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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Ship Loadouts  (Read 2014 times)

Megas

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Ship Loadouts
« on: August 18, 2019, 11:47:31 AM »

Below are a variety of ship loadouts I use for my 0.9.1a game, some for endgame, others for early game.  Not all are fully optimized.  Assumes Loadout Design since that skill is so good for everyone.

FRIGATES
Afflictor
Capacitors: 12
Vents: 12
Weapons: 4x Reaper Torpedo
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Flux Coil Adjunct, Reinforced Bulkheads, Resistant Flux Conduits, Unstable Injector


Tempest
Capacitors: 9
Vents: 10
Weapons: 1x Heavy Blaster, 1x Tactical Laser, 1x Salamander MRM
Hullmods: Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits


DESTROYERS
Hammerhead
Capacitors: 10
Vents: 24
Weapons: 2x Heavy Mortar, 2x Railgun, 2x Reaper Torpedo, 2x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits


Harbinger
Capacitors: 20
Vents: 13
Weapons: 3x Antimatter Blaster
Hullmods: Auxiliary Thruster, Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Unstable Injector


Enforcer
Capacitors: 12
Vents: 24
Weapons: 1x Heavy Mortar, 2x Arbalest Cannon, 4x Annihilator Rocket Launchers, 2x Flak Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits


Medusa
Capacitors: 1
Vents: 24
Weapons: 1x Heavy Blaster, 1x Ion Beam, 2x Railgun, 3x Burst PD Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Mule
Capacitors: 12
Vents: 20
Weapons: 1x Arbalest Cannon, 2x Salamander MRM, 2x Light Mortar, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits


Shrike (P) (early)
Capacitors: 5
Vents: 18
Weapons: 1x Pulse Laser, 1x Sabot SRM Pod, 1x Ion Cannon, 1x Light Autocannon, 1x IR Pulse Laser, 2x PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads

Shrike (P) (late)
Capacitors: 6
Vents: 20
Weapons: 1x Heavy Blaster, 1x Salamander MRM, 1x Railgun, 1x Tactical Laser, 2x PD Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Sunder (assault)
Capacitors: 10
Vents: 24
Weapons: 1x Tachyon Lance, 2x Railgun, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits, Stabilized Shields

Sunder (beam)
Capacitors: 1
Vents: 24
Weapons: 1x High Intensity Laser, 2x Graviton Beam, 2x Light Autocannon, 1x Vulcan Cannon
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Stabilized Shields


CRUISERS
Apogee
Capacitors: 7
Vents: 36
Weapons: 1x Plasma Cannon, 1x Locust SRM Launcher, 2x Pulse Laser, 2x IR Pulse Laser
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits


Aurora (missiles)
Capacitors: 0
Vents: 33
Weapons: 2x Heavy Blaster, 2x Sabot SRM Pod, 4x Sabot SRM Launcher, 5x Burst PD Laser
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Integrated Targeting Unit, Resistant Flux Conduits

Aurora (energy)
Capacitors: 4
Vents: 36
Weapons: 2x Heavy Blaster, 1x Ion Pulser, 1x Salamander MRM Pod, 5x Burst PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits, Shield Conversion: Front


Dominator
Capacitors: 9
Vents: 36
Weapons: 1x Hellbore Cannon, 1x Mark IX Autoncannon, 2x Flak Cannon, 3x Annihilator Rocket Pod, 9x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits

Notes:  Disposable clunker loadout to throw at the enemy.


Doom
Capacitors: 30
Vents: 16
Weapons: 2x Heavy Blaster, 2x Salamander MRM Pod, 4x Burst PD Laser, 4x Light Mortar
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Could remove light mortars and lower vents to 9 for Hardened Subsystems instead.


Eagle #1
Capacitors: 0
Vents: 32
Weapons: 2x Heavy Needler, 1x Heavy Mauler, 3x LR PD Laser, 3x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Point Defense AI, Integrated Targeting Unit

Eagle #2
Capacitors: 0
Vents: 30
Weapons: 2x Heavy Needler, 2x Phase Lance, 1x Ion Beam, 5x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit

Notes:  Medium ballistic hardpoint is empty.


Falcon (early)
Capacitors: 0
Vents: 28
Weapons: 1x Arbalest Cannon, 1x Heavy Mortar, 2x LR PD Laser, 2x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits

Falcon (late)
Capacitors: 0
Vents: 27
Weapons: 1x Hypervelocity Driver, 1x Heavy Mauler, 2x LR PD Laser, 2x Graviton Beam, 2x Burst PD Laser, 2x Atropos Torpedo
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads


Heron (cheap)
Capacitors: 6
Vents: 18
Fighters:  1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 1x Heavy Blaster, 6x LR PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads

Heron (late)
Capacitors: 5
Vents: 17
Fighters:  3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads


Mora
Capacitors: 8
Vents: 27
Fighters:  1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 2x Hammer Torpedo, 3x Vulcan Cannon, 3x Light Mortar, 2x Light Autocannon
Hullmods: Efficiency Overhaul, Reinforced Bulkheads, Surveying Equipment


CAPITALS
Astral
Capacitors: 0
Vents: 18
Fighters:  1x Dagger, 2x Cobra, 1x Khopesh, 2x Longbow
Weapons: 5x Heavy Burst Laser, 2x Salamander MRM Pod
Hullmods: Augmented Drive Field, Efficiency Overhaul, Expanded Deck Crew


Conquest #1
Capacitors: 5
Vents: 60
Weapons: 2x Mjolnir, 2x Marx IX Autocannon, 2x Heavy Needler, 2x Locust SRM Launcher, 8x Burst PD Laser
Hullmods: Efficiency Overhaul, Expanded Missile Racks, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Symmetrical loadout that Steady AI can use, with Mjolnir, Heavy Needler, and Mark IX together. One medium ballistic mount per side is empty due to range mismatch between the large and mediums.  (800 range on back mount might not be long enough, and 1000 range might mess up the other three.)   Excess OP goes to Expanded Missile Racks so that Locusts last long enough.

Conquest #2
Capacitors: 9
Vents: 60
Weapons: 4x Storm Needler, 4x Heavy Mortar, 2x Locust SRM Launcher, 8x Burst PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  If given to AI, must be given Aggressive officer/AI for it to get close enough to use Storm Needlers.


Legion
Capacitors: 0
Vents: 51
Fighters:  1x Khopesh, 1x Claw, 1x Broadsword, 1x Wasp
Weapons: 2x Hellbore Cannon, 2x Heavy Needler, 3x Dual Flak Cannon, 6x Vulcan Cannon
Hullmods: Augmented Drive Field, Efficiency Overhaul, Integrated Targeting Unit


Odyssey
Capacitors: 0
Vents: 40
Fighters:  1x Xyphos, 1x Mining Pod
Weapons: 2x Plasma Cannon, 1x Hurricane MIRV Launcher, 3x Salamander SRM, 11x PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Point Defense AI, Integrated Targeting Unit, Resistant Flux Conduits


Paragon
Capacitors: 0
Vents: 55
Weapons: 4x Tachyon Lance, 2x Hypervelocity Driver, 4x Heavy Blaster, 9x Burst PD Laser
Hullmods: Augmented Drive Field, Efficiency Overhaul, Hardened Shields, Resistant Flux Conduits, Stabilized Shields


Onslaught
Capacitors: 0
Vents: 51
Weapons: 2x Devastator Cannon, 1x Mjolnir Cannon, 4x Heavy Needler, 2x Hypervelocity Driver, 3x Dual Flak Cannon, 6x Vulcan Cannon, 4x Typhoon Reaper Launcher
Hullmods: Augmented Drive Field, Efficiency Overhaul, Integrated Targeting Unit, Resistant Flux Conduits

Notes:  Typhoons instead of Annihilators because AI will empty the latter very quickly.  At least AI conserves Reapers.  Defense is a bit weak on the sides.
« Last Edit: August 18, 2019, 12:09:34 PM by Megas »
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Ed

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Re: Ship Loadouts
« Reply #1 on: August 18, 2019, 12:27:14 PM »

My flagship is a Doom with unstable injector, hardened subsystems and safety override, it is so fun to pilot, it runs at 180 speed all the time, i stick the hardest hitting short range guns i could find, i think i was using the energy shotgun from shadowyards currently

My main combat ships are Imperium Matriarchs, i stacked so many range increase upgrades and long range guns that i get to attack from over 3500 range with my main weapons, so they are constantly shooting something

For logistics i have JUNK class pirate ships, they are very efficient for both cargo and fuel capacity, i keep 3 Ox tugs to make up for the low burn speed
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intrinsic_parity

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Re: Ship Loadouts
« Reply #2 on: August 18, 2019, 01:42:07 PM »

I like to put railgun in the universal slots on the doom. It costs a ton of OP, but with ITU and range skills I can usually drive up enemies flux without taking much damage and then finish with heavy blasters or phase lances. I also usually try to squeeze in heavy armor on the doom, it makes a big difference in being able to tank damage while dueling stuff.
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Megas

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Re: Ship Loadouts
« Reply #3 on: August 18, 2019, 01:52:24 PM »

For Doom, I rely most on mines and blasters.  I guess I could use railguns if I take off the Salamanders.  I doubt Salamanders are very effective during endgame with so many big ships and so much weapon fire all over the place.  I agree heavy armor is good, but I doubt I can squeeze that in.  I usually have an armor specialist officer piloting a Doom for maximum durability.  I have trouble squeezing in Hardened Subsystems, which I think is important too because Doom is almost always the first ship to run out of PPT and the first I retreat.  Would like for it to last longer.

When I use mortars on Doom, I set that group to Alternating for a steady stream and pin the enemy with them.
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intrinsic_parity

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Re: Ship Loadouts
« Reply #4 on: August 18, 2019, 02:01:32 PM »

I don't use efficiency overhaul on any ships except logistics, so you are definitely working with less OP than I am. I think I dropped resistant flux conduits as well, and I have very few capacitors and vents IIRC. I find it pretty easy to manage flux since you can always escape so easily so the flux stats are a bit less important. I think I was using phase lances instead of heavy blasters (actually I am currently playing with mods so I'm using the blackrock HE lasers but I would replace them with phase lances probably). I also use PD lasers instead of burst PD, I can usually kite to kill missiles or phase to dodge them.
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Megas

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Re: Ship Loadouts
« Reply #5 on: August 18, 2019, 02:56:46 PM »

I like Resistant Flux Conduits because venting is too slow without it, even if ship has max vents.  With it and Power Grid Modulation 2, venting may be fast enough that I can vent in the enemy's face and not get punished too much.  With neither, venting is agonizingly slow, and being forced to vent is a death sentence.

I use Efficiency Overhaul mostly due to fuel.  For my last game, I did not use Navigation, and I needed Efficiency Overhaul to take my endgame fleet anywhere without spending too much on fuel (or just going anywhere at all - capitals are pigs).  Even more important now with Increased Maintenance and Erratic Fuel Injector added in 0.9.1 (before I can afford to build pristine ships).  Also, Efficiency Overhaul lets ships recover CR faster, which is nice if I need to chain battle.

I still think phase laser is just a pulse laser knockoff without the hard flux, with the option of 800 range if I can squeeze in Advanced Optics.  There are one, maybe two or three, ships I would consider using phase lances.  For anything else, I prefer either pulse lasers or some blaster.

P.S.  I prefer Burst PD over all small beam PD if I can squeeze it in there.  I only use lesser PD if I lack OP or burst PD (before I find blueprint to produce as many as I want).
« Last Edit: August 18, 2019, 03:00:09 PM by Megas »
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intrinsic_parity

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Re: Ship Loadouts
« Reply #6 on: August 18, 2019, 04:01:56 PM »

With railguns, you basically just need something to crack armor and phase lance is decent against armor, better than pulse laser. I think this is only place I ever use them. Maybe on an eagle or medusa on occasion, but I agree they are bad in most cases.

Forgoing navigation and taking efficiency overhaul on everything instead is passing on ordinance expertise lite, extra burn, transverse jump and terrain movement bonus. I have a hard time thinking of skills I would take over that. I usually just increase the level cap though lol.

I don't put many capacitors on the doom so venting isn't that slow for me. I don't think it needs them TBH. I might have had like 0 vents and 5 capacitors on one of my builds. You just have to be a bit safer with how far you extend so you can make sure to get back to safe venting distance.

I would prefer burst PD as well, but it's so expensive I usually just have 1 or 2 near engines. Costs 12 OP to choose over PD lasers, and honestly, I've been very happy with PD lasers ability to kill missiles. Mines deal with fighters so that doesn't matter to me.
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Megas

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Re: Ship Loadouts
« Reply #7 on: August 18, 2019, 04:17:55 PM »

The ships I would use phase lance:  Harbinger (substitute for AM Blasters), Eagle (if I want more damage than long-range suppression), and Medusa (I prefer Heavy Blaster/Ion Beam combo over two Phase Lances).

I did not take Navigation at the time because if I did, I would not have enough points to get all max colony skills and enough combat skills to match level 20 officers.  That game has been played, and I cannot undo not taking Navigation up to the point I saved.  Back in 0.9, Navigation was nice but not required, but after playing one or two 0.9.1a games, I encountered annoyances I did not during 0.9, not to mention the new (D) mods.  I did take Navigation 3 as soon as I resumed my game to proceed with core world genocide.  (I had unspent skill points.)  Even with Navigation, I still like Efficiency Overhaul.

Just like in the game Endless Sky, it is okay to leave mounts empty if it allows player to mount more powerful weapons.  For PD purposes, fewer burst PD is generally better than more normal PD beams.  I may mount other PD beams if I need them to double as suppression, like LR PD on Eagle.  I typed 11x PD Lasers for Odyssey, but I just tried mounting only seven or so burst PD instead, and I like the burst PD better.  Similarly, I may leave the medium mount on Wolf empty to use two burst PD instead of three (LR) PD lasers.
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intrinsic_parity

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Re: Ship Loadouts
« Reply #8 on: August 18, 2019, 04:19:51 PM »

With the odyssey, I typically use spark wings and have like 3 burst PD with most of the small mounts empty.
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Megas

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Re: Ship Loadouts
« Reply #9 on: August 18, 2019, 04:22:28 PM »

The Odyssey was merely an example.  It applies to other high tech and some midline ships too.  Also, Sparks are not really an option if I have not farmed Remnants yet (they cannot be bought or built).
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Pappus

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Re: Ship Loadouts
« Reply #10 on: August 18, 2019, 07:27:23 PM »

Have you performance checked any of these loadouts? Some of them raise my eyebrows wondering what they can realistically kill
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Megas

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Re: Ship Loadouts
« Reply #11 on: August 19, 2019, 05:54:49 AM »

I used them.  I did not pull them out of nowhere.  Some, like the Dominator, are something I threw together with commonly found stuff and throw at the enemy (because I may not have all of the best stuff available until endgame, after I effectively win the game).  Not all of them are optimized for maximum performance.

The main reason of the OP is to show what I use and why I think some ships are OP starved (even with Loadout Design 3).

Most ships can fit Efficiency Overhaul and/or Reinforced Bulkheads, but not all of them.  Also, I consider burn 20 a must (due to excessive babysitting), and will put Augmented Engines on the slowest ships, usually battleships.
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Serenitis

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Re: Ship Loadouts
« Reply #12 on: August 19, 2019, 11:44:23 AM »

Here's the perennial Magpie's perspective on some of these:

Tempest
Capacitors: 9
Vents: 10
Weapons: 1x Heavy Blaster, 1x Tactical Laser, 1x Salamander MRM
Hullmods: Efficiency Overhaul, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits
Needs Reinforced Bulkheads as Tempest is not disposable, and I want to keep it because even as a junker Temps own hard.
Not too concerned about ITU as it has the native speed to close distance. And don't care about H.Subsys as Tempest is the clearup and pursuit crew, it just doesn't need it. Would swap this for Unstable Injector for yet more speed.
I'd be tempted to swap the Salamander for Sabots on half of my Tempests instead for extra shield breaking.

Quote
Mule
Capacitors: 12
Vents: 20
Weapons: 1x Arbalest Cannon, 2x Salamander MRM, 2x Light Mortar, 1x Vulcan Cannon
Hullmods: Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Resistant Flux Conduits
Mules are better as fleet support than they are at being on the front line.
Get rid of ITU and fit Converted Hangar with a wing of interceptors (Wasps preferred for crew saving, but Talons work fine).
Flux Conduits aren't needed so this can be swapped for a campaign mod like Surveying Equipment if needed.
Put Pilum in the medium mount, keep the Salamanders, and swap the mortars for 2 more vulcans.

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Sunder (beam)
Capacitors: 1
Vents: 24
Weapons: 1x High Intensity Laser, 2x Graviton Beam, 2x Light Autocannon, 1x Vulcan Cannon
Hullmods: Advanced Optics, Efficiency Overhaul, Integrated Targeting Unit, Reinforced Bulkheads, Stabilized Shields
Autocannons are a waste here. If they're in range to fire at something, the ship isn't doing it's job right.
Either swap for LMG/Vulcan or leave empty.
Also really benefits from having Sabots on the wings.

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Heron (late)
Capacitors: 5
Vents: 17
Fighters:  3x Sparks
Weapons: 1x Heavy Blaster, 4x Burst PD Laser
Hullmods: Efficiency Overhaul, Reinforced Bulkheads
Interceptors on Heron is a waste of its targetting ability. And it doesn't have the flux to support a gun in it's medium slot and keep it's shields up. Especially that gun.
Downgrade the Burst lasers to standard PD. Fit a missile in the medium, Pilum and Salamander are good but anything will work.
Put bombers in the bays. All of them work well (yes, even Pirahna), but Heron doesn't have the OP to use Trident.

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Mora
Capacitors: 8
Vents: 27
Fighters:  1x Khopesh, 1x Broadsword, 1x Talon
Weapons: 2x Hammer Torpedo, 3x Vulcan Cannon, 3x Light Mortar, 2x Light Autocannon
Hullmods: Efficiency Overhaul, Reinforced Bulkheads, Surveying Equipment
I'd use the Mora as an Interceptor/Suppression platform as it's always going to end up in the thick of things, and saturating space with fighters helps the entire fleet.
Doesn't need Surveying stuff as transports do that without having to sacrifice combat ability. I would instead use Recovery Shuttles to protect my precious crew.
Medium missles are a good fit for Pilum here as the Mora can still contribute as it's slowly shuffling into range.

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Odyssey
Capacitors: 0
Vents: 40
Fighters:  1x Xyphos, 1x Mining Pod
Weapons: 2x Plasma Cannon, 1x Hurricane MIRV Launcher, 3x Salamander SRM, 11x PD Laser
Hullmods: Efficiency Overhaul, Hardened Shields, Integrated Point Defense AI, Integrated Targeting Unit, Resistant Flux Conduits
Does IPDAI do something other than turn small mounts into makeshift PD? Seems like not a great use of OP for a ship already using dedicated PD.
Personally, I really dislike plasma on Odyssey as the projectiles end up missing half the time. Beams are much better imo, either Tachyon or HIL work fine. (Tachyon if you want to control guns, HIL if you want to control missiles.)
Doesn't really need Resistant Flux or Hardened Shields, but really wants a pair of Xyphos for PD, suppression and more beams.

Unstable Injector and Adv. Optics are also something to consider if you're going the maximum beam HIL route, so you turn it into an obnoxios kiting machine.
Medium missiles work as either Sabot for shield breaking or Salmander for shield diverting.
Locust generally works better than MIRV as Ody can't afford ECCM without giving up something else it needs more.
Another thing to consider is that shields are also a weapon (of a sort), and the Odyssey is uniquely blessed amongst ships to take advantage of this in an easy, repeatable, and amusing manner.
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Igncom1

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Re: Ship Loadouts
« Reply #13 on: August 19, 2019, 12:08:34 PM »

IPDAI prevents PD from firing at flares, makes PD focus missiles before fighters and ships, gives perfect target leading to PD and a 50% buff vs missiles for PD.

It's an all round buff to PD, that also makes all smalls able to target missiles.
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TaLaR

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Re: Ship Loadouts
« Reply #14 on: August 19, 2019, 12:16:41 PM »

Yeah, more than token PD (rear, just enough to shoot Salamanders) is pointless waste of OP unless it's all flak or you have IPDAI.
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