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Author Topic: A Falcon's Role  (Read 29009 times)

Toxcity

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Re: A Falcon's Role
« Reply #60 on: April 19, 2017, 07:30:56 AM »

Energy PD might get more use next version, if only for ships to take out fighters out of their engagement range.
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Immahnoob

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Re: A Falcon's Role
« Reply #61 on: April 19, 2017, 08:29:05 AM »

Since I've seen some people say the Medusa is rather lackluster, I think no one tried 2 Antimatter Blasters on the hardpoints, 2 Phase Lances and 4 Burst PD Lasers.

Of course, it's best if you also have a high level pilot for this, especially with extra damage to shields.
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Toxcity

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Re: A Falcon's Role
« Reply #62 on: April 19, 2017, 08:32:17 AM »

Who said the Medusa was lackluster? It's the best destroyer in the game.

As for your loadout, I would trade the antimatter blasters for railguns or needlers.
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Immahnoob

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Re: A Falcon's Role
« Reply #63 on: April 19, 2017, 08:37:50 AM »

Who said the Medusa was lackluster? It's the best destroyer in the game.

As for your loadout, I would trade the antimatter blasters for railguns or needlers.
It's meant to be a Burst damage vessel. You can overcharge them with in 4 shots (2 phases, 2 blasts for almost all Destroyers) and you still have the time to throw another volley.
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Cycerin

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Re: A Falcon's Role
« Reply #64 on: April 19, 2017, 08:43:50 AM »

Falcons are quite good when configured as a meat shield in a small fleet before true large-scale battles kick in. Apart from that, it's decent in player hands as an SO ship, sniper ship etc, or in AI hands as an optimized artillery vessel with 2 HVDs, 2 gravitons and 4 burst PD lasers, with a steady or cautious officer. Falcon loadouts should make use of the oversized bonuses from cruiser grade hullmods such as ITU or aug. engines, and invest less in hullmods that simply cost more than destroyer equivalents but do the same thing. Either way Falcons should have the most possible speed, range, or both to exploit its position as a destroyer-speed vessel with cruiser-level range. After gaining two more turrets on the front, it went from being an extremely gimmicky ship to a rather well rounded one IMO.
« Last Edit: April 19, 2017, 08:46:57 AM by Cycerin »
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Clockwork Owl

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Re: A Falcon's Role
« Reply #65 on: April 20, 2017, 08:38:08 AM »

I think no one tried 2 Antimatter Blasters on the hardpoints, 2 Phase Lances and 4 Burst PD Lasers.
I do this. IPDAI with Tac Lasers insteas of BPDs tho.
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SCC

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Re: A Falcon's Role
« Reply #66 on: April 20, 2017, 01:05:55 PM »

>Falcon's burn is now 9

Voyager I

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Re: A Falcon's Role
« Reply #67 on: April 20, 2017, 01:14:42 PM »

Ours is a benevolent god.
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Philder

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Re: A Falcon's Role
« Reply #68 on: April 21, 2017, 11:07:16 AM »

Just thought of a great loadout for AI: 2x HVD, 1x Heavy Blaster, 1x Heavy Burst, 4x Burst PD, 2x Harpoon, with ITAI, Advanced Optics and Unstable Injector.

You end up with a close support ship with fantastic stats for a very efficient supply cost, with near 1k range PD and which has the ability to pound fluxed/emp'd opponents and easily take care of smaller opponents. The only downside is their large size.
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SafariJohn

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Re: A Falcon's Role
« Reply #69 on: April 21, 2017, 12:24:36 PM »

Here's my current Falcon loadout:
Spoiler
[close]

The Ion Cannons and Swarmers are in seperate autofire groups and the HVDs and Blasters are in seperate manual groups. I can switch between skirmishing with the HVDs and blasting with the Blasters.
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Issac Fisher

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Re: A Falcon's Role
« Reply #70 on: April 24, 2017, 06:49:37 AM »

To cut waaay back to the medusa discussion and comparisons with the Falcon. The medusa's short range weapons are perfect for its place in the game at the same kind of stage as the Falcon. 2x phase lance, 2x antiblaster, 2 tac las and 3 PD. Or 5 tac las with IPDAI. Then you just cruise out with a couple frigates in escort, phase in deal massive alpha and phase out. Later in a playthrough it gets tougher to do as more ships become able to eat you on the spot. But the ability to skim when used right allows that stupidly high hard flux generation on my suggested loadout still lets you melt face.

The falcon I think is a viable distraction to allow such face-meltage to take place on the flanks.
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Megas

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Re: A Falcon's Role
« Reply #71 on: April 24, 2017, 07:36:10 AM »

The Medusa is (in my humble opinion) plagued by a lack of load outs that don't feel weak or fragile.
Strap on pulse lasers and you lack anti-armor. Heavy blasters will destroy your flux capacitors quickly. EMP beams are boring and flux heavy at times. Gravitons are weird. And that's just the mediums.
That would not be true before 0.8 (when that was written).  Today, it is.  Medusa has a hard time punching above its weight when outranged and outgunned, and the speed (for mobility and dissipation) is just not there anymore.

Overall, gameplay feels more like it did before skills were introduced.

I kind of wish all ships got a +20 to +50 speed increase across the board, one value for all.  The game feels so slow now.  Evasive Action 1 and Helmsmanship 2 does not feel like enough, but they are better than nothing, which is why I will take them for every character no matter the build.
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Mysterhay

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Re: A Falcon's Role
« Reply #72 on: April 24, 2017, 09:14:54 AM »

The Medusa is (in my humble opinion) plagued by a lack of load outs that don't feel weak or fragile.
Strap on pulse lasers and you lack anti-armor. Heavy blasters will destroy your flux capacitors quickly. EMP beams are boring and flux heavy at times. Gravitons are weird. And that's just the mediums.
That would not be true before 0.8 (when that was written).  Today, it is.  Medusa has a hard time punching above its weight when outranged and outgunned, and the speed (for mobility and dissipation) is just not there anymore.

Overall, gameplay feels more like it did before skills were introduced.

I kind of wish all ships got a +20 to +50 speed increase across the board, one value for all.  The game feels so slow now.  Evasive Action 1 and Helmsmanship 2 does not feel like enough, but they are better than nothing, which is why I will take them for every character no matter the build.

For faster ships you are actually better leveling up leadership than combat. The skill that adds 15% combat readiness effectively adds 5% speed to all ships, regardless of how many are deployed... I find the 10% bonus from helmsmanship hard to justify by comparison. Factor that in with coordinated maneuvers and you can hit up to 30% flat speed bonus on all ships, from the leadership tree alone.

This works for me as industry is the tree that I ignore (surveying is a bit of a chore in my view, so all I'm really losing by ditching it is some salvage and better D-ships, which I try to avoid anyway)
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Megas

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Re: A Falcon's Role
« Reply #73 on: April 24, 2017, 09:33:01 AM »

I am aware of CR bonuses.  Just that I cannot rely on it, due to pushing chain-battling and endurance limits.  Also, I may opt for Safety Procedures 2 instead to lower the CR threshold and have CR cheaper to restore from zero.  I am not sure how easy money comes by at endgame.  (Surveying would let me get to endgame faster, admittedly.)  I would love get Fleet Logistics 3 for +15% CR for fleet, but I miss out on other skills I want more.

Coordinated Maneuvers is only good if I deploy a large fleet.  I want to see if I can solo things, but I have not built up enough assets to do it successfully.  That said, I will pick up Coordinated Maneuvers 1 because of the 1% speed.
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Midnight Kitsune

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Re: A Falcon's Role
« Reply #74 on: April 24, 2017, 12:30:32 PM »

You know that there is a multiplier for speed in the settings file right Megas?
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