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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 947476 times)

Ahne

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #285 on: April 03, 2016, 04:11:27 AM »

Awesome!
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Bastion.Systems

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #286 on: April 03, 2016, 05:25:24 AM »

Excellent, on first look the sprites look way more uniform and nice.
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Dudley Dickerson

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #287 on: April 03, 2016, 05:27:13 AM »

sweet baby jesus
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.10.2
« Reply #288 on: April 03, 2016, 07:16:07 PM »

Wow, that starting fleet sounds terrible.  It should have probably been a Sebastos, Legionary, Decurion, and Invictus.  That said, the Malleus eats frigates for breakfast.

The trick to a starting II fleet is to get Invicti and Decurions.  The Decurions are fast enough to engage at will and have slots that can punch through cruiser-tier defenses (if you have enough of them), and the Invictus can slug it out very effectively, like the old Brawler.  It can't face-tank indefinitely like the Brawler can, but it's basically a really meaty Lasher in practice.  After that, get a core of Legionaries before branching out.

Imperial ships don't really need to disengage and re-engage rapidly, due to how resilient they are.  In a mixed fleet, so long as the allies aren't too fast and leave them behind (or ahead), it works fine.  The problem is when your allies are really fast and leave the Imperial ships exposed or outnumbered.  The best way to prevent this is to pile on the range; use ITU and the FCS so that they stay as far back as possible.

If you're worried about poor shield performance, they're actually either about on par with midline ships most of the time, or somewhere between low-tech and midline otherwise.  Given that they're so tough on top of that (even more than low-tech, sometimes), this averages out to very resilient ships.  You can make them into mobile fortresses with Heavy Armor and Energized Armor; a Legionary with those mods can be hit by multiple cruisers at once and make it back with minor hull damage.

You don't have to use the 15-OP weapons; they're meant to be premium choices that fill in for their lack of large slots.  Imperial ships work fine with bog-standard vanilla gear.
That's the primary reason I kept trying to make it work, the quad sledge cannons could punish anything so thoroughly if it held in range, but I just don't think there was any synergy between the Malleus, a particle cannon Interrex, and a harpoon Basilius.
Honestly I'm gonna make a few more cracks at it with some different skill setups and then recommend in the Nexerlin thread a Falcon (I), Praetorian, and Invictus once I'm back home and have some time.
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SierraTangoDelta

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #289 on: April 05, 2016, 02:27:01 PM »

What do you mean by 'Improve Javelins 100%'?
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Rathorn

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #290 on: April 10, 2016, 07:02:17 AM »

Warning: long story
Just started trying this faction out, and so far I love it. the aesthetic is really cool. Since I'm new to starsector (read: not very good) I started off with enough money to get a small fleet together. So far, a preatorian destroyer, 2 invictus, 2 decurion frigates, and a draconarius hvy fighter wing. Whilst shopping for more goodies, I noticed a Hegemony strike fleet, (it was big and scary) and 2 II strike fleets, just chilling out near eachother  ??? So I tried out the "follow me" button, and it worked. Our 2 fleets were both about the same size as the Hegemony fleet, so I felt good about the odds. I kept most of my puny fleet in the back, capturing nav buoys and such, while I endeavored to take my flagship destroyer into the fray and try to contribute. As it turns out, I felt comfortable going toe to toe with most of the enemy destroyers, and even flanked a couple of cruisers that didn't notice me. In the end, we won with minimal losses, and the enemy reserves (about 10 ships) weren't combat ready, so we just picked them off....including the flagship, an Onslaught (XIV)...which I had the opportunity to board afterwards... I was excited, but the Onslaught had over 400 crew still aboard, and I had a mere 40 marines  :'(

TL;DR: Big battle, lots of fun, II fleet AI seemed really good at holding a solid battle line, really sad I didn't bring like a zillion marines to my first huge battle
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #291 on: April 12, 2016, 09:43:38 AM »

Crack #2 with the new SS+ start features and...well the same issues prevail, the imperium fleet just can't get a ball rolling because normally *** easy fleets turn into thorough deathtraps that simply outrange and outmaneuver the slow and cumbersome Imperium ships. An advantage of numbers, class, and firepower can and often is made null and void simply by any lone frigate with a halfway functional engine. Without ridiculous quantities of often rare and expensive standoff weapons most fights are one-sided and drag on as such until the timid AI simply runs out of CR and the Imperium ships can finally descend upon them, but then even with them circumstances don't change, the enemy just has to pull back and vent more often and it shifts from them pressuring me for no benefit to me pressuring them for no benefit.
God help you if the enemy decides to disengage too, you'll never catch anything smaller than a dreadnought.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #292 on: April 12, 2016, 10:11:54 AM »

What are you using to catch ships?  Decurions, Legionaries, and Sebastos can go pretty fast.
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #293 on: April 12, 2016, 10:18:45 AM »

well the Decurion can catch ships pretty readily, the problem is that it can't disengage and has no staying power. Decurions overload and die in droves in any even engagement, and the Invictus putters around alongside most destroyers until it's lack of both staying power and overpowering damage output put it in the same boat. So by the time the enemy decides to disengage they've more or less gone around anything they can'y kill outright and mobbed what they can, even a Decurion parked next to a Dictator at all times is little more than a free kill because the Dictator can't effectively ward off a hungry wolf pack of frigates out for its escort.

Unfortunately I didn't get my hands on a Sebastos, it certainly looks like it would solve my problems of even destroyers dancing around the hardpoints in my line and readily abusing my frail little frigates, but I honestly doubt it would be even marginally effective against a group of frigates determined to avoid the brunt of its wrath until they have a clear shot at the engines
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HELMUT

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #294 on: April 12, 2016, 12:25:37 PM »

I suppose you're talking about early/mid game scenarios, because later on your fleet should have more than enough dakka to rip apart anything the size of a frigate that enters your range, even for a moment. Until then, yeah, you'll have to find a way to intercept those agile threats.

Catching fast targets shouldn't be the job of the AI, it's not smart enough to do that. They're more at home flying the big, slow ones. Personally, it's always me that does the frigate hunting/flanking job in my fleet, so i need a fairly mobile ship. The Decurion, Invictus, Wolf(I), Legionary or Falcon(I) are reasonably fast enough to catch most threats. But if for some reasons you really need more speed, you can still mount Safety Override on top of that. Unless you're chasing a phase ship, there's not much that can outrun a charging SO Legionary boosting at nearly 300 speed.

Here are some of my favourite level 0 loadouts :

Spoiler
[close]

Otherwise if you don't like dirtying your hands, fighters are a slightly inefficient, but cheap alternative to catch frigates. Plus they doesn't suck any more now that SS+ changed the ship cap system.
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #295 on: April 12, 2016, 12:32:15 PM »

Well I'm currently on my third attempt and it's finally going my way, I'm trying to build my fleet around a large core of destroyers and frigates before expanding into cruisers, usually with a draco and flamen wing for harassment and killing the really annoying glass cannon frigates.

Though I typically have issues with biting off more than I can chew in the mid-game and not making it to capitals, but I'll see how this goes.

edit: unsurprisingly back-to-back fleet battles with numerically superior opponents has once again been my undoing, but I had a pretty good fleet going so some thoughts.

Decurion: Expensive way to lose a bunch of crew and two medium weapons. It can get into battle very quickly and has some respectable firepower to leverage, but no ability to sustain that firepower and nothing else will keep pace with its attack, so any given Decurion will overextend, overload and die, even with a long range standoff build, in 1 out of every 2 fleet battles.

Wolf (I): A slightly better Decurion. The Wolf everyone knows and loves now with inconsequential changes to its armor and speed, as well as a medium hybrid slot instead of a medium energy! Unfortunately the Wolf (I) is a pretty straightforward downgrade from the regular Wolf since 50 armor won't make any appreciable difference nor will 10u off the top speed, but the hit to flux stats, and the fact that very few if any ballistic weapons can be said to be any good at all by themselves means this Wolf is even more prone to overloading at inopportune times than the already high-flux base model.

Invictus: Surprisingly decent, an Invictus can traverse the battlefield at a good pace for an Imperium ship, though it remains inadequate for pursuit, the lack of medium slots and only one potential missile slot however mean that the Invictus is stuck only being truly competent at ranges it will be hard pressed to close to, and once it gets there the generous arsenal of weapons it carries will see to it that it overloads within 2-3 seconds even with good flux perks, and then it will find itself thoroughly unable to disengage or quickly vent the flux, and will just die like a Decurion. However I was able to mitigate some of this by making my pair fly together and screen for the cruisers, where they ran into the fact that they have no means to FORCE a favorable engagement, with middling speed and an autoloader for a ship system anything that simply doesn't want to overload under the withering DPS can easily just disengage and the Invictus will be more or less unable to give chase.

Praetorian: The backbone of any Imperium fleet good or bad, it has actual PD, is reasonably priced, reasonably agile, well armed, and not a pushover like some light destroyers, if it were a little bit faster this would be a recurring staple in all my fleets.

Princeps: A Praetorian that trades away all durability for better PD and a flight deck, won't ever make any meaningful contribution to a battle but that's not what you want from it anyways.

Legionary: All aboard the XL Decurion! I kinda like the Legionary, it's far meatier than any destroyer has any right to be, but it has the same issue as the Decurion where it rushes in and gets itself killed all the time, but this manifests differently in the form of a turbo boost that can't be canceled and disables the shields, allowing whatever the Legionary is trying to close with to momentarily stop kiting and simply *** slap the Legionary out of existence. If I could turn off the turbo drive wholesale I would love it to bits, but as is I wouldn't consider one once capitals are involved.

Interrex: The Praetorian's eccentric cousin. Literally just a Praetorian for energy weapons and missiles, fitting the Interrex is kinda awkward because it shares the Praetorian's ballistic oriented hardpoint layout, but with energy weapons. It is basically the fastest II destroyer you'll find, but still too slow and unwieldy for a proper short range build, all the same 4 missiles mean it fills a good niche for providing burst damage.

Falcon (I): I was a bit skeptical of removing the medium energy slots for twice as many small hybrid slots, until I ran it with 4 lux repeaters and a pair of telums. This ship definitely gets my seal of approval, but only because of weapons like the lux and railgun that can really wring some power out of those small slots.

Eagle (I): It's an eagle with a fixed spinal weapon, the weapon is pretty good though, no complaints really.

Flamen: Pretty okay for an interceptor, they do just about everything I'd expect an interceptor to but the lower rate of fire means they do more damage per shot, which I can get behind even if there are far better options.

Draconarius: This...this....THING. I wanted so badly to like these, the pulsar cannons they carry can be so mean to frigates and sometimes even destroyers, but they are basically incapable of killing anything smaller than a Cerberus. I once caught my Draconarius wing engaging a fleeing bomber wing, the Draconarius' almost lost because between the already bad aim of fighters using spinal weapons, and the momentum based physics of the pulsar cannon, maybe only 1/20 shots hit, and the Draconarius just kept taking hits on its unshielded chin the entire time. It's good super early but any other time it's an active detriment to have around because of what it costs you in pilots and flight deck space.

Vicarius: The jack of all trades. The bomber was another unit I really wanted to like, but it was always more interested in using the particle repeater than bombs, and then presenting its broadside to the enemy as it puttered past, another disappointment. The assault was a gift from the GODS, this thing could actually chew through frigates with only minimal support, I didn't even care how slow it was, the payoff when it got into position was too sweet. The support scaled a bit better, being able to effectively punish shielded enemies rather than unshielded ones, I wanted to pair the two wings with each other but never got the chance.

Scutum: A cool idea and neat bulwark, but like the Centurion I just can't find any compelling reason to use it, it's too slow to work alongside other fighters, doesn't have enough firepower to be a good escort, and is too small and fragile to depend on as a PD screen for larger ships.
« Last Edit: April 12, 2016, 05:41:17 PM by Surge »
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Huginn

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #296 on: April 13, 2016, 10:28:42 AM »

Im a bit confused about why Interestellar Imperium's supply and fuel cost is this high. I had to pay 100,000 for 300 supplies and 300 fuel. It's not like that with other factions, and it's making me crazy because each bounty covers pretty much the fuel and supply cost without giving me any proper progress.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #297 on: April 14, 2016, 12:59:33 AM »

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Orikson

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #298 on: April 14, 2016, 04:47:52 AM »



Oh my, a teaser? My A.I. is going to crash the ships into each other sense is tingling.
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.11.0
« Reply #299 on: April 14, 2016, 10:47:45 AM »

This is EXACTLY what the II needed. I love it.
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