Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Thaago

Pages: [1] 2 3 ... 485
1
Suggestions / Re: Phase ships AI need attention
« on: Today at 10:43:10 AM »
I agree with TaLaR that getting phase AI up to the level of the player isn't desirable (I don't even do half the crazy things that really good phase pilots can do and I'm still just grossly powerful), but now that I'm paying more attention I agree with Juno: I think there might be some sort of bug happening that makes phase ships stay in phase too long. It's really hard to pin down though and doesn't happen in the simulator very often! Maybe something about enemy officers? I have no idea, but if I can get a fight that reproduces it I'll post a save and circumstance.

2
Suggestions / Re: Odyssey feels weaker than Aurora
« on: Today at 10:37:09 AM »
Right, I think the idea is to use pirate afflictors as part of a Support Doctrine fleet, maybe even without the phase skill at all, just for having them use their system on lots of things and buff the rest of the fleet.

1500, nice! Yeah that would still let them use 1300 range tac lasers. Could be 5 of them if forgoing PD too.

3
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 11:47:01 PM »
Yeah. The range isn't that short without it (not like system disruptor) but I haven't tried!

The skills for SD aren't bad (helm, combat endurance, damage control, funnily enough ord exp is the worst one!). No elite shield skill hurts a ton, but if they are going to be ranged poking and just casting buffs (ITU + AO tac lasers ???? 300 dps, 37.5 penetration, 1300 range, turns off any time an ally sneezes nearby) maybe that would work!

4
Suggestions / Re: Make raiding pay more.
« on: May 27, 2024, 10:23:19 PM »
I have though. They cost 20 each month and I keep 100 around for raiding with a valkyrie. Thats 2k each month in salary, 500 for the valk, and some fuel. When I go on dedicated exploring runs I leave them at home, then pick them up again when going back into the core.

A single raid of a pirate bounty base gives me 25k. That pays for 10 months and makes the pirate easier to kill. Raiding a little vulnerable world/pirate in the core gives like 40k, more if the good has a shortage somewhere. Every ship that needs marines is a huge discount (destroyer with marine event rather than buying is like... 50k savings? Depends on the ship. Cruisers are more.). Marine quests pay pretty well too, you can get easy ones for like 70k in the core that have very little travel time. Not all of them I can do with just a little force, but the ones that are too hard I just say no.

5
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 10:09:05 PM »
What is the range of Entropy Amplifier?

I am wondering if Afflictor can work with a cautious officer, flying around and casting debuffs.

Yes, absolutely! I don't know what the exact range is, but with System Expertise it's long. I think I remember someone was using an Afflictor with a cautious officer as an Escort and it would target the main ship's target with its system? Don't quote me on that but its ringing a slight bell. Pirate Afflictors have the full version of the system but are cheaper DP-wise, too.

One of my ideas that I have not tested yet for anti-remnant fighting is to go full 2x light needler for a ballistic mastery afflictor. Gunnery + ballistic + ITU is +35% range for 945, which is really not bad vs Remnants! Also its like 2k DPS before skills on optimal cycling which is just obscene, even if it is all low-damage kinetic rounds. Not that the AI will do optimal cycling all the time, but sometimes it will settle into a nice pattern!

6
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 05:40:50 PM »
Sure! I tried all sorts of things: S mod E-mag mining blasters and/or ion pulsers, heavy blasters, etc. But in the end nothing beat the simple triple phase lance with advanced optics and phase anchor:

Spoiler
[close]

Eventually this will get Escort Package (which will really change the range dynamic!) and I'll S mod in a few things for more OP and put them into caps or maybe solar shielding. Maybe Heavy Armor S modded as well? Or automated repair/flux resistant conduits? I tend to get myself shot up and ion can be a pain. I also have some whacky ideas of changing out the rear guns for light needlers and spinning like mad, but I suspect it won't work.

The average DPS of a player 'properly' cycling the lances with phase is about 1500 before skills, frontloaded by the initial burst. The range lets the ship dodge far more shots than it otherwise would - vs many enemies you can unphase, fire, and rephase before their rounds can reach. It also lets the ship retreat to vent more safely, as it is not the fastest of phase ships. At the same time, it is worthwhile to close in sometimes so that Energy Weapon Mastery can do more damage and so that the system is in range. The risk reward there adds some fun to the piloting.

The system is useful in player hands for quickly popping small annoying ships or for dropping defensive measures (shields, damper field) on bigger ships. With System Expertise the range and is acceptable and the regen slow enough that using the system calls for discretion - repeatedly shield bypassing a ship to kill it with the lances is possible but often slower than just overwhelming the shield in the first place or having an ally deal kinetic damage.

For the player: I would not lower its speed. Right now it really wants every single boost it can get and it can still get "stuck" in ways that the smaller phase ships don't (example above for those warthogs! An afflictor could just fly away). One of the reasons I only have 38 DP of phase in the fleet is to keep the speed boost from the phase skill at max for the Harbinger, but I think I can let it fall some and the ship will still work.

Skill support is more of a binary than with normal ships: rather than improving by degrees, either the ship works or it doesn't. Elite field modulation is that way for all phase ships, but for this one elite helm and ordinary system expertise are just as important, as is the 20% boost to top speed from coordinated maneuvers and the speed buff from the phase skill. Once the ship has enough speed to maneuver around the battlefield and dodge shots like a smaller ship, it suddenly becomes a killer. Without that it becomes a support artillery piece that has to go into danger to use its system. It still has pretty good DPS if it cycles properly, but it doesn't have the toughness to close without speed like a Doom/Grendel would and the system is just too short-ranged for the role.

I have not tested this build much in AI hands against real enemy fleets rather than the sim, so take this with a grain of salt: it performs well under AI hands and can get a lot of kills, staying quite safe the whole time thanks to the range. Like other phase ships it changes behavior drastically with eliminate commands which can be a great tool for the admiral, but unlike Afflictors it has the range to be laying down a lot more firepower and the order is a less needed. I've found that getting the Harbinger in position with an Eliminate (it will go zoom!) and having it fire a burst or two is enough, and then I can remove the command and let it finish the job a little more safely. When properly cycling its cooldown and kiting an enemy it is a true menace!

But unfortunately this good behavior can collapse. It's like a switch being thrown: Once it becomes "scared" its performance degrades by a factor of 10 or more. Nose wobbling/turning during firing will make it waste the majority of its offense. Staying in phase (just hovering there in range not moving, or wobbling a bit back and forth, or even doing a full reposition to another perfect firing position but just not unphasing to shoot!) vs low amounts of incoming damage (a single lrpd laser or graviton beam) rather than shooting on weapon cooldown or fully fleeting is even worse for a Harbinger than for Afflictors. They pass that binary boundary of fast enough to not fast enough and while an Afflictor has the real-space speed to retreat, vent, and break their "scared!" state (sometimes with me giving a rally order far away to just get them to get out and get their courage back), the Harbinger doesn't, so it will spend a huge amount of time trying ineffectually to get away all the while being chipped to death. It stops using its system at all, and will only occasionally fire into shields (but it gives the enemy lots of time to  regen their shields because it is staying in phase too long!). An eliminate command is insufficient to break this, unfortunately.

The 'hiding in phase' failure state is especially apparent because during normal operations the ship actually builds up little hard flux: phase anchor removes the activation cost and it only needs a few seconds in phase before it fires again, and the AI will often take little "sips" of dissipation before firing its burst (125 phase cost per second, 550 dissipation with no vents) which add up. But once it starts hiding, it builds hard flux rapidly.

I'm using aggressive officers right now on phase ships, and kind of want to try reckless and see how they are. My frustration is that I think the behavior of "confident" aggressive is nearly perfect for phase ships - taking shots but keeping themselves alive for when I need them for eliminate order. But when they get scared they just stop working.

7
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 04:08:47 PM »
Quote
... Tbh, I still refuse to believe that Phase Ships are this GREAT OVERPOWERED THREAT in players hands. ...

This was one of the hardest fights my little fleet (118 DP of frigates and destroyers, I put my Aurora into dock for a nap) had to do so far (a ~400k bounty I think?) because DEMs play havoc with phase ships in terms of them getting kills. My allied afflictors did unusually poorly because they were being chased by beam missiles so much, I lost a few ships to mass Hydra spam, and one of my surviving Medusa tanked more than 100k shield damage. I took a whole lot of damage (the biggest chunk was I ate 2/3 of an amazing dragonfire shot right to my face!).

I killed 239 DP of enemy ships in a Harbinger. A higher fraction than usual because my allies were so suppressed.

Spoiler
[close]

This is another fight that went hard, because I actually died (well, phase anchored out of the battle, that saved me a bunch of supplies and D mods)! I had 11 wings of warthogs chasing my Harbinger and no allies around, so they actually chased me down and popped me! Bad piloting on my part to get myself isolated, I should have had medusa or omens around to cover me. I played the rest of the match as an admiral rather than switching to another ship, using my ship's superior speed to kill the enemy in the spawn zone before closing in and annihilating their death-ball.

Spoiler
[close]

Sure these aren't remnant double ordos - I haven't gotten around to smacking them yet. But they are high-level deserter bounties with level 6/7 enemy officers.

I'm using high tech + phase at 118 DP, not maxed S mods (1 on most ships, 2 on the afflictors, 2 on one of the medusa but only 1 on the rest), not maxed officers (most level 5, though a few up to 6, none with more than 1 elite skill other then the level 7 I found that had a good set, he's great). I have D mods, because ships die sometimes and the amortized cost of replacement is very low with frigates and destroyers. 2 of the omens don't even have officers, I just bring them along for mass and the EMP emitter (they tend to die, maybe I should get support doctrine when I level up? I'm not using the S mods anyways...). Player Harbinger is incredible now that I finally know how to build and fly it.

In both of these ships the impact of the Afflictors is being under reported, because it does not reflect the contribution their system is making! I honestly think a good fraction of my flagship damage "belongs" to them, because I will stick around them and shoot things that they are entropying. I plan on increasing the number of phase ships in this fleet, maybe see if Shades are worthwhile with my new expertise in building and ordering them (I am actually a bit skeptical, entropy amplifier is just so strong, but I could be wrong).

Also, these are the interesting fights where something went wrong and I decided to screencap the result. There are a lot more fights that are just stomps, though I often actually kill less things in those myself because my allies do better.

8
General Discussion / Re: High tech feels like a wet noodle.
« on: May 27, 2024, 12:58:32 PM »
One of the very best things about player piloting a Harbinger (other than being crazy powerful) is that you can pop monitors at will. Mess with the AI's inability to fire at the right target, will you?! Have hot screaming death!

9
General Discussion / Re: High tech feels like a wet noodle.
« on: May 27, 2024, 01:21:42 AM »
I agree with Vanshilar's points re: data and numbers being the best way to determine if ships are strong or not. That said, I want to highlight one sentence:

Quote
...
The Conquest is just doing miles better compared with anything else I've seen at killing double Ordos.
...

Vanshilar's extensive testing is in a specific set of circumstances that have been laid out in detail for anyone else to replicate and try. In particular: they are fighting a particular type and size of enemy that they vastly overmatch. No double Ordo comes close to being a threat to the fleets that are being fielded here and will after the initial engagement be streaming in piecemeal to be focused-fired down by multiple ships at a time. Maybe a lucky alpha radiant or nova will pounce on something every once in a while, but not likely with how severe the overmatch is. Because ordos are the strongest current threats (bar a few specific fights), they also vastly overmatch every bounty fleet. Every single fleet under consideration here is beyond the power curve of the game.

In that kind of scenario, winning is not a measure of success because every fleet in contention can win, easily. So how do you define the metric for "better"? DPS is a good one and makes sense. But that's not the only metric that could be used.

One could also define a measure such as "fleet that takes the least hull damage" or "fleet that consumes the least supplies" (we've seen some fun competitions there) etc. Or one could change the parameters and say 'ok, we can kill 2 ordos with ease, but how MANY ordos can we kill?' Again, we saw a whole series on 5,6 full ordo bashing, then amped up to weird mono-fleet designs for fun. DPS isn't the only metric, but it is one that can be measured, which is good.

Otoh: I think the disconnect that people are having is that this is, at its heart, measuring how fast a force can club down inferior enemies. But that's not the situation most people find themselves in. The majority of the game is not fully optimized, S modded, and perfect-officered 240 DP fleets vs a comparatively easy enemy, because they lack either the in game resources (ships, weapons, officers, S points, skills, etc) or the skill/knowledge to do it. People's (unscientific, unquantified) experience of what is 'good' doesn't match the careful measurements and optimization here because the premises are different. In a game as complex as this, a ship that is good in one circumstance might be bad in another and different things are being optimized over.

As an example: SO. I completely agree that it is good in the early/mid game and falls off late game (for most ships, there are a few that like it more than others thanks to its peculiarities, even if none are meta). However, if most player experiences are in the early game and midgame, then why is it a surprise for people to report it as overpowered?

Contrast vs one of the current best endgame destroyers: Escort package HIL+IR Lance Sunder. Yes, not meta for DPS, but performs very well in endurance matches. Vs a swarm of pirate hounds where the player is outfielded (not out-massed in total fleet, but actually on the field) 5:1 in the early or mid game, an SO Hammerhead is going to outperform that ship 100% of the time (and fall flat on its face later).

Another example: Monitor. It does bupkiss for DPS, but it can be a critical addition to fleets to let them win hard fights. Also, I hate it and it should die. Monitorago delenda est!

10
Suggestions / Re: Make raiding pay more.
« on: May 27, 2024, 12:17:33 AM »
I'm just so confused by this thread. Marines are cheap, the bar event giving a very high level group of them is common, and a single raid usually pays for a year or more of the marines needed, bar events where you get ships for like 75% off are common, snd you can just park them when not using them! And any time you want to kill a station, raiding it beforehand both nets you money and also weakens it for the ensuing combat.

People do know you can see the raid difficulty and expected profit before doing it, right? And check to see if what you are raiding has a shortage anywhere?

11
Suggestions / Re: Phase ships AI need attention
« on: May 27, 2024, 12:09:35 AM »
Phase AI is extremely cautious except when given a full assault or better yet eliminate command. This is good in that the ships stay alive and take very little chip damage, but bad because as you say they often stay phased for far too long. In particular I notice they will maneuver around a target, get in position for a perfect shot... and then not unphase and fire. They will sometimes hover for a little while and go to another perfect spot, sometimes they will just sit there.

I posted a much longer spiel in the high tech thread about how to make phase ship work, but they love having a numbers advantage or having ordinary shielded ships nearby to give them cover. Omens make fantastic escorts for Harbingers, for example - they shoot down missiles and fighters, disable enemy guns to reduce fire on the Harbs, and also attract suppressing fire. Zigg + 8 harbingers is almost a worst case scenario for those ships. Especially as with that high a count of phase ships they are losing a lot of their phase speed advantage.

I am running 2 AI afflictors right now and they are performing at the level of heavy cruisers in terms of kills despite being 10 DP, so I wouldn't call them weak. Just in need of a threat assessment tweak so they fire more often. That said, I'm using Aggressive officers, perhaps I should swap to reckless. Otoh, they do stay alive and ready for me to give them their assassination commands.

12
General Discussion / Re: Ignore Slipstreams
« on: May 25, 2024, 09:50:58 PM »
You can also get scan the center of nebulas, binary, and trinary systems (20 and 30 respectively iirc), every magnetic ring, and every gas giant. And from surfing slipstreams to go fast (I got +40 just recently, 2 +20 individual events, from riding one from the edge back to the core). Oh, and Ion Storms in gas giants, while rare, give +50.

13
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 25, 2024, 03:42:24 PM »
(Personally, I liked Mining Blaster + Pulse Laser + Ion Pulser / another Pulse Laser. And Reapers in the missile slots, Sabots for the back medium missile. Maybe an Ion Cannon or two in the small slots (depending on if you've got the Ion Pulser or not). For hullmods, Hardened Shields, Stabilized Shields, RFC. Built-in EMR and ITU.

This *really* benefits from upgrades with Omega weapons - Cryoblaster, AMSRM, Resonator. And I get what you're saying about the Dominator - but imo the Dominator is more of a commitment to a specific fleet strategy, and it doesn't have as easy of a time getting around the battlefield putting out fires.

Basically it starts out being more of an endurance fighter, with Ions doing the disabling, and being able to keep its fire up indefinitely, and the Reapers are there for the tough targets. I wouldn't say it gets amazing until you do get the Omega upgrades, though - it's just ... solid. But it works in fleet comps where I feel like a Dominator wouldn't. Not sure I'd get it for AI use in the non-Omega state, really hadn't tried that.)

That makes sense! A Dominator is far less mobile, for sure. I'm using a similar strategy with the AI piloting at the moment with this:
Spoiler
[close]

(Before someone calls me a hypocrite for the bizarre weapon flux vs dissipation: built in magazines increases the flux load of the ion pulsers and the burst pd. It's still undergunned though, so I'm thinking of maybe replacing the front burst pd with another AM blaster?)

I'm not unhappy with the performance: stays alive, kills stuff, is a good complement of disabling and heavy damage spike to my line holding Medusas (dual autocannon + phase lances, so no missiles or ion at all). Combat results has the aurora pulling its DP weight: usually getting around 35-45 in 3-400 DP enemy bounty battles without the need for me to issue very many orders. That's a similar kill count to each of my 2 Afflictors, but I need to be giving them orders frequently to enable it, and about 3 times my medusas, which aligns with their DP.

...
well, you're probably going to hate it but...

Aurora build:
...


Seems like a solid build to me, it just fulfills a different role than mine because I suspect our fleets are different. IR pulses give flux efficient sustained shield pressure, the ion disabling, the phase lances efficient anti-armor burst. I think my officer has ordinance and yours doesn't, as I actually have 70 higher dissipation despite using 13 less vents, but you have a reasonable ratio of flux to dissipation (mine has too much flux).

I've got a bunch of omens flying around for pd, a phase squad for assassinations, and medusa for gun brawlers (very similar role to your aurora), so I needed something to go in and punch big targets in the nose.



On topic: I'm playing a high tech runthrough right now and plan on upgrading myself to a Doom, so if I find an Odyssey I'll try and build one and come up with something good. It's been a long time since I've built one for AI use!

14
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 25, 2024, 10:59:51 AM »
if it comes to it vs Aurora, it's a very high difficulty discussion, cause Aurora is pretty much now one of the strongest ships in the game that is designed like a Remnant, especially after general flux efficiency buffs allowing it to host much more varied weapons than just typical... Missile spam.
...

Could you share an Aurora build that works well? I've been playing around with one and it's been "fine" but not really wowed me (granted, I'm not using SO either). Not a bad "rush in with blasters and torpedo them in the face" ship, but a Dominator does that job better for cheaper, as it has more missiles and kinetics.

15
look... The amount and strength of your officers is pretty much everything. Otherwise you will simply not deploy ships from your fleet. Period.

...

Not really. You always get a minimum amount of deployment (160 on default battle size iirc), and then you grab objectives. No need for the electronic warfare skill either if you don't want it, just have fast ships grab a few points (and kill any isolated remnants while you're at it). You can get to full deployment easily. The AI will rush at least one point to get additional ships on the field (if they are not high-strength remnants who have enough weight to get full deployment anyway).

The skills are strong; there is a minor meta drawback in that more, higher level officers both cost more credits and reduce XP gain, but that's not really that big a deal past the very early game. Otoh, there is a major drawback to taking BOTH skills at the same time: you're locked into taking a large number of leadership skills and in particular cannot get capstones in 2 other branches in addition to a leadership one (one could argue that once you have one of the leadership officer skills, the other is as powerful as a capstone, but I don't think that's quite true). As an example: You can't get both officer skills, BoTB (or support doctrine), a combat capstone, and cybernetic implants at the same time. One some ships that doesn't matter too much; on others missile spec/system expertise are extremely good (and elite system exp is just universally an excellent defensive buff).

Cybernetic implants is almost as strong as Officer Training: 1 more elite + 6% offense, 6% all defense (going by a balanced 5/5/5 skill distribution, could be more; onslaught flagship going 10 combat skills is quite good!); the 6/6 might be a little weak to be counted as a full skill, but since the value are universal I think its 'good enough' to count. And it does the player 12/6 which definitely is!

Pages: [1] 2 3 ... 485