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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 629283 times)

Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #240 on: January 14, 2015, 06:18:27 PM »

The Templars are meant as an endgame challenge for everybody, not really min-maxers.  However, one thing I wanted to avoid was for them to be completely absent from most of the game, hence the occasional likely/forced battle.  I'll try to make the fleets that hunt you down a little smaller, though.
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jupjupy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #241 on: January 14, 2015, 10:38:04 PM »

So I decided to test out massive fleets against Templar fleets in Campaign, and I've reached the conclusion that the AI simply cannot handle fighting most Templar vessels.

Heres the results against a largeish sized Templar Fleet - 2 Paladins and a handful of Jesuits, along with a single Teuton wing.

Diable Avionics: x2 Storm, x1 Haze, x1 Gust, x4 Hayle, and about 10 assorted Wanzer wings.
- Utterly destroyed. Only took out one Jesuit.

Scy: x3 Nemean Lion, x4 Sthenos (A), x4 Lamia (A), x8 Talos, x3 Manticore Swarm
- Didnt even break a sweat. Lost 3 Talos frigates. From what I can observe, it seems beam weapons are notoriously effective against Templar vessels.

Imperium: x1 Caesar, x2 Dominus, x4 Eagle, x2 Centurion, x10 Invictus
- Lost everything except one Domnius. Templar started retreating once I destroyed both Paladins.

Vanilla Midline Fleet: x2 Conquest, x6 Eagle, x2 Heron, x4 Hammerhead, x6 Thunder
- Got demolished similar to Diable. Vanilla weapons don't cut it against the Templar.

Neutrino: x1 Jackhammer, x3 Lathe, x3 Hacksaw, x2 Sledgehammer, x8 Relativity
- Even-ish battle. Ships kept getting lost to Clarents that went around the tiny shields of Neutrino.

I rather enjoy the challenge, actually. I think they're in a very nice spot right now (though maybe just a few more Templar ships would be nice).

Edit: Forgot to add, this is with a 5/10/7 skilled character.
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #242 on: January 14, 2015, 11:02:10 PM »

Heh, Conquests are notoriously bad against Templars and Thunder wings are unlikely to affect Templars due to the fact that their shields cover the whole hull.  Even the Eagles have a slight disadvantage because their wide shield coverage leaves more surface area to get blasted with hard flux when those priwen bursts go off.

TWIGLib ships are effective against Templars due to the nature of that mod, so all those armored ships swung the battle in your favor.  The beam thing, however, is intentional, but will probably be nerfed once the next patch comes in, due to the vanilla changes to beam weapons.
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Tartiflette

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #243 on: January 15, 2015, 12:29:05 AM »

Hum, the Nemean Lion is as dangerous as a Paragon, if not more depending on the loadout. So it's no surprise you didn't had trouble to take them out, especially if you were using hard hitting Scy weapons (witch is, most of them actually).

It's main advantages are, well the armor thing that can protect from a pair of reapers, the 50% damage reduction when closed and that include venting or overloading, the ability to fire PD weapons even when venting, and a decent combat speed. It's drawbacks are that it is disgustingly slow out of battle, costly to repair if you lost some armors pieces, and it's completely front focused armament leaving a VERY vulnerable, armor-less, rear.
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Velox

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #244 on: January 15, 2015, 03:13:35 PM »


Latest casualties:
(support ships)
Rook
Atlas
Phaeton
Locomotive
Buffalo

Circe
Gemini x3
Sloop
Wolf
Megara

(fighter wings)
Drohne scout
Inanna interceptor x 2
Angha bomber x 2
Gladius heavy fighter
Claw assault fighter x 2

vs.

Crusader x3
Jesuit x4
Teuton wing x2

I actually killed three of the Jesuits - not a mark on the rest of them.  Sad me!
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Tommy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #245 on: January 15, 2015, 03:42:15 PM »

Just get a hold of a Rhon laser, put it on a Tempest, and you can kill Jesuits easy, without breaking a sweat. You can sometimes find Rhons in Black Markets.
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Wyvern

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #246 on: January 15, 2015, 04:11:05 PM »

I find heavy blasters to also be excellent anti-templar weapons.  Then again, if you can support their flux costs, they're excellent anti-anything weapons.

Typically for anti-templar use I'll focus on high shot damage / anti-armor weapons; a templar vessel that's had its armor stripped is generally not long for this world.  Beams are good too, especially burst PD for its better armor penetration.

(The Rhon, by contrast, I find performs at its best on phase ships - since they can cloak to dissipate soft flux safely.)
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Wyvern is 100% correct about the math.

jupjupy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #247 on: January 15, 2015, 09:34:44 PM »

I found that a Wolf with a single Longinus (and nothing else except maybe a couple of harpoons or whatever) is absolutely deadly if you max out flux vents and capacitators, with ITU and Optics. Templar ships arent very tough against their own weapons.
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #248 on: January 15, 2015, 09:41:46 PM »

Of course, the difficulty is actually getting those weapons.
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angrytigerp

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #249 on: January 15, 2015, 10:03:11 PM »

Of course, the difficulty is actually getting those weapons.

I've never seemed to have issues stockpiling Templar weaponry, but then again I've slaughtered every hapless sub capital fleet I could reach.

Although in my newest Omnifactory-included SS+ playthrough, I have yet to aggro the Temps. Is their gear proportionately overpriced? If not, with OF back to being available, it needs to be.
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Nanao-kun

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #250 on: January 15, 2015, 10:11:43 PM »

Of course, the difficulty is actually getting those weapons.

I've never seemed to have issues stockpiling Templar weaponry, but then again I've slaughtered every hapless sub capital fleet I could reach.

Although in my newest Omnifactory-included SS+ playthrough, I have yet to aggro the Temps. Is their gear proportionately overpriced? If not, with OF back to being available, it needs to be.
You can't replicate Templar weapons with the OF last time I checked.
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Tommy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #251 on: January 16, 2015, 02:23:12 AM »

I concur. Templar weapons cannot be replicated. You will get a message saying this aswell.
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orost

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #252 on: January 16, 2015, 10:08:46 AM »

Are bounty fleets supposed to have Templar weapons? I imagine a very-high level pirate could get their hands on one for their flagship, but I keep getting them thrown at me all the time. This relatively small 120k credit fleet alone has a Secace and FOUR Clarent launchers, and I've seen Clarents in fleets as small as 50k credits. It's making things much harder than I think they should be.

Playing with SS+.
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Tommy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #253 on: January 16, 2015, 11:32:01 AM »

SS+ is higher difficulty. I actually truly enjoy the extra difficulty. You should to, since it's way easier to get your hands on some Templar weapons by killing Vanilla ships, rather than the Templar's :)
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Velox

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #254 on: January 16, 2015, 11:52:59 AM »

Latest casualties:

Smaller fleet this time, since I had less time to rebuild.

(support ships)
Rook
Locomotive
Construction Rig

(trade fleet)
Leviathan
Gemini x 2

(escorts)
Maximus adv. frigate
Monitor PD
Foraker carrier

(fighter wings)
Drohne x 1
Inanna interceptor x 2
Gladius x 1
Agha bomber x 1
Claw assault x 2

vs.

Crusader x 5
Jesuit x 3
Teuton Smiter wing x2

Fleet was sitting on a jump point when I entered hyperspace.  ~15% armor damage on a pair of Jesuits and wiped out one Teuton wing!  Not a scratch on the rest.  I escaped with two shuttles and some partial fighter wings.

UPDATE:

200+ crew members in a fleet that could accommodate like 50 meant burn speed was stuck permanently at zero since you can't get rid of crew.  Entire fleet annihilated - deleting this character and starting over.

« Last Edit: January 16, 2015, 11:58:41 AM by Velox »
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