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Author Topic: Gryphon builds  (Read 11245 times)

Goumindong

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Re: Gryphon builds
« Reply #15 on: November 29, 2019, 11:45:52 AM »

I find the gryphon punches below its weight in player piloted 1v1s. Its a 20 DP cruiser with the shield capacity and flux dissipation of a destroyer. It doesnt have a mobility active and its slow for a cruiser as it is. It doesnt even have enough armor to tank kinetic reliably.

It can refill its missiles but this doesnt help if you cant kill things absurdly fast and without removing all of your ability to kil the next thing. The days of the nuke Gryphon are over

The best fit for “solo 1v1” is probably 3x sabots in the front, 1x pod on the side (linked), 1 harpoon pod on the side and 1 reaper in the front. But if 5 sabots dont overload your target then...youre duffed. And if 2 reapers and 2 harpoons dont kill it when its shields are down... you have to wait an entire extra cycle to do anything. And if for some reason you miss the reapers? Or have to fight something with >1200 range? Duffed and super duffed
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Arcagnello

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Re: Gryphon builds
« Reply #16 on: November 29, 2019, 02:38:24 PM »

I may just be lucky but my two AI controlled gryphons did just that. They had 3x Annihalator rockets and a single hammer barrage and they were quite efficient with a commander on them boosting the missile speed skills among others, quite important tbh. Maybe it has to do with the only frontal weapon aside from rockets being a dual flak, making it get close?

I had a very good time with them until the end of my second vanilla campaign. They were very useful in dealing with high level bases and big, tough enemy units like Paragons in bounty fleets. I remember them having a 0.55 damage to shield ratio thanks to both hardened shield and liutentant skills, which allowed them to get to litteral point blak ranges and unleash that yummy alpha on target.
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Plantissue

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Re: Gryphon builds
« Reply #17 on: November 30, 2019, 10:29:12 AM »

That's interesting. Do you have a picture of the config? My experience with Annhiliator is that the Rocket Launcher is that their spread is too wide and no matter what you can get the sheild flux/damage to, it still has minimal shield. Your officer is probably best placed somewhere else. I did say skills might change things a bit, but i doubt it would change it to being able useful in dealing with Paragons.

Anyways, I was thinking the possible role of the Gryphon as a long range support isn't so good now that Atlas MK II exists anyways, unless for some reason you prefer to shoot one load of large missile for twice the time instead of 2 loads for half the time.

It's a real shame. The Gryphon looks so...muscular.
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Arcagnello

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Re: Gryphon builds
« Reply #18 on: November 30, 2019, 01:12:07 PM »

That's interesting. Do you have a picture of the config? My experience with Annhiliator is that the Rocket Launcher is that their spread is too wide and no matter what you can get the sheild flux/damage to, it still has minimal shield. Your officer is probably best placed somewhere else. I did say skills might change things a bit, but i doubt it would change it to being able useful in dealing with Paragons.

Anyways, I was thinking the possible role of the Gryphon as a long range support isn't so good now that Atlas MK II exists anyways, unless for some reason you prefer to shoot one load of large missile for twice the time instead of 2 loads for half the time.

It's a real shame. The Gryphon looks so...muscular.

Alright I'm recalling it off my head now, there could be some inaccuracies.

Weapons
1 hammer barrage
3 Annihilator rockets in the front hardpoints
2 Atropos (I think it was those, you can probably try something like Sabot too)
1 dual flak
3 dual machine guns to cover the 3 remaining sides of the cruiser that the flak is not covering

Modspecs
Expanded missile racks for obvious reasons
Hardened Shields to allow it getting close

The rest of the FP went into capacitors as far as I remember. Both my Gryphons had a steady commander but I can see an aggresive commander work too. I usually let them do their job on their own but I sometimes tell them to aggressively pursue a big target with the Eliminate (C) order to not have them waste ammo on small fry. The improved missile speed of their own liutenants made then pretty proficient at killing most destroyers and above, especially if they're being held still by another one of your units. I used to run them along Legion battlecarriers with the hammer loadouts. They were paralyzing targets well enough for my Gryphons to go in and make a mess of pretty much everything.

Edit:phone autocorrect is damn awful. Fixed now.
« Last Edit: November 30, 2019, 02:26:15 PM by Arcagnello »
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Modo44

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Re: Gryphon builds
« Reply #19 on: November 30, 2019, 01:38:41 PM »

I really like this ship because the AI can not break most builds with its bad flux management.

My main missile setup is Squall, 2 x Sabot pod, 3 x Annihilators or Swarmers. The small ballistic hardpoints get PD weapons, and the medium one is whatever long range, high flux I have spare. Many points go into caps and vents, because this is not a carrier, and it will not stay out of trouble.

Squalls are probably designed for this puppy (or the other way around). The forward facing hardpoint removes issues with bad initial angle compensation, the ship turns fast enough to pre-aim them, and they never run out. Annihilators work better 1 on 1, and Swarmers help in more chaotic battles. You can swap small, long range attack weapons near the medium hardpoint if you are not worried about counter-missiles.
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Goumindong

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Re: Gryphon builds
« Reply #20 on: November 30, 2019, 03:43:39 PM »

Weapons
1 hammer barrage
3 Annihilator rockets in the front hardpoints
2 Atropos (I think it was those, you can probably try something like Sabot too)
1 dual flak
3 dual machine guns to cover the 3 remaining sides of the cruiser that the flak is not covering


Has to be Sabot Pods as Atropos are small launcher only.
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Arcagnello

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Re: Gryphon builds
« Reply #21 on: December 01, 2019, 07:40:22 AM »

Weapons
1 hammer barrage
3 Annihilator rockets in the front hardpoints
2 Atropos (I think it was those, you can probably try something like Sabot too)
1 dual flak
3 dual machine guns to cover the 3 remaining sides of the cruiser that the flak is not covering


Has to be Sabot Pods as Atropos are small launcher only.

Ah, there we go, thank you :)
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DrPhat

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Re: Gryphon builds
« Reply #22 on: December 02, 2019, 01:35:25 AM »

This ship by itself or in smaller fleets is not really a good fit because you can get a lot of value out of the 20 DP elsewhere as others have highlighted.

To me this ship shines as a carrier escort with a harpoon/hurricane finisher build. With 20 or so flight decks and about 3 Gryphons you start to break the game.

The important part here is the fighters give cover to the missiles and visa-versa. You end up losing a lot less of each. You can do a heavy sabot build on the Gyphon but sabots and anti shield can be achieved on other support ships. The missile forge with ECCM/Extended missile racks makes this thing a MONSTER for killing other ships.

The main caveat being that you need other ships to do shield damage and overload enemies first, do this and the Gryphon becomes a necessary part of your fleet.

3 Harpoon MRM, 2 Harpoon MRM pods, 1 Hurricane MIRV launcher, and 1 heavy needler to build hard flux and keep the ship within harpoon range.

Spoiler
[close]
« Last Edit: December 02, 2019, 01:37:32 AM by DrPhat »
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Grievous69

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Re: Gryphon builds
« Reply #23 on: December 02, 2019, 01:56:06 AM »

I use almost the same loadout as DrPhat but switch the Heavy Needler for HVD and put some Vulcans in smalls. Honestly it's kinda wasteful to spend 15 OP on ITU on a ship with one gun. I've found caps are better in case it gets rushed by a frigate. And yeah I also don't get the ship, used it couple of times just to see how it performs and it's literally just a big slow bomber. You could get a Heron with 3 bombers and it'll perform far better for the same DP cost. And it's also less likely to die due to its terrible speed. Only plus I see is that it doesn't have to rely on fragile fighters to deliver the payload but that doesn't change much since missiles themselves can be shot down.
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wei270

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Re: Gryphon builds
« Reply #24 on: December 02, 2019, 02:04:00 AM »

hey what if we give this Gryphon two large missle mount would that help?
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TaLaR

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Re: Gryphon builds
« Reply #25 on: December 02, 2019, 02:08:29 AM »

Well, due to way AI uses Harpoons a Gryphon more reactive to enemies getting fluxed up than a Heron, so I guess you could engineer a situation where a Gryphon would work better. For a short while until it runs dry anyway. It has less than 2 minutes worth of ammo with extended racks and perfect system use.

I'd always prefer to include a Heron in my fleet for same 20 DP though. Can fight for much longer and in multi-round combat if necessary. Much more survivable due to better speed and standoff AI behavior as well.
« Last Edit: December 02, 2019, 02:10:39 AM by TaLaR »
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Plantissue

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Re: Gryphon builds
« Reply #26 on: December 02, 2019, 10:10:52 AM »

I can't see most of these AI Gryphons working particularily well. Arcagnello's seem to replace some burst damage with more ammo. Being close and with mediocre speed is tough job for a Gryphon especially with a steady officer. A waste of an officer anyways. Modo44's is a long range Gryphon with substantial close range weaponry. I really don't understand what Annhiliator Rocket Launcher are supposed to achieve in either Gryphons. Dr Phat's is a long range missile ship, but ITU and 28 vents is a massive waste of OP. It's not going to be your 3 Gryphons that start to break your game, it's the 20 flight decks.

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q-rau

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Re: Gryphon builds
« Reply #27 on: December 02, 2019, 02:36:34 PM »

So how do people feel about the pirate falcon, for comparison? Lacks the forge and you pay for the expanded racks, but with 4 med and 2 small missiles at max it has similar firepower in a cheaper and far faster package.

I have one with two sabot pods in fixed, annihilator pod and reaper on turrets, and arc missiles (Scy weapon) on small mounts and it seems to pull its weight in the short small-scale engagements I'm mostly in.
« Last Edit: December 02, 2019, 02:42:00 PM by q-rau »
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wei270

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Re: Gryphon builds
« Reply #28 on: December 02, 2019, 05:49:31 PM »

that one is very good you can can put sabot and reaper in the same package and on op of being very very fast. once you fine and isolated target he is pretty much done.
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TaLaR

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Re: Gryphon builds
« Reply #29 on: December 02, 2019, 09:07:37 PM »

Falcon(P) in semi-endurance build is an excellent early to mid game player ship. Reapers/Annihilators in front + IR pulse + ballistic kinetics. Reaper version works for AI in medium sized fights too (AI uses Reapers somewhat reasonably, but completely wastes Annihilators).

It was also banned from tournament for being too good missile spammer as AI ship (all missiles build).
Doesn't mean much in campaign though - such build won't last against typical capital spam of lategame. Tournament is a very different environment - equal DP and no officers to make armor really tanky.
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