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Author Topic: Diable Avionics Help  (Read 3970 times)

XenosFire

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Diable Avionics Help
« on: November 14, 2020, 12:57:16 AM »

Hi all! Forgive me if its already been asked (I couldn't find anything), but how do you play Diable early game? It feels like I am underpowered in what I feel should be even fights, and trying to trade with other factions is next to impossible due to everyone hating you. Clearly I am playing wrong, so any tips would be greatly appreciated.
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Null Ganymede

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Re: Diable Avionics Help
« Reply #1 on: November 15, 2020, 01:39:24 AM »

I tend to rush Wanzers on escort DD carriers, even with the repeated nerfs they shred. Especially if you get your hands on a carrier officer.

Not keen on the frigates as flagships with the exception of the Versant. Their movement subsystem and omni shield are best in the hands of an AI. Could probably make good use of it overdriven, but still...
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Kpop

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Re: Diable Avionics Help
« Reply #2 on: November 16, 2020, 05:07:19 PM »

Diable is deliberately slightly underpowered compared to vanilla iirc. Their weapons are also pretty bad. Wanzers are good and that one capital they have is good but because of the DP cost it doesn't offer enough for the cost imo.
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Schwartz

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Re: Diable Avionics Help
« Reply #3 on: November 16, 2020, 07:24:28 PM »

Diable used to be overpowered, then the Wanzers got hit with the nerf bat. That's why I still play with 2.0.4.
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Modo44

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Re: Diable Avionics Help
« Reply #4 on: November 17, 2020, 01:19:45 AM »

Wanzers only start working when massed. Do not count on them until you can bring 10+ wings with some fleet-wide and ship-specific fighter bonuses. Recovery Shuttles are mandatory unless you like to bleed crew.

Diable ships have "trap" missile mounts. If you try to fill them with anything but the cheapest 1-shots, you end up with insufficient flux stats to support the weapons/shields. Start without missiles, and only after that works, see if you can add any. The one difference is the Storm. It wants full missiles before full guns.
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Grievous69

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Re: Diable Avionics Help
« Reply #5 on: November 17, 2020, 01:43:28 AM »

Almost I year ago I decided to finally experiment with many mods since I got a new PC. My logic was to try and do a faction run only using their ships (except logistical ones) and their weapons + vanilla to try and understand it better. Out of all my runs, I've had the most trouble with Diable. It was absolute misery, I was losing my ships like crazy and frequently got my fleet wiped (which usually doesn't happen to me). It was so bad I decided to quit before I got to endgame, so maybe it gets better there. But frankly I don't care if the whole early-mid game experience is like playing with 10 D-mods on every ship. On the other hand, in my DME and Imperium runs I've lost maybe 3-4 ships in the WHOLE run.

Yea Diable ships are pretty and cool but dear god is it annoyingly weak, it's not just you. Note that my experience isn't completely up to date, although it seems it doesn't matter since people are still claiming the same.
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Tartiflette

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Re: Diable Avionics Help
« Reply #6 on: November 17, 2020, 02:04:01 AM »

Many people claim Diable Avionics are weak, many others claim they are OP... To me, that means they are probably fine when played to their strengths.

In any case, there is a tournament going on, if they so badly underperform I'll see to buff them.
« Last Edit: November 17, 2020, 02:17:37 AM by Tartiflette »
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Grievous69

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Re: Diable Avionics Help
« Reply #7 on: November 17, 2020, 02:38:52 AM »

I have yet to see or hear a single person say a Diable ship is OP. I actually heard something about certain weapons (Uhlan Siege Laser) in specific situations, but that's honestly it.
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DeTess

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Re: Diable Avionics Help
« Reply #8 on: November 17, 2020, 09:19:00 AM »

In any case, there is a tournament going on, if they so badly underperform I'll see to buff them.

Ehm, if you where hoping to get any useful performance indicators from my performance helming Diable in the tournament... Well, my apologies in advance :P
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Hiruma Kai

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Re: Diable Avionics Help
« Reply #9 on: November 17, 2020, 02:42:36 PM »

Hi all! Forgive me if its already been asked (I couldn't find anything), but how do you play Diable early game? It feels like I am underpowered in what I feel should be even fights, and trying to trade with other factions is next to impossible due to everyone hating you. Clearly I am playing wrong, so any tips would be greatly appreciated.

How early game are we talking?  Can you give some example fleet compositions on your side and the enemy?  Is this with Nexerlin?

Like any faction, Diable has some ships which are better than others.  In the frigate tier, the Vapor should be your go to ship in the very early game for combat capability.  Drafts are a bit of a unique ship with its front armor mechanic, fairly weak to flanking.  And Sleets are more like combat transports, and thus not as good as a dedicated combat frigate like the Vapor.

A Vapor equipped with a Recson V has solid shield damage out to 1000 units and can basically outrun any non-SO frigate (except a Tempest).  SO Vapors can also be scary having access to medium ballistics as well as ion cannons.

Because of the narrow front shield arcs, and some of the weapons layouts, some Diable ships are highly vulnerable to flanking.  However, that can somewhat be mitigated by human piloting and adding escort orders.  A few frigates can do wonders to cut down on enemy flanking attempts on your larger ships.

At the destroyer tier, you've got the defensive Calm, and the offensively focused Hayle.  The Calm, while lacking the raw firepower of a Hammerhead's ship ability system, has superior flux stats and flux free PD.  The Hayle is vulnerable to being outnumbered and flanked, but if supported properly has amazing flux stats for a destroyer.  Only 75 flux dissipation less than a Sunder.  Only 25 less base flux than a Dominator heavy cruiser!  Also, 12 front mounted hammer torpedoes is hilarious for only 12 OP.

The Fractus destroyer carrier should not use wanzers, but rather more traditional fighters since it doesn't have the wanzer specific hullmod.  Otherwise its a cheap destroyer that fields 2 fighter wings with a fighter focused ship ability, which is what you want out of a destroyer carrier.
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ANGRYABOUTELVES

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Re: Diable Avionics Help
« Reply #10 on: November 17, 2020, 08:02:45 PM »

Diable early game is basically Vapours, Sleets, and Fractuses with Arbitrators. Vapours are highly mobile and very punchy but need cover from fighters, Arbitrators are amazing interceptors good against other fighters and pirate trash, and Sleets are relatively bulky frigates you can slap reinforced bulkheads, some kinetics and missiles on and get rid of when they accumulate too many d-mods and you're ready to move up to destroyers and maybe a fast cruiser. I wouldn't use the Calm in earlygame, it doesn't have enough punch to be one of a few destroyers in a primarily frigate fleet IMO, but the Hayle is quite good for player piloting. A heavy missile complement and a strong forward gun battery combined with a phase skimmer equivalent and a powerful flux grid make it the bastard child of the Medusa and the Enforcer. Its low armor and a narrow shield make it heavily dependent on proper positioning, but a player should be able to handle it.
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shrek_luigi

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Re: Diable Avionics Help
« Reply #11 on: November 21, 2020, 01:44:47 PM »

put SRAB emitters on everything
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