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Author Topic: Missing ships? :)  (Read 6303 times)

Nori

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Missing ships? :)
« on: March 12, 2012, 07:32:58 AM »

So been playing a lot since the recent release and I just realized that there are some missing ships... :P

First off, there isn't a dedicated missile frigate. The closest we get is the vigilance, but it has just one medium missile slot. I'd like to see a missile frigate with two mediums slots, and small universal, or one large and a small universal. Otherwise I think the frigate field is pretty well rounded...

Destroyers have the same issue though. There isn't really a dedicated missile platform. I suppose we have the buffalo, but no one honestly will use that past the early game plus only one medium, and I don't think the sunder has very many missile slots, but maybe I'm wrong. If I could have a destroyer that could fit a Cyclone reaper launcher...  :)
I also feel that there isn't enough diversity in destroyers period. To be perfectly honest the only ones I find myself using are Meduas, and yeah that's it... The hammerhead isn't bad, but the AI sucks at piloting it (I think giving it a omni shield would make it 100x better AI wise, the AI seems to have trouble with front shields) and I really don't like that it has all those energy turrets. It'd be much better with either universal or ballistic. The enforcer isn't bad, but it is so slow I might as well be using a cruiser... Can't exactly use it on escort duty now can I? Plus with such poor flux dissipation you can't honestly use five medium ballistic turrets... Heck two dual flaks and you are double the base flux. If you try and put five maulers on there forget about it...

Anywho, not trying to sound like I'm complaining. I know there is more ships due for release and they are easily modded in. But I wanted to put some thoughts out there. At the time I would most like to see more features as opposed to more ships.. But current ships could stand to be tweaked I think.
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icepick37

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Re: Missing ships? :)
« Reply #1 on: March 12, 2012, 09:36:16 AM »

So been playing a lot since the recent release and I just realized that there are some missing ships... :P

First off, there isn't a dedicated missile frigate. The closest we get is the vigilance, but it has just one medium missile slot. I'd like to see a missile frigate with two mediums slots, and small universal, or one large and a small universal. Otherwise I think the frigate field is pretty well rounded...
I agree, I even made a dedicated missile frigate in my mod!  :)

Quote
Destroyers have the same issue though. There isn't really a dedicated missile platform. I suppose we have the buffalo, but no one honestly will use that past the early game plus only one medium, and I don't think the sunder has very many missile slots, but maybe I'm wrong. If I could have a destroyer that could fit a Cyclone reaper launcher...  :)
I also feel that there isn't enough diversity in destroyers period. To be perfectly honest the only ones I find myself using are Meduas, and yeah that's it... The hammerhead isn't bad, but the AI sucks at piloting it (I think giving it a omni shield would make it 100x better AI wise, the AI seems to have trouble with front shields) and I really don't like that it has all those energy turrets. It'd be much better with either universal or ballistic. The enforcer isn't bad, but it is so slow I might as well be using a cruiser... Can't exactly use it on escort duty now can I? Plus with such poor flux dissipation you can't honestly use five medium ballistic turrets... Heck two dual flaks and you are double the base flux. If you try and put five maulers on there forget about it...
I have been running around with a hammerhead/enforcer/medusa fleet, so I'd have to disagree here with most of what you are saying. Except that the hammerhead is the most fragile, haha. I actually always use extended shields. I think it's cheaper and you get 360 coverage. It's nice. You can always get the omni hull mod, though. The other key is tac lasers. You have good shields, so you don't usually need pd. Tac lasers are really good an masse, so 4 of them really helps you chase off fighters and kill stuff when the shields are down (heavy mg = best gun for your $). Enforcer does lack flux dissipation, especially when you use augmented engines like I do so it can keep up with the fleet, but if you put the right guns on it it's down right menacing. The key is using normal flaks which are very light on flux use and heavy mgs. I usually also throw on one assault chaingun. Those 5 together are really awesome. Plus you get 4 missile slots. With expanded missile racks that is a CRAP load of flux free ordinance.

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Anywho, not trying to sound like I'm complaining. I know there is more ships due for release and they are easily modded in. But I wanted to put some thoughts out there. At the time I would most like to see more features as opposed to more ships.. But current ships could stand to be tweaked I think.
Eh, I think most people just try to pile on the guns then don't understand why things don't work. There is tradeoffs in all things, so you have to plan carefully. Which is why I love this game, it forces you to think and choose wisely and rewards you when you do.
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Alex

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Re: Missing ships? :)
« Reply #2 on: March 12, 2012, 10:08:52 AM »

Yeah, there are definitely "missing ships" :) As we add more, we'll focus on filling in the gaps.
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Wriath

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Re: Missing ships? :)
« Reply #3 on: March 12, 2012, 10:13:37 AM »

I found that an enforcer with twin flaks, and twin heavy autocannons, fast engines, twin srms (the pack, not the sabot) and twin single torpedoes was quite effective. Fill out the rest of the space with capacity/vents and you've got a great mid-long range ship that has the mobility to dodge most missile attacks long enough for the flak to take them out.

Nori

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Re: Missing ships? :)
« Reply #4 on: March 12, 2012, 12:07:01 PM »

Eh, I think most people just try to pile on the guns then don't understand why things don't work. There is tradeoffs in all things, so you have to plan carefully. Which is why I love this game, it forces you to think and choose wisely and rewards you when you do.
True, but if you have five medium slots on a destroyer class ship, I would think the prevailing thought would be that you should be able to fit, say five midrange flux/s guns and be no more than around double to quadruple the base flux dissipation. But in the medium range a ballistic gun will use between say 120 to 225. So say average of 175, times 5 and you are at 875, on a ship that has a base flux dissipation of only 200? Even with five heavyMGs you are hitting 600 flux/s. Just seems high and there is a lack flexibility because of the low flux/s...
« Last Edit: March 12, 2012, 02:03:45 PM by Nori »
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icepick37

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Re: Missing ships? :)
« Reply #5 on: March 12, 2012, 12:22:47 PM »

True, but if you have five medium slots on a destroyer class ship, I would think the prevailing thought would be that you should be able to fit, say five midrange flux/s guns and be no more than around double to quadruple the base flux dissipation. But in the medium range a ballistic gun will use between say 120 to 225. So say average of 175, times 5 and you are at 875, on a ship that has a base flux dissipation of only 140? Even with five heavyMGs you are hitting 600 flux/s. Just seems high and there is a lack flexibility because of the low flux/s...
Hrm...  That is true. I was wrong.

Ah well. I am sure we will see many balance changes when there is something more complete to balance. And in the meantime as well.
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Nori

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Re: Missing ships? :)
« Reply #6 on: March 12, 2012, 12:37:35 PM »

I'm sure there will be lots of balance changes, which is why I brought some of these ships up specifically.
The enforcer could make a great PD ship... 5 flaks and augmented engines, with expanded magazines and you are GTG!  :) But really, it should be a slowish, not very agile ship, that has great armor and packs a punch. Now it is just kind of blah and tough to fit in the role it should play.

To respond about the hammerhead. That ship is almost there for balance. It does have decent armor and hull, decent speed and agility, and it has a good shield with reasonable flux capacity and dissipation... So why then does the AI have such a hard time flying the dang thing?  :P That is why I suggested giving it a omni shield, or tweaking the AI to be better about shielding it's butt. Anywho, it is a nice ship, just very frustrating at this time.
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Thaago

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Re: Missing ships? :)
« Reply #7 on: March 12, 2012, 01:42:58 PM »

For the enforcer I use 2 single flaks, 2 Thumpers, 1 Heavy needler, and 4 rocket launchers, then max out flux vents and take flux resistant conduits. To be honest I don't have any flux issues as long as I am sparing on using the thumpers vs. shields. It needs a little help against cruiser shields but the rockets crack armor effectively and the Thumpers tear apart hull like crazy (death to any fighter that wander too close...).

I've found that in this game thinking 'five medium slots = five big guns' is more often wrong than right. The true limitation on a ships firepower is points and flux - the weapon sizes offer flexibility more than anything else.
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Lopunny Zen

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Re: Missing ships? :)
« Reply #8 on: March 12, 2012, 02:19:20 PM »

that ship with the mauler...thats not bad flux...maybe its just you....but i dont have problems with it o.o
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agentstaple

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Re: Missing ships? :)
« Reply #9 on: March 12, 2012, 03:10:27 PM »

best hammerhead setup ever (names of weapons may be a little of XD)

weapons
2 hyper velocity drivers
4 LR PD lasers
no missiles

hull mods
advanced optics

and the rest use as vents

with the shields up you can use the lasers and take damage and still not gain any flux XD

I have taken on 1 hound, 2 lashers, 1 buffalo and a wing of interceptors in this ship, be careful though lots of interceptors or missiles can easily overwhelm you.
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Thaago

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Re: Missing ships? :)
« Reply #10 on: March 12, 2012, 05:52:54 PM »

I'll have to try that Hammerhead setup of yours.

I've been going 1 Heavy Needler, 1 Heavy Mauler, 4 tacs and extended shields. Also no missiles though. Substitute LRPD's for back tacs and take off extended shields, put something else on if you want. I would use a Thumper instead of the Mauler (just plain better IMO except for range) except the AI doesn't fire them and I've moved on to piloting other ships.

I've found the key to the Hammerhead is to ditch the missiles: that extra 10 points makes an amazing difference in overall power, though the burst output suffers a bit.
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Ranakastrasz

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Re: Missing ships? :)
« Reply #11 on: March 12, 2012, 07:52:20 PM »

I kinda feel that most ships ought to have a few (more) universal slots, at least at the higher tiers. Just to increase customization capabilities.
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factotum

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Re: Missing ships? :)
« Reply #12 on: March 13, 2012, 06:29:16 AM »

I kinda feel that most ships ought to have a few (more) universal slots, at least at the higher tiers. Just to increase customization capabilities.

I'm not so sure--go too far in that direction and you end up with SPAZ, where your only real choice is between guns/lasers or missiles. I like the way Starfarer forces you to think about your loadout.
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icepick37

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Re: Missing ships? :)
« Reply #13 on: March 13, 2012, 08:58:49 AM »

I kinda feel that most ships ought to have a few (more) universal slots, at least at the higher tiers. Just to increase customization capabilities.

I'm not so sure--go too far in that direction and you end up with SPAZ, where your only real choice is between guns/lasers or missiles. I like the way Starfarer forces you to think about your loadout.
Yeah, I wouldn't mind seeing a FEW more universal slots, but not too many. It's fun having to get to know your options since you cant' just use your favorite three guns or whatever.
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Wyvern

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Re: Missing ships? :)
« Reply #14 on: March 13, 2012, 09:02:16 AM »

I'd like to see a few more universal slots on specifically the various mid-tech ships.  Hammerhead in particular could really use some of its small slots swapped out for universal slots.
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