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Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 08, 2016, 11:17:19 PM »Enforcers have 80 shield cost - so they only have 320 dissipation while their shield is up. Also, their max flux usage is highly misleading owing to so much of it being tied up in its Assault Chainguns.I took that into account in my revised edit, which I made before you posted. I also calculated for only firing the Arbalests, and not firing at all.QuoteOr you could just fire your HEF-boosted Autopulse Laser, overload it in 3 seconds even if it doesn't fire, then punch right through its armor with two HEF-boosted Pulse Lances. Or do 600 Hard Flux DPS with the two Light Needlers you can put on the front ballistic mounts, then move in with the Autopulse. I really don't know why you chose a Sunder, it's probably the worst thing to mount Graviton Beams on. Its energy weapons benefit from being bursty to take full advantage of the HEF, and it has access to Light Needlers which have 800 range, do hard flux, and go in a small ballistic slot.Light Needlers are great, but there's a pretty significant range and accuracy difference between them and Graviton beams. You also arn't prevented from using both of them at the same time so ?.
I went ahead and scrimmaged an Assault Sunder (autopulse/pulse/sabot/needler) vs a similar Sunder with autopulse/graviton/sabot/vulcan. The second Sunder (on Autopilot) won 4/5 fights; though for some reason it was using its Sabots more than the Assault Sunder. So I took off the Sabots (without adding more vents etc.), and the second Sunder still won 2/3 fights. Although the real reason for its victory seemed to be higher flux reserves owing to less OP spent on Needlers and less flux spent on offense; this gave it just enough shield flux to withstand an autopulse barrage. The Pulse Lasers were completely useless for the Assault Sunder.
Note: The only Technology effect in play was +10% hull armor, which I judged to make no difference to the outcome of any of the fights.
Point is, Graviton beams are support weapons. They are pure Gravy and highly defensive, letting you control fights with long range, high accuracy and great sustain.
You're not prevented from using them at the same time, but Light Needlers cover your shield-stripping needs very well indeed. Graviton Beams are both redundant and still not very good, so you might as well use the slot for something else, preferably something that's good vs armor like Phase Lances.
The default Assault Variant uses IR Pulse Lasers. Please tell me you actually swapped those out for medium-sized Pulse Lasers and didn't just use the default Assault Variant. Oh wait, you can't, the simulator doesn't let you. The AI also doesn't even bother moving in slightly closer to use Phase Lances if you give it some. The AI does not know how to fly or equip a Sunder. The Assault Sunder is particularly terrible; it has Sabots and Light Needlers, wasting its missile slots on more kinetic when what it really needs is some high explosive.
Additionally, Sunders are not designed to be fighting other Sunders 1v1. That's not what they're for. They're glass cannons, strike craft designed to hit hard targets that are busy shooting at other stuff, and are countered by anything that's able to get on their flank and shoot them. Trying to measure a Sunders effectiveness by whether it's able to blow up a different Sunder 1v1 is missing the point of the ship.