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 on: May 22, 2019, 11:23:31 AM 
Started by StarScum - Last post by StarScum
Relative cost wise, how does a Brawler frigate with 2 Assault Chainguns and 2 Light Needlers compare with a Hammerhead with those plus Harpoons and 2 PD lasers?

I'm looking for ships to get up in the enemy's face and keep them away from my long range carriers.

I'm assuming the Hammerhead is going to be better due to its larger OP and Accelerated Ammo Feeder but I want your opinions.

 on: May 22, 2019, 11:10:57 AM 
Started by Alex - Last post by Megas
Just recently encountered a pirate fleet with 56 ships.  (Broke the fleet cap.)  It was the only one so far.

 on: May 22, 2019, 11:08:40 AM 
Started by Megas - Last post by Megas
What does overreach mean?  Fighting a battlestation backed up by a fleet?  Taking on an equal (or slightly greater-than) enemy force while deploying anything smaller than a cruiser, or phase ships, or anything with Degraded Subsystems?

With smaller map sizes (like the default size of 300), player can only deploy few ships at a time, if they are all big, especially if one of the ships is a Paragon.

Endgame enemy fleets can be ridiculous with several capitals and the rest full of cruisers.

As for Officers, I do not put skills in Officer Management, although that does not mean much when I cannot deploy even five ships due to map size limit.  I would like to put 1 in, but I must give up another skill to get it, and Officer Management is most likely put on the chopping block.

While Combat Endurance is nice, it should not be auto-pick because the game fails to give extra time when fights get bigger in newer releases while peak performance has not kept up.

 on: May 22, 2019, 11:04:00 AM 
Started by StarScum - Last post by Thaago
TLDR vs Dominator Hull:
Storm Needler no skills: is 250 dps / 650 fps
With skills: 453.6 dps 650 fps

Mk IX no skills 200dps / 400 fps
With skills 312.5 dps / 400 fps

It does a bit over double that. Lets take a pretty beefy armor of a Dominator. It has 1500 armor, so its 5% residual rating will be 75. A Storm Needler's per shot damage is 75, or 37.5 for armor penetration because it is kinetic.

Dps = 750 * (37.5/(75+37.5)) = 750 * .333 = 250 (storm needler vs dominator hull, no skills)

Not good at all! Targeting Analysis 3 will bring the factor from .333 to .429 (nearly a 30% increase in dps vs hull from that skill, nice), which could be cancelled by the Evasive Action 3 perk. With all skills (so +25% more base damage) the factor gets up to .484, for a total dps of 453.6 dps.

A Mk IX with its 200 damage shots will be doing:

dps = 350 * (100/(75+100)) = 350 * .5714 = 200

With all skills: 312.5 dps

This shows an interesting fact: skills help the relative efficiency of the Storm Needler more than the Mk IX, allowing it to start to close the gap. The dps/fps ratio ends at ~ .7 for the storm needler, and .78 for the Mk IX with skills, up from .385 and .5 respectively.

Conclusion: without skills, the Storm Needler is a specialty anti-shield weapon vs heavily armored targets. With skills, it is almost as efficient a hull killer, with significantly higher dps for a single large slot. Skilled vs skilled armor (enemy officer) brings the calculation back to the start (a little worse for both).

 on: May 22, 2019, 10:43:40 AM 
Started by Vind - Last post by Alex
Thank you! Loaded up the save - huh, that's weird. Made a note, will try to investigate in a bit.

 on: May 22, 2019, 10:36:46 AM 
Started by StarScum - Last post by Lucky33

ONE Storm Needler does 750 DPS for 650 flux/second and uses 18 OP on a Conquest

Its only about 112 DPS against hull of anything from cruiser and above.

 on: May 22, 2019, 10:19:53 AM 
Started by Megas - Last post by SCC
I think that it would be ideal if we could pick a modifier on PPT (and maybe other stats), so that everyone can pick the fights to be as long as they wish. That aside, I agree with Megas that fights are longer now and PPT is often insufficient for dealing with majority of the enemy ships, unless I deploy more ships than I need.

 on: May 22, 2019, 09:44:16 AM 
Started by StarScum - Last post by Schwartz
Since we're talking about mechanics and design.. the Conquest is also perfect for kiting beam ships because it's got a canyon going right down the middle. ;)

 on: May 22, 2019, 09:43:53 AM 
Started by BHunterSEAL - Last post by BHunterSEAL
Thanks for your help, I had no idea it was case-sensitive! All working now.

Does anyone know what impactSoundVolumeMult does? I assume it scales sound effects for impacts (of ships, weapons?) with 1=100%, but I couldn't find this noted anywhere.

 on: May 22, 2019, 09:37:35 AM 
Started by StarScum - Last post by Schwartz
I would go with Thaago's loadout for small Annihilators in front, Locust SRM and possibly Sabots in the side mounts. With an officer who's missile skilled as well as ECCM hullmod these end up profiting from the buff the most, and then you have a ship that can do kinetic, HE and frag damage.

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