Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Alrenous on May 14, 2012, 05:01:55 AM

Title: Paragon Loadout
Post by: Alrenous on May 14, 2012, 05:01:55 AM
Trying to optimize my Paragon loadout. I've probably forgotten some test cases because I didn't run into them.

Also,
Don't ever think that the paragon can stand toe to toe with the Onslaught... you'll just get slaughtered by the autocannons and then the H assault guns. If you want to try it, try it with 4 tachyon lances. You might survive

What! This is total nonsense.  I recently captured a paragon and I switched immediately to it as my flagship.  The paragon is absolutely insane with max vents, flux conduit, hardened shields, and stabilized shields.  You'll have to sacrifice 4-6 weapon slots to get this though.

Outrageous indeed - I feel compelled to respond. Including the bit about sacrificing weapon slots.



Change the lances to plasma cannons.
Change the blasters to pulse lasers.
Change the back four burst PD to LR PD
Change the sabots to annihilators.
Swap out hardened shields for armoured turrets, gryos, and slap the rest in vents.

This thing can go head-to-head with a standard Onslaught, with regular crew, and win without hull damage. Tactics: put everything but the plasma cannons on autofire and fly straight up to the Onslaught with shield up. Idly shoot until the Onslaught drops its shield, then fire a single plasma salvo. Drop shields when flux gets high, and then shoot into the hole opened by the plasma until there's pretty flashes.

The armour's pretty much shot after one Onslaught though. This could be solved by better tactics, but then that could be countered by better AI...and I'd rather just avoid the whole intelligence arms race.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 14, 2012, 05:39:58 AM
I think all of these trials are going to be skewed by the simulation loadouts and the 50% damage reduction player controlled ships get. An Onslaught that's configured for fighting hightech ships will likely carry a lot more kinetic firepower than the standard loadout.
Title: Re: Paragon Loadout
Post by: Catra on May 14, 2012, 05:41:36 AM
you can turn off the 50% damage reduction in the options menu.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 14, 2012, 06:13:58 AM
True, I just did some tests with my thumper Onslaught (it still wins against a standard Onslaught but it's half wrecked instead of barely scratched after such a fight).
Title: Paragons and Onslaught loadaout optimization
Post by: Alrenous on May 14, 2012, 06:14:29 AM
The standard Onslaught can train three heavy autocannons, two mark 9 autocannons and two light dual autocannons on the same spot. That's a reasonable amount of kinetic. You can get more, but not much more and it would come at the cost of explosive damage, vents, and its insulated engine.


A storm needler + heavy mauler + empty hardpoint + harpoon pod Onslaught can win the simulation duel at 16500 hull.

Thanks for the thumper idea, a hellbore/thumper/light dual autocannon system did even better, 17962
Oh wait, that may just have been because I managed to get it to vent.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 14, 2012, 06:27:38 AM
Considering the armor the high tech ships have I'm not sure it's even worth packing HE weapons against them, once you're hitting the hull the difference is moot anyway. Might as well brute-force through the armor and just focus on keeping their shields down. Sabots in the missile slots on an Onslaught work pretty well, especially if you cruise into a range where they go into projectile mode before they leave your hitbox.
Title: Re: Paragon Loadout
Post by: Catra on May 14, 2012, 06:48:31 AM
yes but you first have to get to it, and the paragon being the paragon generally means its shields can last for days, thus by the time it comes down the ships capacitors will be very high up there so you would want to make every shot count during its venting.
Title: Re: Paragon Loadout
Post by: hadesian on May 14, 2012, 08:13:51 AM
Trying to optimize my Paragon loadout. I've probably forgotten some test cases because I didn't run into them.

Also,
Don't ever think that the paragon can stand toe to toe with the Onslaught... you'll just get slaughtered by the autocannons and then the H assault guns. If you want to try it, try it with 4 tachyon lances. You might survive

What! This is total nonsense.  I recently captured a paragon and I switched immediately to it as my flagship.  The paragon is absolutely insane with max vents, flux conduit, hardened shields, and stabilized shields.  You'll have to sacrifice 4-6 weapon slots to get this though.

Outrageous indeed - I feel compelled to respond. Including the bit about sacrificing weapon slots.



Change the lances to plasma cannons.
Change the blasters to pulse lasers.
Change the back four burst PD to LR PD
Change the sabots to annihilators.
Swap out hardened shields for armoured turrets, gryos, and slap the rest in vents.

This thing can go head-to-head with a standard Onslaught, with regular crew, and win without hull damage. Tactics: put everything but the plasma cannons on autofire and fly straight up to the Onslaught with shield up. Idly shoot until the Onslaught drops its shield, then fire a single plasma salvo. Drop shields when flux gets high, and then shoot into the hole opened by the plasma until there's pretty flashes.

The armour's pretty much shot after one Onslaught though. This could be solved by better tactics, but then that could be countered by better AI...and I'd rather just avoid the whole intelligence arms race.

Your tactic involves the use of utilizing an AI problem, instead of utilizing a better weapons package, better mods etc.

An onslaught can chuck out railguns, hypervelocity drivers, mark IX autocannons, bring down the shields of an paragon quite quickly. I have roughly three hit a paragons shield with gauss cannons (six shots) and after that the paragon gets ripped. Up. I don't doubt for a second the paragon is a brutal ship - but it's outmatched by the Onslaught (even if it is a low tech battleship, you can be pretty frickin tactical with it) with all of it's... everything
Title: Re: Paragon Loadout
Post by: Kommodore Krieg on May 14, 2012, 08:39:04 AM
The Onslaught also has quite a range advantage with an ITR and those already long range kinetic weapons.  And while we are on the topic of optimized load outs, how is everyone optimizing their Onslaughts?  I've found the standard variant with Hellbores instead of HAGs to work very well as long as you are vigilant in controlling what guns are firing when.  Otherwise you max flux too quickly. 
Title: Re: Paragon Loadout
Post by: Alrenous on May 14, 2012, 09:01:10 AM
Which AI problem in particular?
Title: Re: Paragon Loadout
Post by: Catra on May 14, 2012, 09:06:24 AM
gauss in large
dual flak in the 3 mediums upfront
single barrel flak in the 4 mediums by the engines
high velocity drivers in the 2 forward mediums by the missile launchers
pilums in the launchers
railguns for the small
Title: Re: Paragon Loadout
Post by: hadesian on May 14, 2012, 10:48:32 AM
Which AI problem in particular?
The one I always encounter, when the captain decides now is a good time to lower shields. I lower shields in fire when I don't want to overload, happy with armour and hull state and know it's worth it.
Title: Re: Paragon Loadout
Post by: Thaago on May 14, 2012, 10:54:29 AM
Which AI problem in particular?
The one I always encounter, when the captain decides now is a good time to lower shields. I lower shields in fire when I don't want to overload, happy with armour and hull state and know it's worth it.

I actually think thats pretty much fixed in this version. The AI rarely gets overloaded by kinetics and is pretty dang twitchy at getting the shields up to block HE. I swear I've sometimes seen it timing its shields in pulses between my heavy mauler and hyper velocity rounds, taking the kinetic on the hull and HE on the shield.
Title: Re: Paragon Loadout
Post by: Kommodore Krieg on May 14, 2012, 11:28:45 AM
Which AI problem in particular?
The one I always encounter, when the captain decides now is a good time to lower shields. I lower shields in fire when I don't want to overload, happy with armour and hull state and know it's worth it.

I actually think thats pretty much fixed in this version. The AI rarely gets overloaded by kinetics and is pretty dang twitchy at getting the shields up to block HE. I swear I've sometimes seen it timing its shields in pulses between my heavy mauler and hyper velocity rounds, taking the kinetic on the hull and HE on the shield.

I've seen this too, and the AI is very good at it.  I was fighting a Dominator and it was doing exactly that, twitching it's shields up to block my HE and dropping them again for the kinetics in between shots.  It is better at doing this than I am. 
Title: Paragons and Onslaughts
Post by: Alrenous on May 14, 2012, 11:43:47 AM
Since the start of this thread I've found that harpoon pods combined with storm needlers is great for forcing an overload. Which I then follow up with a salvo from my harpoon pods. I've found splitting the salvo is best, mainly to stagger the cooldowns and also to force the AI to keep its shields up longer against my needlers.


I've tried to catch a Paragon with my Onslaught, but it isn't working. Either I get Paragon And Friends - oddly I don't fare so well ramboing against multiple capital ships and/or Auroras - or the Paragon deploys last and runs away because everything else is dead.
Title: Re: Paragons and Onslaughts
Post by: hadesian on May 14, 2012, 11:54:07 AM
I've tried to catch a Paragon with my Onslaught, but it isn't working. Either I get Paragon And Friends - oddly I don't fare so well ramboing against multiple capital ships and/or Auroras - or the Paragon deploys last and runs away because everything else is dead.
Easy for me, Gauss cannons to the rear and it seems they can't outrun that, further shots overload - flameout - dead.
Title: Re: Paragon Loadout
Post by: j01 on May 14, 2012, 02:10:44 PM
Here is my favorite Paragon loadout. I've found it to be the most effective in every situation, whether directly or AI controlled.

No missiles. All slots are: Autopulse, Pulse, or IR pulse, exceptions being the two rear side small mounts, which are burst PD. 1875 flux dissipation and accelerated shields are especially helpful when the AI controls it, for obvious reasons.

With manual control and careful flux management, this loadout can easily defeat multiple enemy capital ships without taking hull damage at all, even default Paragons. The ridiculous barrage of pulse lasers is even reliable for taking out incoming missiles from any angle, though the burst PD in those high-coverage turrets often help.

However, I'm fairly convinced that there could still be improvements made to this loadout to further increase general effectiveness. I just wish there were more choices for small energy mounts.

Picture:
Spoiler
(http://i1164.photobucket.com/albums/q572/j0181/pulseparagon.png)
[close]
Title: Re: Paragon Loadout
Post by: StahnAileron on May 14, 2012, 05:34:09 PM
Here is my favorite Paragon loadout. I've found it to be the most effective in every situation, whether directly or AI controlled.

No missiles. All slots are: Autopulse, Pulse, or IR pulse, exceptions being the two rear side small mounts, which are burst PD. 1875 flux dissipation and accelerated shields are especially helpful when the AI controls it, for obvious reasons.

With manual control and careful flux management, this loadout can easily defeat multiple enemy capital ships without taking hull damage at all, even default Paragons. The ridiculous barrage of pulse lasers is even reliable for taking out incoming missiles from any angle, though the burst PD in those high-coverage turrets often help.

However, I'm fairly convinced that there could still be improvements made to this loadout to further increase general effectiveness. I just wish there were more choices for small energy mounts.

Picture:
Spoiler
(http://i1164.photobucket.com/albums/q572/j0181/pulseparagon.png)
[close]

I know this loadout - I've done similar. I sacrifice the rear Md turret for Sm weapons to free up some more OPs (I dump them in capacitors ;)). Piloted well, what you need to kill is always in front of you, never behind, so the rear weapons are kinda redundant for me. I still leave something there to help take out fighters and smaller, faster ships though.
Title: Re: Paragon Loadout
Post by: Temjin on May 14, 2012, 06:58:21 PM
As nice as that is, I find that I rarely end up using all that firepower in a close-in engagement (beyond Forlorn Hope) and it's really hard to justify not having tachyon lances on the side turrets for fighter/frigate sniping and massive EMP damage.
Title: Re: Paragon Loadout
Post by: StahnAileron on May 14, 2012, 07:22:21 PM
Tach-Lances take a bit of the fun out of actually doing something with the Paragon. I find myself preferring to actually getting in the brawl to beat the bloody hell out of something rather than hanging back and just sniping stuff from stand-off ranges. Well, assuming I'm even in a Paragon as my player ship/flagship. (I'm usually not since I despise the lack of speed.) For AI use, though, yeah; I go Tach-Lances for my AI Paragons.
Title: Re: Paragon Loadout
Post by: Temjin on May 14, 2012, 08:47:08 PM
Tach-Lances take a bit of the fun out of actually doing something with the Paragon. I find myself preferring to actually getting in the brawl to beat the bloody hell out of something rather than hanging back and just sniping stuff from stand-off ranges. Well, assuming I'm even in a Paragon as my player ship/flagship. (I'm usually not since I despise the lack of speed.) For AI use, though, yeah; I go Tach-Lances for my AI Paragons.

I mean, that's the problem with the Paragon. Without tachyon lances, you don't contribute to most fights because of how slow it is, and it ends up feeling like a waste of 25 FP. With the tachyon lances, you can get your money's worth, but it's less fun to take into the rare fight where you can actually get within range.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 14, 2012, 11:45:02 PM
The Odyssey can hold three tach lances plus carrier duty for 18 FP, isn't that a better deal?
Title: Re: Paragon Loadout
Post by: Temjin on May 15, 2012, 12:18:52 AM
The Odyssey can hold three tach lances plus carrier duty for 18 FP, isn't that a better deal?

It's a hell of a lot faster too. The Paragon is really really tough to kill, but by the time it gets to the fight generally things are either going swimmingly for your side and it acts as cleanup, or you've gotten destroyed so hard that it can't really turn the tide and just ends up dying expensively, costing the other side a few extra ships.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 15, 2012, 12:35:58 AM
Did the engine boost mechanics get changed in the latest patch BTW? It doesn't seem quite so hard to bring those heavy things to the frontline now. My Onslaught gets to the battle pretty quickly now. I can close in on enemies pretty quickly if I don't open fire until my shorter range weapons are in range.
Title: Re: Paragon Loadout
Post by: Alrenous on May 15, 2012, 03:00:21 AM
In 200 FP battles, I deployed my capitals in the second wave, and that was enough time for them to reach the fight and rack up kills.

With the 100 FP battles, I've been deploying one first wave. My problem seems to be knowing where the battle will be so that my ship doesn't end up on the wrong side of the map.
Title: Re: Paragon Loadout
Post by: carrier on May 15, 2012, 08:40:33 PM
I love beams...especially Tachyon Lance, it's essential if you don't have enough fast ships to capture points.
What's good is, Odyssey have 3 large energy mount, so Paragon can focus on medium range combat/support

Spoiler
(http://i.minus.com/iogUWbvTHczMP.png)
[close]
This is my last design
IMO energy weapons are not good at fast-kill, that's Onslaught's job, because so I treat Paragon as a constant, powerful and deadly medium range supporter, using beams to pressure enemies up, stack their hard flux with autopulse laser, finally let someone else to finish him.



Spoiler
(http://i.minus.com/ibrdVPDBKHXYdX.png)
[close]
The previous design is similar except its Loooooooong range supporter role
Title: Re: Paragon Loadout
Post by: Dri on May 15, 2012, 08:45:02 PM
Aren't all those beam weapons? If so, ITU doesn't help much.
Title: Re: Paragon Loadout
Post by: j01 on May 15, 2012, 08:59:41 PM
Aren't all those beam weapons? If so, ITU doesn't help much.

It helps more, actually. I'm not great at the maths, but fifty percent of one thousand turns out to more than two hundred. Even tact laser gets +three hundred from ITU on cap ships, as I understand it.
Title: Re: Paragon Loadout
Post by: carrier on May 15, 2012, 09:19:37 PM
Aren't all those beam weapons? If so, ITU doesn't help much.
Sure it DOSE help, beam are included in energy

rawwith ITUand AO
Heavy Burst Laser6009001100
Gravition Beam80012001400
High Intensity Laser125018752075
T-Lance500075007700
Title: Re: Paragon Loadout
Post by: Dri on May 15, 2012, 09:51:13 PM
Oh, I suppose I should go back and check what it does exactly, haha

I though ITU only boosted projectile weapon range whilst advanced optics boosted beam weapon range.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 16, 2012, 12:26:44 AM
Nope, advanced optics clearly states that it stacks with ITU.

If you don't have enough fast ships to cap points then get a cheap carrier and a few wasp wings and rectify that problem.
Title: Re: Paragon Loadout
Post by: carrier on May 16, 2012, 01:52:39 AM
Nope, advanced optics clearly states that it stacks with ITU.

If you don't have enough fast ships to cap points then get a cheap carrier and a few wasp wings and rectify that problem.

Err..how they stack?  Range = (Base range + 200) * 1.5 or Range = Base range * 1.5 +200?
Title: Re: Paragon Loadout
Post by: KDR_11k on May 16, 2012, 04:50:30 AM
Dunno, the hull mod description doesn't go into detail.
Title: Re: Paragon Loadout
Post by: neonesis on May 16, 2012, 08:04:33 AM
Nope, advanced optics clearly states that it stacks with ITU.

If you don't have enough fast ships to cap points then get a cheap carrier and a few wasp wings and rectify that problem.

Err..how they stack?  Range = (Base range + 200) * 1.5 or Range = Base range * 1.5 +200?
I would go with Range = Base *1.5 +200. When you think about it, optcs upgrade, such as better lens, affects the weapon directly, without dealing with electronics and such. On the other hand, ITU is simply a better computer, capable of increasing computing power for efficient targeting for additional 200 su.

However, I could be speaking ***, and Alex has it differently in his design ;)
Title: Re: Paragon Loadout
Post by: Nooblies on May 18, 2012, 05:22:15 AM
For a very pretty light-show and pretty damn good performance try outfitting a paragon with tactical lasers in the small slots, graviton beams in the medium and HIL's in the large slots (missiles are empty). With ITU and Advanced optics, it has obscene range, and due to the graviton beams and HILs enemy ships have no option but to get slowly worn down from outside their own firing range. Could swap out some gravitons with phase beams for some purple beams too!

Due to the fact that beams are cheap in OP and flux usage, you can also stack up on all of the standard goodies with enough OP left over to get 45 vents, so will be losing flux while firing nearly all weapons (need to be not using 4 tac lasers to be even)

Missiles are easy enough to just block with the shield.
Title: Re: Paragon Loadout
Post by: KDR_11k on May 18, 2012, 07:23:33 AM
Beams don't leave hard flux which means against an opponent with sturdy shields you're not going to get anything done.

Outranging opponents will only work if you can move away faster than they can close in. With a battleship that sounds kinda unlikely. Projectile weapons can slowly build up hard flux in the target that cannot be removed without turning the shields off so in a battle of attrition against a shield-heavy opponent you're at a disadvantage.
Title: Re: Paragon Loadout
Post by: Cosmitz on June 04, 2012, 02:20:08 AM
Personally i run my Paragon naked-ass. Two plasmas up front, 2 high intensity lasers  on the front turrets to deal with frigates mostly, but on the last autofireslot, lowest priority, a single Burst Laser up front for defences vs missles and two Dual Flaks for anything else on the sides. I then armor this baby up with an almost full complement of vents and caps and max out flux regen and shield mods.

What comes out of it?

I can solo a fleet of an Elite Paragon, two Oddyses, one Aurora plus the standard complement of Tempests and fighters. Onslaughts? Hah, aslong as i'm not cought in a crossfire from BC/Heavy destroyers aswell as the Onslaught at the exact same time, i can totally solo my way out.

I also rammed some Aux Thrusters there, but i still 'swipe away' enemy ships before my plasmas touch on them sometimes, and just rely on the AI slipping up and coming into the crosshairs.
Title: Re: Paragon Loadout
Post by: Vandala on June 04, 2012, 06:11:18 AM
Beams don't leave hard flux which means against an opponent with sturdy shields you're not going to get anything done.

Outranging opponents will only work if you can move away faster than they can close in. With a battleship that sounds kinda unlikely. Projectile weapons can slowly build up hard flux in the target that cannot be removed without turning the shields off so in a battle of attrition against a shield-heavy opponent you're at a disadvantage.

The setup the man writes about deals 1800 damage per second just from the medium and large turrets, shields are not a problem at that point as nothing in the game can vent this amount of flux.
And that not even taking into account any high flux boost which can increase this damage up to 2700 damage per second.

Once this does get throe your shield you'll be facing four HIL focused onto one spot dealing at least 1000 damage per second, this will eat throe any ship in seconds.
Title: Re: Paragon Loadout
Post by: Aratoop on June 04, 2012, 11:50:55 AM




Outrageous indeed - I feel compelled to respond. Including the bit about sacrificing weapon slots.



Change the lances to plasma cannons.
Change the blasters to pulse lasers.
Change the back four burst PD to LR PD
Change the sabots to annihilators.
Swap out hardened shields for armoured turrets, gryos, and slap the rest in vents.

This thing can go head-to-head with a standard Onslaught, with regular crew, and win without hull damage. Tactics: put everything but the plasma cannons on autofire and fly straight up to the Onslaught with shield up. Idly shoot until the Onslaught drops its shield, then fire a single plasma salvo. Drop shields when flux gets high, and then shoot into the hole opened by the plasma until there's pretty flashes.

The armour's pretty much shot after one Onslaught though. This could be solved by better tactics, but then that could be countered by better AI...and I'd rather just avoid the whole intelligence arms race.
[/quote]
 The back four can be further changed to tactical lasers: saving more op.
Title: Re: Paragon Loadout
Post by: Kommodore Krieg on June 04, 2012, 09:38:14 PM
4 High Intensity Lasers, 4 Grav beams up front, 2 tac lasers up front, then the rest a mix of tac lasers and burst PD.  Integrated Targeting unit, Harden Shields, Stabilized shields, bunch of vents.  Strongest caps ship loadout I've used next to certain Conquest variants.  When you focus all those forward beams on anything it basically withers away, Onslaughts included.

edit:
Basically this:

For a very pretty light-show and pretty damn good performance try outfitting a paragon with tactical lasers in the small slots, graviton beams in the medium and HIL's in the large slots (missiles are empty). With ITU and Advanced optics, it has obscene range, and due to the graviton beams and HILs enemy ships have no option but to get slowly worn down from outside their own firing range. Could swap out some gravitons with phase beams for some purple beams too!

Due to the fact that beams are cheap in OP and flux usage, you can also stack up on all of the standard goodies with enough OP left over to get 45 vents, so will be losing flux while firing nearly all weapons (need to be not using 4 tac lasers to be even)

Missiles are easy enough to just block with the shield.
Title: Re: Paragon Loadout
Post by: Reshy on June 04, 2012, 11:22:04 PM
(http://i.imgur.com/5cx7L.jpg)


My loadout, I feel that it's pretty efficient.  Utterly wrecks frigates even in mass and can concentrate a lot of burst damage for larger ships.
Title: Re: Paragon Loadout
Post by: KriiEiter on June 05, 2012, 09:04:36 AM
Glad to see I'm not the only one that goes without missiles on the paragon.  I feel like the missile slots are a waste of OP on this ship.  You really can't get any missiles that warrant using up (at least 16 for any decent missile) OP, when you can apply it towards much better things.

I still love the Tachyon Lances though.  Their range and power is undeniable, though once enemies close in your turn rate hurts it a bit.
Title: Re: Paragon Loadout
Post by: hadesian on June 05, 2012, 09:37:28 AM
Jebus, how much fallout one post could bring...
Title: Paragon Load outs
Post by: Jmdelrio on June 05, 2012, 12:40:30 PM
I am a fan of the Tri-Tachyon ship design and I am very impressed with the Paragon capital ship.  I put one up against one of the scurge groups from The Scurge mod and it handidly took them all out.

Of course it wasn't till later that, after learning of the 50% damage taken setting in the options in this forum, that I checked the options and confirmed that I was set to 50% damage taken. I realize I was "cheating" a little but it was sooo fun to watch!

Anyone have any favorite ship load outs to share?   I am still having a problem getting adjusted to balistic weapons, energy weapons are so fun to use!

(http://www.3dvia.com/blog/wp-content/uploads/2012/06/ParagonLoadout.jpg)
Title: Re: Paragon Load outs
Post by: Jmdelrio on June 05, 2012, 12:42:52 PM
Believe it or not, I didn't see the other Paragon Load out thread till after I posted.  I've been addicted to this game to the point that I stopped playing Diablo III before I finished Act II.
Title: Re: Paragon Loadout
Post by: Catra on June 05, 2012, 01:35:54 PM
Glad to see I'm not the only one that goes without missiles on the paragon.  I feel like the missile slots are a waste of OP on this ship.  You really can't get any missiles that warrant using up (at least 16 for any decent missile) OP, when you can apply it towards much better things.

I still love the Tachyon Lances though.  Their range and power is undeniable, though once enemies close in your turn rate hurts it a bit.

a 6 sabot salvo ( pods in the universals ) followed up by a 2x plasma cannon and 6x A/MB frontal burst is well worth it.
Title: Re: Paragon Load outs
Post by: Vandala on June 05, 2012, 01:44:20 PM
I find the Paragon just to slow for my taste. I prefer the Odyssey with Augmented engines, that's as slow as I'm willing to go.

I also think the Paragon is difficult to equip, there are just so many options and you have so many points to spent and yet it is difficult to make a balanced ship capable of handling any given situation. I've yet bin able to top the standard "Elite" variant in overall performance. But I also haven't spent enough time with it yet.
Title: Re: Paragon Loadout
Post by: frag971 on June 05, 2012, 02:37:44 PM
Mine is
-2 Graviton Beams in the back to kill pesky fighters and frigates
-7 Burst PD lasers dotted around the ship
-8 linked Heavy Antimatter Blasters

I come up to an Onslaught and in one volley discharge all 8 blasters to overload the shields and bring the hull down to 5-10%.
It does eat up all of my flux :( But hey who cares about ammo when your shots are overkill right? :D
... I do switch them to alternating so i can fire single shots against frigates and destroyers

Another variant is to replace all PDs with small gravitons.
Title: Re: Paragon Load outs
Post by: Reshy on June 05, 2012, 03:47:34 PM
I find the Paragon just to slow for my taste. I prefer the Odyssey with Augmented engines, that's as slow as I'm willing to go.

I also think the Paragon is difficult to equip, there are just so many options and you have so many points to spent and yet it is difficult to make a balanced ship capable of handling any given situation. I've yet bin able to top the standard "Elite" variant in overall performance. But I also haven't spent enough time with it yet.


The one I made with Heavy Burst/Burst PD in the small and medium slots and autopulse in the large slots pretty much can solo most fleets.  Two or more of them at once just destroy everything in sight almost instantly.
Title: Re: Paragon Load outs
Post by: Archduke Astro on June 05, 2012, 11:43:16 PM
Would a moderator kindly merge this accidentally-started thread with the other, current thread on the same subject (http://fractalsoftworks.com/forum/index.php?topic=2762.0), please? Thanks.
Title: Re: Paragon Load outs
Post by: hydremajor on June 06, 2012, 12:03:10 AM
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....
Title: Re: Paragon Load outs
Post by: mendonca on June 06, 2012, 12:33:36 AM
Would a moderator kindly merge this accidentally-started thread with the other, current thread on the same subject (http://fractalsoftworks.com/forum/index.php?topic=2762.0), please? Thanks.

Done. Thanks for the report, Astro.
Title: Re: Paragon Load outs
Post by: neonesis on June 06, 2012, 06:06:15 AM
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....
How exactly did you mount Pulse Lasers on Hammerhead? They require Medium Energy slots, and Hammerhead has none of these. File hack, perhaps?
Title: Re: Paragon Load outs
Post by: Reshy on June 06, 2012, 07:00:27 AM
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....
How exactly did you mount Pulse Lasers on Hammerhead? They require Medium Energy slots, and Hammerhead has none of these. File hack, perhaps?

IR pulse lasers?
Title: Re: Paragon Load outs
Post by: neonesis on June 06, 2012, 07:37:03 AM
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....
How exactly did you mount Pulse Lasers on Hammerhead? They require Medium Energy slots, and Hammerhead has none of these. File hack, perhaps?
IR pulse lasers?
Ah, yes - that's actually interesting setup, I've always mounted tactical lasers on my Hammerheads, I'm curious how the one with IRs would work out.
Title: Re: Paragon Load outs
Post by: Reshy on June 06, 2012, 02:48:22 PM
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....
How exactly did you mount Pulse Lasers on Hammerhead? They require Medium Energy slots, and Hammerhead has none of these. File hack, perhaps?
IR pulse lasers?
Ah, yes - that's actually interesting setup, I've always mounted tactical lasers on my Hammerheads, I'm curious how the one with IRs would work out.


Better versus larger ships worse versus frigates and fighters.
Title: Re: Paragon Load outs
Post by: neonesis on June 06, 2012, 05:02:37 PM
Better versus larger ships worse versus frigates and fighters.
hydremajor stated that it does well against fighters aswell, which makes me even more curious.
Title: Re: Paragon Loadout
Post by: Catra on June 06, 2012, 06:16:41 PM
they are good against the slower fighters ( < 200 )  due to their RoF and decent turn speed, wouldn't really call them "reliable" though.