Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Thaago on September 27, 2012, 05:19:33 PM

Title: Surprisingly Dangerous Weapons
Post by: Thaago on September 27, 2012, 05:19:33 PM
Name a weapon which is much more dangerous than you first thought!

Annihilator rockets pods! At first I wondered what the point was, then saw an Onslaught throwing 1600 DPS at me from 4 of these for no flux.
Title: Re: Surprisingly Dangerous Weapons
Post by: VikingHaag on September 27, 2012, 05:38:51 PM
All weapons are dangerous. PD weapons surprisingly so.
Ever tried to hug an Enforcer with 5 heavy mg's?
Title: Re: Surprisingly Dangerous Weapons
Post by: sirboomalot on September 27, 2012, 05:52:29 PM
Thinking back to when I first started playing, I have to say harpoon missiles. when I used one for the first time it hit the enemy shield for a rather small amount of damage, while the salamander missiles I had used before would not only avoid the enemy shields and hit them from behind, but also disable engines and guns. It was quite a while of playing before I realized that the harpoon could be deadly.
Title: Re: Surprisingly Dangerous Weapons
Post by: Gothars on September 27, 2012, 06:16:47 PM
That's funny, for me it was the other way round. At my first play"trough" I started out with harpoons, and by the time I tried Salamanders my enemies had too much pd to let them trough. So I thought them to be worthless until I started anew with a salamander packed lasher.

But the weapon that surprised me most was the AM-Blaster. I's pretty useless against 0-flux shields, certainly not worth the low range and long waiting time, so I didn't realize at first that it is awesome for overloading or armor smashing.
Title: Re: Surprisingly Dangerous Weapons
Post by: CrashToDesktop on September 27, 2012, 06:30:21 PM
The High-Intensity Laser.  I always thought that it has a pretty low DPS compared to other weapons, but when I saw that thing mounted on a Sunder face a few of my frigates, it chewed right through them, shields, armor, hull and all.  A little suprise there, no? ;D
Title: Re: Surprisingly Dangerous Weapons
Post by: Catra on September 27, 2012, 07:13:02 PM
none of em really. played enough X ( and other stuff before that :P ) to know that you really should try things out ( or see them used in a fairly competent manner ) before passing any judgement.
Title: Re: Surprisingly Dangerous Weapons
Post by: Temjin on September 27, 2012, 09:05:38 PM
All weapons are dangerous. PD weapons surprisingly so.
Ever tried to hug an Enforcer with 5 heavy mg's?

With Burn Drive, I love flying one of these in a larger fleet engagement. It absolutely annihilates shields and hull and works great to "pincer" larger ships and put them in a really crappy situation.

Also great for ripping apart fighter swarms.
Title: Re: Surprisingly Dangerous Weapons
Post by: VikingHaag on September 27, 2012, 09:21:04 PM
With Burn Drive, I love flying one of these in a larger fleet engagement. It absolutely annihilates shields and hull and works great to "pincer" larger ships and put them in a really crappy situation.

Also great for ripping apart fighter swarms.

Indeed, and if you run out of ammo you can start ramming *** with burn drive.
Extra point if you have 4 reapers. Burn drive crash into something and fire away. Assured lulz.
Title: Re: Surprisingly Dangerous Weapons
Post by: Sproginator on September 28, 2012, 01:37:25 AM
With Burn Drive, I love flying one of these in a larger fleet engagement. It absolutely annihilates shields and hull and works great to "pincer" larger ships and put them in a really crappy situation.

Also great for ripping apart fighter swarms.

Indeed, and if you run out of ammo you can start ramming *** with burn drive.
Extra point if you have 4 reapers. Burn drive crash into something and fire away. Assured lulz.
Good tip
Title: Re: Surprisingly Dangerous Weapons
Post by: JaytheJuggernaut on September 28, 2012, 04:38:42 AM
I think one of the more major of my blunders was almost completely ignoring High-Explosive weapons. Heavy mauler and Assault chaingun in particular. I always went for hypervelocity driver or Heavy Machine Gun (Just like Viking said: Don't underestimate these things!). For me, it was seeing weapons that I stunk with, as I knew the ai was extremely incompetent when it came to my playstyle. So I spent long hours in the simulator recently (coincidentally you posted this thread :) ) trying out new weapons and things.
Title: Re: Surprisingly Dangerous Weapons
Post by: Temjin on September 28, 2012, 06:34:38 AM
I still don't really like the Assault Chaingun, as it's not very good at dealing with armor due to its low per-shot damage and you need to spend a lot of time on target to kill anything.

Much rather have the Heavy Mauler.
Title: Re: Surprisingly Dangerous Weapons
Post by: Faiter119 on September 28, 2012, 06:42:57 AM
The Proximity Charge Launcher. That thing is the most devastating thing ever to fighters. Just go watch some of my vids.
Title: Re: Surprisingly Dangerous Weapons
Post by: CopperCoyote on September 28, 2012, 08:08:32 AM
I was unimpressed with thumpers. Frag damage is terrible against both shields and armor so you have to wait till most things are nearly dead to use it well.

I was pleasantly surprised when i put an intergrated ai on an outdated enforcer. While not as good as flak at stopping most missiles it ruins the LRM barrages. Fighter wings didn't do so well either

For funsies i use a thumper on a hound to manually add a bit of pd to whatever good ship i scavenge early game(the computer is a better pilot anyway). As a bonus once the enemies armor is cracked open i can go to town.
Title: Re: Surprisingly Dangerous Weapons
Post by: Wyvern on September 28, 2012, 08:34:44 AM
I still don't really like the Assault Chaingun, as it's not very good at dealing with armor due to its low per-shot damage and you need to spend a lot of time on target to kill anything.

Much rather have the Heavy Mauler.

Generally, yes, but I have found one situation where the assault chaingun is vastly superior.  Namely, for an AI piloted ship, that's using light needlers for its kinetic damage.  Install a mauler, and the AI will hang around at max mauler range and try to bring down enemy shields using just the mauler.  The slightly shorter range of the assault chaingun is, in this case, a huge advantage - because it means the AI will actually use the needlers when appropriate.
Title: Re: Surprisingly Dangerous Weapons
Post by: JaytheJuggernaut on September 28, 2012, 08:40:55 AM
I still don't really like the Assault Chaingun, as it's not very good at dealing with armor due to its low per-shot damage and you need to spend a lot of time on target to kill anything.

Much rather have the Heavy Mauler.

I can't think of any weapon except the assault chaingun off the top of my head where it spreads out as it shoots (Ok, I can. Mark IX) I only put these weapons in hardpoints, as my style is more long range. This is a major disadvantage for my fleet. Then again, I'm not good at piloting capital ships, so I pretty much just sit on an enemy until someone overloads. The spread is moot there.

I still don't really like the Assault Chaingun, as it's not very good at dealing with armor due to its low per-shot damage and you need to spend a lot of time on target to kill anything.

Much rather have the Heavy Mauler.

Generally, yes, but I have found one situation where the assault chaingun is vastly superior.  Namely, for an AI piloted ship, that's using light needlers for its kinetic damage.  Install a mauler, and the AI will hang around at max mauler range and try to bring down enemy shields using just the mauler.  The slightly shorter range of the assault chaingun is, in this case, a huge advantage - because it means the AI will actually use the needlers when appropriate.

Yeah, I can see this being good info to know. Sit there wasting all the mauler ammo, and I'm like,"SHOOT THE NEEDLER ALREADY!" haha.
Title: Re: Surprisingly Dangerous Weapons
Post by: billi999 on September 28, 2012, 03:38:21 PM
I absolutely adore the HephAG, people talk about decking out their Conquests with Hellbores, but I say give the HephAGs a chance! I find them extremely satisfying to use and absolutely devastating to hull and armour, and even shields though of course to a lesser degree. If you did use it with a Conquest then you could easily get some good efficient kinetic damage with a heavy needler anyway!
Title: Re: Surprisingly Dangerous Weapons
Post by: ArthropodOfDoom on September 28, 2012, 06:48:11 PM
As much as people use Hellbores/Hephaestus,
I much prefer Mjolnir cannons for the EMP damage.
I think it sets a precedent for any other large multipurpose weapons.
I use two a side in conjunction with a Phase Beam for some pretty good EMP damage.
However, I might use a Graviton Beam in order to get some actual anti-shield capability.
Title: Re: Surprisingly Dangerous Weapons
Post by: Faiter119 on September 29, 2012, 04:12:26 AM
As much as people use Hellbores/Hephaestus,
I much prefer Mjolnir cannons for the EMP damage.
I think it sets a precedent for any other large multipurpose weapons.
I use two a side in conjunction with a Phase Beam for some pretty good EMP damage.
However, I might use a Graviton Beam in order to get some actual anti-shield capability.

You must be the only one :)

And if you diddnt know, the Phase beam and the grav beam does the same dmg vs shields. As the Phase beam is 150 dps and the grav is 100 dps kinetic (50% vs shields).
Title: Re: Surprisingly Dangerous Weapons
Post by: Gothars on September 29, 2012, 04:23:13 AM

You must be the only one :)

And if you diddnt know, the Phase beam and the grav beam does the same dmg vs shields. As the Phase beam is 150 dps and the grav is 100 dps kinetic (50% vs shields).

Kinetic does 200% vs shields. So it is better against them than the Phase Beam.
Title: Re: Surprisingly Dangerous Weapons
Post by: Faiter119 on September 29, 2012, 04:35:12 AM

You must be the only one :)

And if you diddnt know, the Phase beam and the grav beam does the same dmg vs shields. As the Phase beam is 150 dps and the grav is 100 dps kinetic (50% vs shields).

Kinetic does 200% vs shields. So it is better against them than the Phase Beam.

Really? Wow ive been missing out.
Title: Re: Surprisingly Dangerous Weapons
Post by: hadesian on September 29, 2012, 05:27:39 AM
The tactical laser

oh my god if you spam those
it's just
Title: Re: Surprisingly Dangerous Weapons
Post by: Reshy on September 29, 2012, 02:37:36 PM
Lots of the single light machine guns are pretty potent at bringing down shields of just about anything.
Title: Re: Surprisingly Dangerous Weapons
Post by: Ghoti on September 29, 2012, 11:22:13 PM
The High-Intensity Laser. ...   A little suprise there, no? ;D
no  >:(
Mount anything else and the ship will be even more effective. That weapon is anemic.

I'd say the cluster bomb launcher qualifies for inclusion.
Title: Re: Surprisingly Dangerous Weapons
Post by: harrumph on September 30, 2012, 12:00:40 AM
The High-Intensity Laser. ...   A little suprise there, no? ;D
no  >:(
Mount anything else and the ship will be even more effective. That weapon is anemic.

I'd say the cluster bomb launcher qualifies for inclusion.

I wouldn't call the HIL anemic, just a little specialized. The range is amazing, and it absolutely crushes frigates (and some destroyers). No good against big ships, but then that's beams for you.

Cluster bombs: totally sweet.
Title: Re: Surprisingly Dangerous Weapons
Post by: Nooblies on September 30, 2012, 01:07:52 AM
Mine would be sabot missiles, especially against high tech ships

It does kinetic damage, no worries. On the armour it is!

Drops to 150 hull...
Title: Re: Surprisingly Dangerous Weapons
Post by: Ghoti on September 30, 2012, 07:35:45 AM
it absolutely crushes frigates (and some destroyers).
The ability to blow up a frigate with a large energy weapon is not an interesting property. :D
Title: Re: Surprisingly Dangerous Weapons
Post by: Thaago on September 30, 2012, 08:07:03 AM
it absolutely crushes frigates (and some destroyers).
The ability to blow up a frigate with a large energy weapon is not an interesting property. :D

I don't think thats always true - you can reliably hit a frigate at 1200-1800 range with a HIL - you can't do that with anything else except the Tachyon Lance. Plasma and the Autopulse will both miss the vast majority of their shots against the nimble ones. I've used the HIL effectively in a support role - using it as a primary armament is a mistake though.
Title: Re: Surprisingly Dangerous Weapons
Post by: DelicateTask on October 03, 2012, 10:41:51 AM
The Proximity Charge Launcher. That thing is the most devastating thing ever to fighters.
I really had a hard time getting behind that weapon, but you're right. The problem is that it's extremely specialized. It's not exactly useful in the way that you might expect, but used properly, it can shred enemies.


Also, autopulse cannons. They're fun. Maybe not the best weapon ever, but I've never had nearly as much success putting other large energy weapons on my Paragon.
Title: Re: Surprisingly Dangerous Weapons
Post by: Ghoti on October 03, 2012, 05:28:07 PM
AutoPulses are just accepted to be dangerous weapons.
1. Expanded magazines provide them with more capacity
2. Burst DPS of 1000 is huge.
3. It's more than 1000 DPS because it goes in an energy slot, it can go up to 1500 DPS.
4. which means it gets better than 1:1 flux to damage
5. When it's not in combat, its spooling up damage giving it a higher effective DPS than 200.

AutoPulse lasers are the first thing I go looking for once I get a large energy slot.
Title: Re: Surprisingly Dangerous Weapons
Post by: Aleskander on October 04, 2012, 09:41:49 AM
AP's are good against cruisers and most low-tech ships but I find that most caps can just soak up the damage with shields.
Title: Re: Surprisingly Dangerous Weapons
Post by: dogboy123 on October 04, 2012, 11:00:21 AM
I would say the sabot SRM for me, I had no idea that they could overload a mule in just 2 hits  :o, I'm now replacing all my harpoons with sabots.
Title: Re: Surprisingly Dangerous Weapons
Post by: Thaago on October 04, 2012, 11:02:27 AM
I really like sabots, but I wish they were unguided. As it stands they overadjust for target drift, making it extremely hard to hit frigates or even the faster destroyers.
Title: Re: Surprisingly Dangerous Weapons
Post by: Catra on October 04, 2012, 12:32:15 PM
AP's are good against cruisers and most low-tech ships but I find that most caps can just soak up the damage with shields.

the only capital that can really shield-tank that is the paragon.

- the onslaught is so terrible with its flux that it can't really use it's shield that often
- the conquest should just have its shield removed, as its suicidal to block anything with that
- the odyssey is OK-ish, but it's pretty much forced into a defensive stance
Title: Re: Surprisingly Dangerous Weapons
Post by: Aleskander on October 04, 2012, 02:15:45 PM
Yeah, I thought that the onslaught would be excluded automatically. I'l point out the obvious next time.
Title: Re: Surprisingly Dangerous Weapons
Post by: Ghoti on October 04, 2012, 04:45:09 PM
Yeah, I thought that the onslaught would be excluded automatically. I'l point out the obvious next time.
??
The onslaughts venting isn't that bad. I mean it's not the paragon, but with hardened shields and good vents, it's pretty damn nice.
As it stands they overadjust for target drift.
Alex has improved the sabot so much in this regard. Still not good, but still better!
Title: Re: Surprisingly Dangerous Weapons
Post by: Aleskander on October 04, 2012, 04:55:36 PM
I've never had an onslaught with hardened shields. Is it any good?
Title: Re: Surprisingly Dangerous Weapons
Post by: Ghoti on October 04, 2012, 04:57:55 PM
Hardened shields is generally pretty good for ships that get shot at a lot.  8)
Title: Re: Surprisingly Dangerous Weapons
Post by: Mattk50 on October 05, 2012, 01:45:11 PM
Plasma cannons. I ended up having to use a plasma instead of a third auto-pulse on my odyssey due to simply not having one, and even with a single cannon the accuracy and armor piercing damage of it is incredibly useful.

You do trade off a lot for it though, raw efficiency and more vents specifically.
Title: Re: Surprisingly Dangerous Weapons
Post by: harrumph on October 05, 2012, 02:25:10 PM
Annihilators! They're cheap, they're common, they show up in "Outdated" ship variants, and the AI doesn't use them very effectively, all of which together makes me forget how murderous they can be. Flying an Enforcer with a bunch of Annihilators and light needlers is like playing Starfarer in fast forward. Engage burn drive! Pew pew pew CRASH. Rockets away! Boom boom boom KABOOM. Takes like five seconds to bring an enemy destroyer from zero flux to zero hull.
Title: Re: Surprisingly Dangerous Weapons
Post by: commche on October 07, 2012, 10:13:18 AM
Interestingly, the danger of a weapon is subject to how much flux is available for it to maintain a viable period of uptime. Therefore, it depends on the ship and the mods installed. Tactical lasers in numbers, along with graviton beams have negligible upkeep and awesome range. If you combine these with decent sized kinetic missile volleys on one weapon channel with one or more reaper missiles on another, you can basically, with a well timed volley of missiles, overload a ship's flux and then finish them off with a reaper while they are shorted out. I have taken down cruisers with a single destroyer using this tactic. Sadly, the AI hasn't caught on to this tactic, however it would definitely be something for the devs to look at if they hope to implement difficultly levels that go beyond half or full damage taken, i.e. AI based difficulty. Of course the game is still in alpha, so anything is possible.
Title: Re: Surprisingly Dangerous Weapons
Post by: Aratoop on October 07, 2012, 11:08:38 AM
Hmmm, I don't think I really looked at the weapons when I first started, but I have to say that until recently, I thought the antimatter blaster was useless. When I start messing around with the hyperion...oh god 0_o
Title: Re: Surprisingly Dangerous Weapons
Post by: Reshy on October 07, 2012, 05:26:36 PM
Light Morters and Light Machine Guns are very effective.  Short, but very cheap, efficent, and easy to spam.
Title: Re: Surprisingly Dangerous Weapons
Post by: Temjin on October 07, 2012, 09:09:16 PM
+1 to Annihilators. Zero flux, massive explosive damage and constant pressure, from either a small or a medium slot and 4 OP on the small launcher. Works best if you have three or more front-facing/linked missile slots, (Dominator, Onslaught, Enforcer, some of the small Phase ships).
Title: Re: Surprisingly Dangerous Weapons
Post by: ArkAngel on November 30, 2012, 01:44:11 PM
AP's are good against cruisers and most low-tech ships but I find that most caps can just soak up the damage with shields.

the only capital that can really shield-tank that is the paragon.

- the onslaught is so terrible with its flux that it can't really use it's shield that often
- the conquest should just have its shield removed, as its suicidal to block anything with that
- the odyssey is OK-ish, but it's pretty much forced into a defensive stance
If I use a conquest I must have a shield. It's soaks damage long enough for me to deploy reapers point blank.
Title: Re: Surprisingly Dangerous Weapons
Post by: kazi on November 30, 2012, 02:00:59 PM
Yeah, the point blank reaper barrage is a game ender. Combined with maneuvering jets it's almost impossible to stop.

Give your conquest all capacitors (instead of vents), hardened shields, and stabilized shields. You'll find that the shield can now tank most anything (from one direction haha). When you use the Conquest against an Onslaught or Paragon, you'll usually have to back off once or twice to vent, but neither of those ships have the speed or maneuverability to catch you (dodge to the side of an Onslaught where they have no weapons, and it usually won't be able to turn fast enough to shoot you lol).
Title: Re: Surprisingly Dangerous Weapons
Post by: Cosmitz on December 01, 2012, 04:36:14 AM
Antimatter Blasters. So much murderous damage it should be named Light Plasma Cannon.