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Messages - TaLaR

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You are seriously underestimating player-piloted Afflictor. It can kill fleets on it's own, and nothing prevents you from swapping to next one after it runs out of PPT. In terms of own DP to kill-able DP ratio Afflictor is single most powerful ship by a wide margin (in vanilla and most(?) mods).

Hyperion is nowhere near as efficient as Afflictor and somewhat tedious to pilot, but it still surpasses a lot of recommendations here.

Suggestions / Re: Balancing Change Ideas
« on: June 22, 2020, 08:48:11 AM »
The 1% 0-flux speed boost skill is basically for being being able to run shields and still be fast.

It's mostly an AI crutch, AI keeps shield up way more than is anywhere near optimal.
There are also some builds that can at least operate PD and lighter weapons without breaking 1%, with heavy weapons used manually (example - dual plasma Odyssey).

Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 08:52:42 PM »
Also, I would say current unstable injector is closer to useless than niche.

It's close to autopick for frigates - most frigates will never outrange anybody in meaningful way, so it's better to stop trying and capitalize on high speed instead.
Same for any size SO loadouts, as long as you can afford OP cost.
I'd also use UI on player-piloted Medusa, or any early DE while I have no ITU yet. Probably larger phase ships too, if I ever used them.

I agree that it's mostly useless for non-SO cruisers and capitals.

Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 08:38:08 AM »
I would like a cheaper +1 burn mod that non-civilians could use (and does not stack with ADF).

Yep, that.
Current ADF puts some ships out of consideration simply because they can't hit right Burn speed bracket. For example ADF Paragon at 9 burn (or any other base 7 burn capital) doesn't combine with 8 burn of Conquest/Odyssey, while pushing the latter to 10 is waste of OP.

General Discussion / Re: My current fleet, improvement ideas?
« on: June 21, 2020, 07:44:15 AM »
Augmented Drive Field is a massive penalty to combat power (due to OP cost). It's fine to use when you only have 1 or 2 caps in your fleet, but it's better to use massed tugs (4 with Nav3, 6 otherwise) when you have that many capitals.

Hopefully this Paragon circlejerk will stop once we'll be able to get Radiants in our fleets.

If I remember right, it would only be a single not-player-pilotable Radiant with low max CR at best. If Radiant also gets a DP nerf (40 is ridiculously cheap for a ship arguably stronger than Paragon), it may end up mostly useless to player.

Frigates tend to pop out of existence without one. Even Omen, at least in modded game. It's not like you can deploy 10 capitals/cruisers simultaneously, might as well make those little bathtubs as effective as possible.

At battlesize 500 you have 200-300 DP to use. For 10 officers + player deployment even for minimum 200 DP, average ship is at least a cruiser. It's not like having exactly 200 is that optimal either - reserves are nice to have when you need to grind down multiple expeditions/etc.

If I ever use AI Lashers, that would be 2x Railgun + LAG non-SO build.
But single SO Lasher is cheap and easily available way to graduate from smuggling-only spacer start to being able to kill most small-to-medium roaming pirate/pather fleets in very supply-efficient manner.

One Scarab configured this way can *flawlessly* solo almost any Frigate or Destroyer. Some cruisers.

Which isn't that impressive claim at all.

LMG+Annihilator Lasher can do the same faster and is way more available, in a lot of cases even without SO.
Wolf may not be a fast killer, but it's fairly reliable. Just get behind any front shielded target or use point-blank skims to bypass shield against something like Medusa.
That's without listing actually elite frigates like Afflictor(max skilled can kill 200-300 DP of enemy ships), Shade(yes, it's a lot worse than Afflictor, but cloak + AMs still make it 2nd best frigate), Hyperion (tiresome to pilot and unimpressive logistically, but still good enough to solo a Paragon skill-less), Tempest (way below the trio, but is the best AI frigate and pleasant to pilot if you get it early)...

Scarab's system is powerful and interesting, but the ship isn't a very good platform for it.

General Discussion / Re: Paragon with four Uhlans
« on: June 14, 2020, 12:26:30 PM »
One of the worst of the Paragon's monoloadouts (after 4 HILs and Paladins), actually. Able to hunt a pirates or small pray, but nothing more. Autopulse are not good vs thick armor, so you need almost all of your ammo to do destroy a high-armor caps.

While I agree that 4 Autopulses make a bad Paragon loadout, it's purely due to short range combined with slow speed.

5 Autopulses on a Radiant will chew through any armor in few seconds. In fact at this point it kind of becomes AI exploit, since enemy AI tends to consider them 'safe' and often drops shield at low flux only to get massively punished.

General Discussion / Re: Paragon with four Uhlans
« on: June 07, 2020, 10:01:49 PM »
Alternating fire will under-utilize weapon group if individual weapons have too long firing sequence compared to cooldown, since only 1 can be firing at any given time (when holding the button, you can simply rapid-click instead). For example 3 TLs are fine but 4 are not. Otherwise it works more or less perfectly.

Just test it in sim.

Suggestions / Re: Enemy AI fleets and retreating
« on: June 03, 2020, 06:52:08 AM »
Even enemy stalling without much offensive plan can be meaningful - it forces you to take risky plays to reduce PPT expenditure, thus giving enemies at least some advantage.
Only if the enemy has more PPT than the player, otherwise, I stall until they run out first, unless they cannot harm my ships.

Yeah in this case they should just retreat or choose disengage option before fight.

It may be effect of enemy command AI rather than individual ship behavior. At least in sim it's possible to lure anything into suicide against slower ship, even if they have guaranteed disengage capability. It's matter of intentionally keeping very high flux on yourself (and being able to win despite this handicap).

Example: Paragon vs 2 Beam Auroras. Note that they simply don't retreat even when taking heavy damage, or do so way too late (except when drifting away with disabled engines).

Suggestions / Re: Enemy AI fleets and retreating
« on: June 02, 2020, 11:14:46 PM »
I also don't think that some amount of stalling is stupid per se. Putting 'avoid' order on enemy Paragon while going for rest of enemy fleet is what I'd usually do too.
I backpedal into corner as well when I need to.
Even enemy stalling without much offensive plan can be meaningful - it forces you to take risky plays to reduce PPT expenditure, thus giving enemies at least some advantage.

Overall, I'd take enemy stalling over suicidal lemming rush 100% of the time. And imo edge/corner-camping is not so much AI problem, as it is combat system problem. It is beneficial when outnumbered, so not using it would be intentionally stupid.

Suggestions / Re: Enemy AI fleets and retreating
« on: June 02, 2020, 11:00:46 AM »
Never had real problems with stalling AI. Though I do pilot only fast ships, as well prefer average-to-fast AI-compatible ships. Also take all personal mobility skills + CM3. Another point is to take Helmsmanship 3 + Defensive systems 3 on all non-carrier officers, to maximize ZFB use despite AI's shield mismanagement.

It doesn't matter whether enemies want to stall when they simply can't speed-wise.

Gravitons brake and rotate target. Rotation effect is miniscule except for fighters and missiles, but braking can significantly reduce efficiency of some mobility ststems and natural acceleration.

Also looking at Reapers getting rotated off course is funny, yeah.

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