tugs (and possibly a tanker for extra fuel due to two tugs and extra tanker slurping about as much fuel as a capital) in my fleet.  Since it is probably the most expensive hullmod I pay for, and probably one that I will leave on the ship at all times, it makes sense to permamod it so I have more OP for combat stuff, instead of permamodding combat stuff and paying more OP for Augmented Drive Field that I will probably leave on the ship, and have less OP for the other combat stuff I want.

If babysitting remains as insane as it is now, I will settle for nothing less than burn 20, and I do not want a bunch of tugs to do it, especially if I do not have Navigation.

I guess I can care less about burn speed if I plan on total core kill by any means necessary and befriend pirates to eliminate all babysitting.  Then again, the Pather bug will be fixed, so player may need to babysit if he wants to alpha spam colonies.

My point was more that if you choose to permamod a different combat hull mod that costs less than ADF and then install ADF as a normal hullmod, you retain the option of removing ADF for particularly difficult fights which gives you more total OP dedicated to combat than you would have with ADF built in. I would still use ADF, I would just install it normally to retain the option of removing it for a full combat build. I guess my thinking is like 'pay a small OP tax in normal fights to have the option of having extra OP and no ADF in harder fights'.

I also am content with 18 or 19 burn so I will have a few less tugs.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 29, 2020, 01:51:18 AM
Didn't Alex say that variant-specific hullmods will count towards the limit? I.e. LP ships have built-in SO but can only support one story point upgrade, not two.

LP is still fine this way, but some other ships with built-in mods, like Hound(A) or Brawler(TT) will become even less desireable.
Title: Re: The new high tech light cruiser - Fury
Post by: Megas on April 29, 2020, 07:52:28 AM
Didn't Alex say that variant-specific hullmods will count towards the limit? I.e. LP ships have built-in SO but can only support one story point upgrade, not two.

LP is still fine this way, but some other ships with built-in mods, like Hound(A) or Brawler(TT) will become even less desireable.
I do not remember, but if that is true, it would royally hurt ships like Odyssey, who gets intrinsic High-Resolution Sensors and ECCM for free.
Title: Re: The new high tech light cruiser - Fury
Post by: Igncom1 on April 29, 2020, 08:31:05 AM
Ill-Advised Modifications gets removed on restore just like any other D-mod, and is just about the only thing that stops those ships from being nightmarish SO murder-machines, because they're not terribly threatening when their guns permanently short out 2 seconds into a volley.

I thought that was a bug?
Title: Re: The new high tech light cruiser - Fury
Post by: Hiruma Kai on April 29, 2020, 08:58:39 AM
Didn't Alex say that variant-specific hullmods will count towards the limit? I.e. LP ships have built-in SO but can only support one story point upgrade, not two.

LP is still fine this way, but some other ships with built-in mods, like Hound(A) or Brawler(TT) will become even less desireable.
I do not remember, but if that is true, it would royally hurt ships like Odyssey, who gets intrinsic High-Resolution Sensors and ECCM for free.

Depends on if you consider baseline Odyssey a variant.  Same goes for baseline Paragon with its range mod. My guess is no.  If it applied to all ships with free hullmods, the entire modding ecosystem is going to need a rebalance, since many factions provide a faction specific hullmod.  Also makes balancing ships with built in hullmods nearly impossible.  Either they're too strong in the early game, or too weak in the late game for the player.

What it would presumably hurt are things like the Falcon (P) and the XIV battlegroup ships, since those are definitely variants with an extra free hullmod.  Although maybe not for the Falcon (P) and the XIV Legion?  Not sure how different weapon mounts works under the hood.  On the other hand, the XIV ships are intended to be slightly more powerful than baseline anyways and generally have more OP to boot.  It effectively makes player ships with story points their own "skin", one which eventually (through time and story points) that can rival the XIV group, and perhaps surpass.

Although I haven't seen the post explaining this, so I'd definitely like a pointer to it if someone has one.
Title: Re: The new high tech light cruiser - Fury
Post by: Alex on April 29, 2020, 09:40:30 AM
I.e. LP ships have built-in SO but can only support one story point upgrade, not two.

(Negative.)

Title: Re: The new high tech light cruiser - Fury
Post by: Eji1700 on April 29, 2020, 10:39:49 AM
I've only glanced the 8 pages but having a larger flanker seems fitting for High tech.  I still struggle with shrike loadouts but i'm eager to test this out, even if it is just more OP and a med slot.
Title: Re: The new high tech light cruiser - Fury
Post by: Amoebka on April 29, 2020, 10:49:30 AM
(Negative.)

Now I'm royally confused. What's the "normal hullmod built into the variant" means then:

If it's built into the hull, they don't. If it's built into the variant (and is a "normal" hullmod), then it would. (No way to remove perma mods at the moment, though, say, removing d-mods piecemeal could be a decent use of a story point.)

Or is it because LP ships aren't "really" variants?
Title: Re: The new high tech light cruiser - Fury
Post by: Alex on April 29, 2020, 10:56:01 AM
Ah - LP ships are implemented as "skins" (.skin files), which is functionally a shorthand way of specifying a different hull. With a few differences, but...
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 29, 2020, 11:25:13 AM
(Negative.)

Now I'm royally confused. What's the "normal hullmod built into the variant" means then:

If it's built into the hull, they don't. If it's built into the variant (and is a "normal" hullmod), then it would. (No way to remove perma mods at the moment, though, say, removing d-mods piecemeal could be a decent use of a story point.)

Or is it because LP ships aren't "really" variants?

@Alex

I think it means that you can run into ships that have permanent hull mods and loot them. Those ships are "variants" because the game has assigned a permanent hull mod to a normal ship as part of fitting it out rather than "skins" which are "entirely different base hulls"

So if you ran into an LP Brawler Variant that had Integrated Point Defense AI built in by the variant you would only have 1 more free hull mod and end up with 3 free hull mods in total.
Title: Re: The new high tech light cruiser - Fury
Post by: Alex on April 29, 2020, 11:27:40 AM
Ah - that sounds right, but this never happens in vanilla, so this would only be of concern/relevance in some fairly specific circumstances.
Title: Re: The new high tech light cruiser - Fury
Post by: Goumindong on April 29, 2020, 12:19:35 PM
Or mods, which will likely be able to add permanent hull mod variants that are not new ships when adding variant types?

Edit: It also potentially matters when you recover ships your own ships but i am not sure how that works. If permanent hull mods that were a part of variant did not count this could potentially cause "problems" for recovering your own ships letting you reset the permanent hull mod counter.