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Author Topic: My fleets struggle versus carriers  (Read 5539 times)

Arcagnello

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Re: My fleets struggle versus carriers
« Reply #30 on: October 20, 2020, 10:01:24 AM »

Flak (and most other balistic weapons) have ammunition. They replenish, but once the initial amount is gone, the damage output is not big enough to fight off fighters.

What? There was one short-lived version quite long ago when all ballistic weapons had clip mechanics like that, but it was scrapped very soon.

I can confirm this, if my flaks ran out of ammo or started firing slower I would definitely be able to see it in the missiles my ship would eat.
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Dampfnudel

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Re: My fleets struggle versus carriers
« Reply #31 on: October 20, 2020, 11:57:01 AM »

Flak (and most other balistic weapons) have ammunition. They replenish, but once the initial amount is gone, the damage output is not big enough to fight off fighters.

What? There was one short-lived version quite long ago when all ballistic weapons had clip mechanics like that, but it was scrapped very soon.

I can confirm this, if my flaks ran out of ammo or started firing slower I would definitely be able to see it in the missiles my ship would eat.

Ok weird. I guess I reinstall th game.
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Thaago

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Re: My fleets struggle versus carriers
« Reply #32 on: October 20, 2020, 12:47:13 PM »

Are you using any total conversion mods that might change vanilla weapons? I think Archaen Order is the only one currently and I don't know if it changes ballistic ammo considerations.
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Ishman

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Re: My fleets struggle versus carriers
« Reply #33 on: October 20, 2020, 11:15:16 PM »

Ammo and clip mechanics were removed in 0.65.2a. That was uhhhh 6 years ago.
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Megas

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Re: My fleets struggle versus carriers
« Reply #34 on: October 21, 2020, 05:40:21 AM »

Ammo from standard ballistics weapons were removed.  Clip mechanics are still there, being used by various energy weapons like Autopulse.
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Ishman

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Re: My fleets struggle versus carriers
« Reply #35 on: October 21, 2020, 07:09:57 AM »

Ammo from standard ballistics weapons were removed.  Clip mechanics are still there, being used by various energy weapons like Autopulse.

I don't believe there's anything this guy could be fielding which fits the bill of being able to use flak and autopulse, though? The Paragon's the only player-available ship that can fit both at the same time, that I can think of.
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Dampfnudel

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Re: My fleets struggle versus carriers
« Reply #36 on: October 21, 2020, 09:37:35 AM »

A lot of mods add new weapons. Including PD. Some of them actually are viable.

But in vanilla, I still struggle. Dual Flaks seems to work okay. But most ships can not use it.

Most AI controlled cruisers struggle against a single drover.

I use the onslaught now, this ship shreds fighters quite good with Vulcans and flak. But it does not feel fun not to be able to use most ships as they fail to win against drovers.
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Igncom1

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Re: My fleets struggle versus carriers
« Reply #37 on: October 21, 2020, 10:44:55 AM »

Huh? I've never experienced a truly overwhelming AI carrier spam even from TT or the PL.

The meta drover spam works for the player when they have, like, 20 of them. But for the AI it's just a little harder dealing with the ablative fighter screens.

An unescorted drover is still an easy kill for most ships, lets not make a mountain out of a mole hill.
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Megas

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Re: My fleets struggle versus carriers
« Reply #38 on: October 21, 2020, 10:59:55 AM »

Tri-Tachyon is more annoying with phase ship spam, especially Doom spam.  I need to micromanage and deathball my fleet to fight phase ships so my ships do not try to chase the phase ships and get picked off.
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Thaago

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Re: My fleets struggle versus carriers
« Reply #39 on: October 21, 2020, 12:16:06 PM »

I've encountered a few bounty fleets made totally of carriers that I've needed to do refits of my ships to handle. Not often, but its a bit nasty when it does. Luckily we get a preview of enemy bounty fleets!
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Ishman

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Re: My fleets struggle versus carriers
« Reply #40 on: October 21, 2020, 05:01:15 PM »

A lot of mods add new weapons. Including PD. Some of them actually are viable.

But in vanilla, I still struggle. Dual Flaks seems to work okay. But most ships can not use it.

Most AI controlled cruisers struggle against a single drover.

I use the onslaught now, this ship shreds fighters quite good with Vulcans and flak. But it does not feel fun not to be able to use most ships as they fail to win against drovers.

You'd have a lot more luck including a few anchor ships in your fleet composition if this presents such a problem - put IPDAI, ITU, and mix frag and kinetic in the small/medium slots as appropriate. That is, using dual flak in the mediums and light machine guns in the small slots, or vulcans in the small slots and heavy machine guns in the mediums. This, with an officer who has advanced countermeasures 3, will make it so that only the most egregious fighter/bomber spam will get past it's area of influence. It will also help if the ship is fit so it's difficult to disable these defensive weapons with Armored weapon mounts/Automated Repair Unit and the relevant officer skills so some thunders or an ion beam/pulser don't defang it at the most inopportune time.

The changes to the Paladin and Devastator Alex has made for the next update might also alleviate some of your issues by adding an additional defensive option with your spare large slots, as they should be viable options for including in your roster (instead of Paladins being a memey way to flux out whatever they're on right now, and devastators only seeing use on SO dominators).
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Goumindong

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Re: My fleets struggle versus carriers
« Reply #41 on: October 22, 2020, 01:39:08 AM »

A lot of mods add new weapons. Including PD. Some of them actually are viable.

But in vanilla, I still struggle. Dual Flaks seems to work okay. But most ships can not use it.

Most AI controlled cruisers struggle against a single drover.

I use the onslaught now, this ship shreds fighters quite good with Vulcans and flak. But it does not feel fun not to be able to use most ships as they fail to win against drovers.

IPDAI and Vulcans/LMG/DLMG. (Vulcans are best Vs missiles imo and still good enough Vs fighters) and then put normal kinetic weapons in your mid slots. Add turret gyros it’s you still have tracking issues.

IPDAI makes your weapons ignore flares and makes their target leading better. Ignoring flares is huge. And the target leasing effect vs small high transverse fighters is imperative.

Normal longer range kinetic in the mid slots (high burst ideal) because you can KO shielded fighters (which includes most bombers) on their approach better with long range weapons. Non-shielded fighters get shredded by the Vulcans
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Arcagnello

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Re: My fleets struggle versus carriers
« Reply #42 on: October 22, 2020, 06:43:36 AM »

A lot of mods add new weapons. Including PD. Some of them actually are viable.

But in vanilla, I still struggle. Dual Flaks seems to work okay. But most ships can not use it.

Most AI controlled cruisers struggle against a single drover.

I use the onslaught now, this ship shreds fighters quite good with Vulcans and flak. But it does not feel fun not to be able to use most ships as they fail to win against drovers.

IPDAI and Vulcans/LMG/DLMG. (Vulcans are best Vs missiles imo and still good enough Vs fighters) and then put normal kinetic weapons in your mid slots. Add turret gyros it’s you still have tracking issues.

IPDAI makes your weapons ignore flares and makes their target leading better. Ignoring flares is huge. And the target leasing effect vs small high transverse fighters is imperative.

Normal longer range kinetic in the mid slots (high burst ideal) because you can KO shielded fighters (which includes most bombers) on their approach better with long range weapons. Non-shielded fighters get shredded by the Vulcans

Integrated Point Defence AI also gives you a flat bonus to damaging missiles, making some weapons with good range/tracking but poor damage potential like PD/LR PD lasers and even Tac Lasers and Medium Lasers perform very well against high health misses like Squall. I've got some High Tech ship setups like the Aurora that are literally able to shoot a Hurricane MIRV down before the missile even spawns its submunitions thanks to IPDAI, Advanced Optics, ITU and Advanced Turret Gyros.

Big true also on Vulcans. They're the best anti missile tool for their OP since missiles only have hull hit points/no armor and the Vulcan does frag damage wich deals 200% damage to hull.

I find myself using kinetic PD over Vulcans if I have more issues against fighters than missiles and I already have Flak dealing HE damage. Vulcans will struggle against shielded/armored fighters but a combination of Kinetic bringing down shields and HE nullifying armor allowing kinetic to do full damage is lethal to any enemy fighter, even some mod ones with 1500 (or was it 1200? Can't remember) hull points, 200 armor and an Omni Shield (Immortal Assault Corvettes from Kadur Remnant).
« Last Edit: October 22, 2020, 06:46:20 AM by Arcagnello »
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Retry

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Re: My fleets struggle versus carriers
« Reply #43 on: October 22, 2020, 01:46:54 PM »

Frag damage does 100% hull damage, 25% armor & shield damage.  All the damage types inflict exactly 100% hull damage.
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Arcagnello

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Re: My fleets struggle versus carriers
« Reply #44 on: October 22, 2020, 02:04:36 PM »

Frag damage does 100% hull damage, 25% armor & shield damage.  All the damage types inflict exactly 100% hull damage.

*Slaps forehead* mistook Starsector's fragmentation damage from another game's Frag mechanics :P
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