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Starsector => General Discussion => Topic started by: paramecium on March 24, 2023, 05:13:23 AM

Title: Atlas MK2 compares to cruisers
Post by: paramecium on March 24, 2023, 05:13:23 AM
it nearly dwarf all the cruisers isn't it. for 24 DP you got 2 foward mount large ballistic and 2 small ballistic with accelerated ammo feeder it is already out range the cruisers but also going to out trade flux due to accelerated ammo feeder not only double the damage out put, but also halve the flux/damage pushing the stat of light needle and hellbore canno to omega weapon level. yes it is not as tanky as cruisers but cruisers are not in a tanking role any way. 2 large missile making the fire support even better. in which case you would chose a cruiser over a atlas MK2 other than carriers?
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on March 24, 2023, 05:41:49 AM
yes it is not as tanky as cruisers but cruisers are not in a tanking role any way.

Nothing in Starsector has a "tanking role" because the game doesn't have aggro mechanics. Can you guarantee that the enemy will never shoot your Atlas Mk2s? Because if not then they can't run like cruisers and can't take hits like cruisers.
Title: Re: Atlas MK2 compares to cruisers
Post by: Jackundor on March 24, 2023, 05:53:29 AM
yes it is not as tanky as cruisers but cruisers are not in a tanking role any way.

Nothing in Starsector has a "tanking role" because the game doesn't have aggro mechanics. Can you guarantee that the enemy will never shoot your Atlas Mk2s? Because if not then they can't run like cruisers and can't take hits like cruisers.

well, yes, Atlas 2 is slow and made of paper, but it can be good from what i have heared. how? use gauss cannons and long range missiles, it needs to be a long range fighter bc if it comes into close quarters even a good destroyer will rip it to shreds
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 24, 2023, 06:54:46 AM
I have tried very hard to make this ship work, because it seems like it has great offensive potential, even rivaling the Conquest with its AAF and 2x large ballistic 2x large missile setup. Unfortunately, it is very much let down by its flux capacity, fragile hull and bad shield arc, and does not have the OP to mitigate these issues with hullmods.

For example, here is a setup that can defeat sim assault Radiant under AI control (the one with 4x Autopulse, Plasma and 4x Reaper). Give officer skills: elite Ordnance Expertise, Elite Missile Spec, Ballistic Mastery, Field Modulation, Target Analysis (elite if you can).

(https://i.ibb.co/FV8Rn5p/atlasmkii-1.png) (https://ibb.co/0tYHQC5)
(https://i.ibb.co/KF09YSg/atlasmkii-2.png) (https://ibb.co/r47ZgNh)

Note that it can win, does not always win. For example not intercepting a Reaper or getting its Storm Needler disabled will lead to death.

However, I tried sending a fleet of 6 of these ships, and my special Ordo Farming Doom and Paragon to fight a Remnant Ordo with 3x Radiant using the usual tactics of defend order on Paragon. They just get slaughtered by the Radiants in fleet combat - they actually deal good damage but are extremely vulnerable to getting flanked by mobile opponents.

I think this ship deserves a buff. The Pirates deserve a capital that strikes fear into the player. Basically just give it more OP or better flux stats and it is fine.
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on March 24, 2023, 08:19:20 AM
I think it's fine in Pirate hands as it is, since AI doesn't care about losses. It may not be a big bad ship on its own, but they always bring several.

If we're going to post builds, here's a quick one I threw together:

(https://i.ibb.co/zHbMZMn/atlas2.jpg)

It was honestly better than I expected, easily took out both sim Onslaughts and the Conquest which I came to expect from a 25 DP ship(sim fights being what they are) The main problem is that both of the 25 DP cruisers are faster, tougher, more agile(even the Dominator) and have a lot better campaign stats - Atlas MkII has worse DP/fuel ratio than the Onslaught and it takes ten days to fully recover CR. Speaking of, would be nice if Militarized Subsystems boosted CR recovery *cough*
Title: Re: Atlas MK2 compares to cruisers
Post by: paramecium on March 24, 2023, 08:51:21 AM
I have tried very hard to make this ship work, because it seems like it has great offensive potential, even rivaling the Conquest with its AAF and 2x large ballistic 2x large missile setup. Unfortunately, it is very much let down by its flux capacity, fragile hull and bad shield arc, and does not have the OP to mitigate these issues with hullmods.

For example, here is a setup that can defeat sim assault Radiant under AI control (the one with 4x Autopulse, Plasma and 4x Reaper). Give officer skills: elite Ordnance Expertise, Elite Missile Spec, Ballistic Mastery, Field Modulation, Target Analysis (elite if you can).

(https://i.ibb.co/FV8Rn5p/atlasmkii-1.png) (https://ibb.co/0tYHQC5)
(https://i.ibb.co/KF09YSg/atlasmkii-2.png) (https://ibb.co/r47ZgNh)

Note that it can win, does not always win. For example not intercepting a Reaper or getting its Storm Needler disabled will lead to death.

However, I tried sending a fleet of 6 of these ships, and my special Ordo Farming Doom and Paragon to fight a Remnant Ordo with 3x Radiant using the usual tactics of defend order on Paragon. They just get slaughtered by the Radiants in fleet combat - they actually deal good damage but are extremely vulnerable to getting flanked by mobile opponents.

I think this ship deserves a buff. The Pirates deserve a capital that strikes fear into the player. Basically just give it more OP or better flux stats and it is fine.

https://ibb.co/gZNT72B (https://ibb.co/gZNT72B)
if you are fighting drone ships then I think you should use my build as 2 light needle at the front with accerated ammo feeder is 4500 kinetic damage in 7.5 second pluse the 10 round of hellbore will put more pressure to shield than a 24 dp should do. certainly more oppressive  than a dominator would do
Title: Re: Atlas MK2 compares to cruisers
Post by: paramecium on March 24, 2023, 09:01:21 AM
I think it's fine in Pirate hands as it is, since AI doesn't care about losses. It may not be a big bad ship on its own, but they always bring several.

If we're going to post builds, here's a quick one I threw together:

(https://i.ibb.co/zHbMZMn/atlas2.jpg)

It was honestly better than I expected, easily took out both sim Onslaughts and the Conquest which I came to expect from a 25 DP ship(sim fights being what they are) The main problem is that both of the 25 DP cruisers are faster, tougher, more agile(even the Dominator) and have a lot better campaign stats - Atlas MkII has worse DP/fuel ratio than the Onslaught and it takes ten days to fully recover CR. Speaking of, would be nice if Militarized Subsystems boosted CR recovery *cough*
(https://i.ibb.co/RTf0SFV/atlas2.png) (https://ibb.co/gZNT72B)
I suggest you try to utilize the small ballistic in front as a anti-shield weapon. 2 light needler with accerated ammo feeder will have average dps to 440kinetic and will have a flux/damage down to about 0.56, while out range heavy needler is quite a punch combined with two hellbore
Title: Re: Atlas MK2 compares to cruisers
Post by: Candesce on March 24, 2023, 09:04:43 AM
However, I tried sending a fleet of 6 of these ships, and my special Ordo Farming Doom and Paragon to fight a Remnant Ordo with 3x Radiant using the usual tactics of defend order on Paragon. They just get slaughtered by the Radiants in fleet combat - they actually deal good damage but are extremely vulnerable to getting flanked by mobile opponents.
A) The ship is vulnerable to being flanked, yes. Give it escorts rather than trying to force a monofleet.

B) It's made of paper. Why would you stick short-ranged Storm Needlers on it? Put those on something that wants to close, like the Prometheus Mk II.

I've had quite a bit of success using them as artillery ships, armed with 2x Squalls, a Haephestus, a Mjolnir, and some PD. Pair them up with some more maneuverable and tougher ships to force separation, and they'll wreck ***. Best used with Blast Doors and Containment Procedures, though.
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 24, 2023, 09:19:22 AM
It has a Storm Needler for the specific reason that I was unable to make one that could defeat a Radiant 1v1 using any other weapon (I tried a lot of combos - I think Mark IX-Hephaestus also won once but mostly not).

You are paying 62.5% of the cost of a Conquest for this ship, and a Conquest can be kitted to defeat two sim Radiants simultaneously without even taking much damage if you optimize the ship properly, so this ship is simply poor value if it can't defeat even one.

Does your layout work vs Ordos under AI control? If you have a better one, share please, I would love to use this ship. I do realize now that I didn't try 2x Squall with elite missile spec, since I usually do not run the elite version for multi-Ordo fights which are the goal, so that must still be tried and might work with other weapons.

Also if you guys want to test your ships vs the Radiant, here is how to add it to the sim: in data/campaign/sim_opponents add the lines

radiant_Assault
radiant_Strike
. Alternatively you can overwrite that file with this one I attached. It is a hard fight.

[attachment deleted by admin]
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on March 24, 2023, 12:42:56 PM
Also if you guys want to test your ships vs the Radiant, here is how to add it to the sim: in data/campaign/sim_opponents add the lines

Well, I did just that and... ooops (https://i.ibb.co/8zrKTJn/screenshot154.jpg). The fight took a while because Radiant kept disengaging when high on flux but was overall pretty one-sided. I then tried it against the Tachyon variant and it was a breeze, no damage taken.

Seems like any old rustbucket can take the Remnant on if you just fit two Squalls on it. Although sim Radiants don't have Alpha AI Cores so there's that.
Title: Re: Atlas MK2 compares to cruisers
Post by: Doctorhealsgood on March 24, 2023, 02:29:43 PM
Well, I did just that and... ooops (https://i.ibb.co/8zrKTJn/screenshot154.jpg). The fight took a while because Radiant kept disengaging when high on flux but was overall pretty one-sided. I then tried it against the Tachyon variant and it was a breeze, no damage taken.

Seems like any old rustbucket can take the Remnant on if you just fit two Squalls on it. Although sim Radiants don't have Alpha AI Cores so there's that.
The absolute state of the renmant.
Title: Re: Atlas MK2 compares to cruisers
Post by: Brainwright on March 24, 2023, 06:19:22 PM
The Atlas Mk II is a bully ship, it makes everything smaller than it cower.  Trying to make it powerful one on one seems a silly premise.  Have two escort a Doom tied to a capture point.  It'll work fairly well.
Title: Re: Atlas MK2 compares to cruisers
Post by: FooF on March 24, 2023, 07:17:47 PM
I consider the Atlas Mk. II to be the offensive foil to the Dominator's defensive role. It's an absolute glass cannon meant to beef up Pirate fleets without making them too strong. I don't consider them to be true Capitals or expect them to have the same battlefield presence. If they were re-labeled Heavy Cruisers, I wouldn't bat an eye.

The Prometheus Mk. II is a fair bit stronger, though, and is an inefficient Capital but a Capital nonetheless.
Title: Re: Atlas MK2 compares to cruisers
Post by: Candesce on March 24, 2023, 08:13:34 PM
I don't consider them to be true Capitals or expect them to have the same battlefield presence. If they were re-labeled Heavy Cruisers, I wouldn't bat an eye.
They're priced like cruisers, so that's what they compete with for slots in my fleet.

But the Atlas II really needs the range boost that comes from technically being a capital ship.
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 24, 2023, 09:53:42 PM
Also if you guys want to test your ships vs the Radiant, here is how to add it to the sim: in data/campaign/sim_opponents add the lines

Well, I did just that and... ooops (https://i.ibb.co/8zrKTJn/screenshot154.jpg). The fight took a while because Radiant kept disengaging when high on flux but was overall pretty one-sided. I then tried it against the Tachyon variant and it was a breeze, no damage taken.

Seems like any old rustbucket can take the Remnant on if you just fit two Squalls on it. Although sim Radiants don't have Alpha AI Cores so there's that.

Nice one! Was this under AI control and did you have elite Missile Specialization?
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on March 24, 2023, 10:03:26 PM
AI controlled and yes. Field Modulation(e), Target Analysis, Ballistic Mastery(e), Missile Specialization(e), Gunnery Implants, Ordnance Expertise(e). Basically I just put my Conquest pilot in it.
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 24, 2023, 10:10:44 PM
All right, so it seems the key is elite Missile Spec since I was unable to get the AI pilot to do that with Squall and non-elite Missile Spec, which my Conquest pilots have due to fighting double and triple Ordos where they must save missiles for the end. Then by the time I figured I must switch to elite I had switched to Locust.

I will try this build vs the Ordos next time I can. Although probably swap Hellbore for Mark IX/Heph and all the side PD for a pair of Xyphos to get free Ion Beams with the PD.
Title: Re: Atlas MK2 compares to cruisers
Post by: smithney on March 25, 2023, 12:56:51 AM
From my perspective of an armchair admiral, Atlas Mk. II is a ship that absolutely does work, but only after you've invested in it heavily. It's absolutely not a frontline cruiser in AI hands. As an artillery it gets outvalued by Gryphon and Heron.

In the end the ship feels like owning a vintage car: You feel like an absolute bad*ss for making it kick gum, as long as you don't care how much of your resources it's been chewing through. That said, it would make sense for it to get a logistics buff to put in on par with its cruiser peers, it's not gonna make NPC Pirates any more formidable after all.
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 25, 2023, 02:21:28 AM
Alright, more testing.

First of all, kudos to Mr. Master-Blaster, you are good at this game. I edited the build slightly to remove unnecessary extra PD and add Heavy Armor, and it won 2 fights out of 3 vs sim Assault Radiant, which is very impressive. Clearly Hellbore is the thing to put on this ship and I was sleeping on it due to its poor stats, but it is a perfect fit here due to its low flux profile.

(https://i.ibb.co/VqhffpS/image.png) (https://ibb.co/JsbDDF7)

However, with Shield Conversion - Front I am very concerned about how this would do in a fleet setting since Remnants will circle you. And I am also worried about how it will work if you run out of Squalls. And more caps is generally better than Hardened Shields unless you are maxed. And Militarized Subsystems is worse flux dissip than just adding vents or even a Flux Dissipator. And Xyphos is PD that works even when overloaded and I have generally found 2 PD guns on your enemy facing side + Xyphos is sufficient for PD in Remnant fights (as well as all other situations) and they will also clean up Remnant fighters, as well as suppress the Radiant if it warps in close, lowering its shields. Also, the main benefit of RFC is likely not getting your weapons disabled since Xyphos will take care of flankers, so we can switch it to AWM. So I changed the build a little.

(https://i.ibb.co/LJH2Wtk/atlasmkii-4.png) (https://ibb.co/pR598z0)

Now this won 3 out of 3 vs the sim Assault Radiant under AI control, even taking very little damage (450 hull damage the first time, 20 hull damage, and no damage at all on the third run, pic related)

(https://i.ibb.co/YjvLrK5/atlasmkii-5.png) (https://ibb.co/6s6WdpK)

Next up: I am going to build a fleet of these and take them Ordo hunting, supported by Afflictor (P)s and Brawler (LP)s.
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on March 25, 2023, 02:34:22 AM
Actually I think the Atlas2 should be using Gauss, since longer-range weapons work better with it since it's so slow. It needs the range since it's not maneuverable enough to dictate engagements.

Trying it out against double Ordos, I stuck 2 Gryphons on the flanks to grab objectives and to corral the enemy frigates (to make sure that none spill out past my line), then it's me in my flagship Onslaught along with 5 Atlas2's armed with dual Squall, a Gauss and a Mjolnir (to compare them), and nothing else. They had EMR, ITU, Militarized Subsystems, Auxiliary Thrusters, Solar Shielding, and ECCM, then max vents, then rest into capacitors. Officer skills were CE, TA, BM, MS (elite), and GI. Results are attached.

Note that this was 200 DP (Onslaught, 2 Gryphons, 5 Atlas2's), at battle size 400, against the double Ordos. Basically so that I could deploy the whole fleet at the beginning since I have BotB.

The Atlas2's pretty much matched the Gryphons in terms of DPS, which is pretty impressive since they're being compared to the Gryphon (although they're 24 DP instead of 20 DP). So they actually did more damage than the Champion, for example, even though the Champion costs 1 more DP. However, they took a bit of babysitting; the Gryphons did somewhat less damage because it was the Gryphons sent in to chase after frigates when they were threatening to get past my line, and the Atlas2's can't tank so I sometimes had to rush in to tank for them when they started taking damage. The Gauss and Mjolnir combo actually worked out pretty well; Gauss helped with anti-shield DPS at range, while Mjolnir did more armor and hull damage to make sure the enemy ships were finished off.

To compare, the two Gryphons averaged 34k damage each from their Squalls, and 40k damage each from their Harpoons (each had 2 Harpoons, so each Harpoon did 20k damage). For the Atlas2's, each averaged 49k Squall damage, 29k Gauss damage, and 23k Mjolnir damage. So the two Atlas2 Squalls together contributed around 1.5x of a Gryphon's Squall. This is probably because the Gryphon was in range more frequently than the Atlas2, which took time to move forward to another ship as each enemy ship died.

So the Atlas2 is basically an extreme glass cannon; if you use them with care, they can throw out a lot of damage due to dual Squalls and Gauss/Mjolnir. You have to set them up properly though to make it work, otherwise they die real fast.

[attachment deleted by admin]
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 25, 2023, 02:59:16 AM
Well, I took a fleet of these out vs one Ordo completely under AI control, using just Atlas MkII and frigates, and with just one order, Defend on one of the Atlas MkIIs, and it was a success. This is probably not at all optimal since you likely really should have a player controlled tank to protect your Atlas MkII and/or babysit them and use them as artillery pieces rather than main ships of the line like you said. But it even works well enough like this. I now think this actually a viable endgame ship once you learn how to build it.

I am not good enough to make a video, so here is a photo essay with some glorious Atlas MkII action.

Atlas Mk. II vs. Remnant Ordo
(https://i.ibb.co/qD2QqNg/atlasmkii-6.png) (https://ibb.co/j8jX0yw)
(https://i.ibb.co/9g1mRDj/atlasmkii-7.png) (https://ibb.co/JtGWX1P)
(https://i.ibb.co/b3HhQsg/atlasmkii-8.png) (https://imgbb.com/)
(https://i.ibb.co/fNJXhqC/atlasmkii-9.png) (https://imgbb.com/)
(https://i.ibb.co/284z0rq/atlasmkii-10.png) (https://ibb.co/YDs54S2)
(https://i.ibb.co/FV1rzpK/atlasmkii-11.png) (https://ibb.co/TLGftyk)
(https://i.ibb.co/3SD8nh3/atlasmkii-12.png) (https://ibb.co/r5CLVyj)
(https://i.ibb.co/VtN47HQ/atlasmkii-13.png) (https://ibb.co/47fr6sY)
(https://i.ibb.co/vDmBgGL/atlasmkii-14.png) (https://ibb.co/9G2vzLy)
(https://i.ibb.co/pj05SNt/atlasmkii-15.png) (https://ibb.co/1GvjkBD)
(https://i.ibb.co/rbt0vfg/atlasmkii-16.png) (https://imgbb.com/)
[close]
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on March 27, 2023, 01:57:10 AM
So, testing this further, it looks like a good weapon loadout for Atlas2 is dual Squalls, dual Mjolnirs, dual Railguns. Squalls provide long-range anti-shield. Mjolnirs do bulk of the anti-armor and anti-hull. Railgun provides additional damage if an enemy ship gets close into range. A video of this in action can be found here:

https://www.youtube.com/watch?v=oKZrC84jyGU

Sorry for the quality, I have to video using my phone because my potato running the game is over a decade old and the game becomes even more of a slideshow when it's also trying to record the screen. But it should show the battle clearly enough.

Although the Atlas2 has medium ballistics on the sides, I find that trying to make it into a broadside ship is a bit of a trap. I tried putting HVD on the sides, but what happens is that this makes the Atlas2's advance toward the enemy diagonally, rather than advancing straight toward the enemy, and just turning to expose its broadsides. That's broadside ship AI behavior in Starsector, to approach diagonally. The problem is that the Atlas2 is so slow that this means it advances too slowly toward the enemy fleet, so the additional damage from HVD is canceled out by it being in range less often. So there was no net benefit. Whereas for a ship like the Conquest, it's fast enough that it'll stay in range of the enemy more often even though it's advancing diagonally.

Putting Railguns on the nose however did improve performance, helping it to do some additional damage when it got too close to enemy ships.

The run in the video wasn't particularly good, the Gryphons flubbed on killing some frigates so they spent more time chasing down frigates than usual, reducing the fleet's overall DPS and reducing the concentration of force against the main enemy fleet. I also made my share of mistakes, but it shows that the fleet setup is relatively tolerant of mistakes. This more or less shows how I typically run my tests and how to beat double Ordos: basically, spread my fleet out into a line, kill a bunch of enemy ships quickly during the initial wave, and then parlay that into setting up a U-shaped formation against the incoming ships, so that the incoming ships are met with overwhelming firepower and they can never mount an effective offense and just end up dying. That's the ideal formation that I generally try to get my ships into for these battles. If the enemy fleet breaks out of that and the battle devolves into a bunch of scattered fights, then I know something went wrong, unless I'm doing something like LP Brawlers or something (where a bunch of scattered fights is expected).

Although it might seem like the Atlas2's are overfluxed (970 vent compared with 175 shield upkeep and 1633 weapon flux), in practice their flux rarely got over 50% since they spent a lot of their time moving forward toward the next target rather than firing on ships. So I could probably put less OP into vents and more into capacity to help with them be more survivable.

In the video, the Atlas2's averaged 423 DPS while the Gryphons averaged 427 DPS, so they did about the same amount of damage. However, I've had runs where the Atlas2's averaged about 500 DPS (while the Gryphons continued to do around 425 DPS or so) so the video didn't really show the Atlas2's at their highest potential. (A screenshot of such a run is attached; I took a lot of damage that run just because I had full flux and was gambling that I could vent in time when the final Radiants arrived, and I lost that gamble when they launched multiple Reapers at me in response. Oops. Lost around half of my hull right there.) For example in the video, one of the Atlas2's got rushed by the final Radiants and almost died because I was too far away and didn't burn drive forward enough, so it overloaded and wasn't doing damage for a while. So it comes down properly using the flagship to control the flow of battle, namely making sure the enemy is firing at you the tank instead of at the Atlas2's which are glass cannons.

A note on what I do as the flagship Onslaught: The Needlers are geared for more DPS at closer range. I burn drive into the enemy fleet at lot, drive up their flux, and then use the Proximity Charge Launchers against important targets and to get rid of clumps of enemy ships. Sometimes you'll see me selecting the Hephaestus, but not firing it, so that I can reduce my flux use when my ship is taking care of enemy shields. That helps conserve flux. You'll also see me burn drive and launching the PCL's, which allows me to yeet them farther away than their normal range. It takes a bit of experience but with practice, you can yeet them into ships a bit to either side as well, so those ships get a lot of incoming damage quickly, overloading and often killing them outright. You can see this at 13 minutes into the video (as well as a number of missed volleys during the fight, oops, so I can clearly improve on this technique).

If there is a nearly-dead ship next to an intact ship, then I'll sometimes target the intact ship, so my weapons, which are mostly anti-shield, will start firing on that ship, while my PCL's or Heph (whatever I'm manually controlling) will kill off the nearly-dead ship. This allows me to use the weapons more efficiently, plus if the intact ship's flux is successfully driven up and it lowers its shields, it'll take explosion damage when the nearly-dead ship next to it dies. You can see an example of this at 12 minutes into the video.

Anyway so yeah the Atlas2's can clearly do well as long as they're used with care. They need to be set up in a situation where they can deal a lot of damage at range and not have to worry much about enemy ships getting close, but if so, then they can be a big contributor in battles.

[attachment deleted by admin]
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on March 27, 2023, 02:59:45 AM
Good! Did you try Gauss Gauss? in the Conquest math thread (RIP) there was a 7% difference in favor of the best Mjolnir Mjolnir setup vs Remnants (Mjolnir-Mjolnir-Squall-Squall) over the best Gauss Gauss setup (Gauss-Gauss-Squall-Squall) but in the case of Atlas MkII it might be the case that the range advantage cancels out the damage advantage, especially if the Mjolnir's EMP is not relevant due to another ship tanking.
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on March 28, 2023, 01:44:18 AM
Yes, it turns out, Gauss didn't work out so well after all, Mjolnir is better in this case. The reason is that Squalls and to a lesser extent Railguns already provide a lot of anti-shield, so you need more anti-armor and anti-hull. After the update, when Squalls get nerfed at anti-armor and anti-hull (while maintaining their anti-shield), Mjolnirs will do even better than Gauss when Squalls are around.

Doing a run with each of them, and looking at the ammo used, the Detailed Combat Results data for Gauss was:

Code
(SS9967)
weapon total shield armor hull hits fired hitrate relSquall
squall 239791 190985 13908 34899 1223 2930 0.4174 1
gauss 150971 93736 19183 38051 302 637 0.4741 0.669
railgun 46714 35256 4020 7438 887 1623 0.5465 0.511

And the Detailed Combat Results data for Mjolnir was:

Code
(SS10012)
weapon total shield armor hull hits fired hitrate relSquall
squall 238541 193588 12060 32894 1188 2880 0.4125 1
mjolnir 209589 81234 38152 90204 759 1416 0.5360 0.567
railgun 26526 16271 1724 8529 531 1031 0.5150 0.330

The Gauss fired 67% of the time relative to the Squall, while the Mjolnir fired 57% of the time. So yes the Gauss fired more often. But the Mjolnir's hit rate (shots hit / shots fired) was higher, so in the end, they were both putting shots on target at about the same rate (0.669*0.474 = 31.7% of the rate of Squalls fired for the Gauss, and 0.567*0.536 = 30.4% of the rate of Squalls fired for the Mjolnir). The Mjolnir has a higher hit rate because the Gauss has a one-second delay before it's fired ("chargeup" in weapon_data.csv), during which its turret is tracking at a rate of 3 degrees per second, while the Mjolnir has no delay and tracks at a rate of 25 degrees per second while firing anyway (and thus at 125 degrees per second before firing). So the Gauss is more likely to miss smaller, faster targets. A lot of the focus for Ordos fleets is on the Radiant, but it only makes up around 1/4 of the total hull (and around 1/4 of the effective shield hit points, i.e. flux capacity divided by shield efficiency). So while both had probably nearly 100% hit rate against Radiants, their hit rates differed a lot against other targets.

The difference here is that with the Squalls already doing the bulk of the anti-shield damage from afar, the Mjolnirs tended to finish off targets quickly, while the Gauss didn't. That can be seen in how often the Railguns fired; they fired around 51% of the time relative to Squalls when using Gauss, while they fired only 33% of the time relative to Squalls when using Mjolnirs, indicating that fewer enemy ships closed to Railgun range (which in this case, with ITU, BM, and GI, means 700 * 1.85 = 1295 range) when using the Mjolnirs. That can also be seen in that my fleet as a whole took less damage when using Mjolnirs than when using Gauss (and over 1/3 of that was from my flagship charging in, heh); enemy ships simply got into range to fire their weapons a smaller percentage of the time, so the Mjolnirs were better at eliminating targets at range before they could close in.

Now the obvious question might then be, if Mjolnirs were doing more armor and hull damage, then where did that damage go when Gauss was used? The answer is that the flagship Onslaught (me) and the 2 Gryphons ended up doing more of the armor and hull damage with Gauss. So the share of the damage was redistributed among the other ships when the Atlas2 effectively over-specialized at anti-shield by using Gauss. That's less efficient than having it being able to do all types of damage by itself (since I'm not everywhere, nor the Gryphons), leading to a slower rate of kills.
Title: Re: Atlas MK2 compares to cruisers
Post by: paramecium on March 28, 2023, 07:58:23 AM
So, testing this further, it looks like a good weapon loadout for Atlas2 is dual Squalls, dual Mjolnirs, dual Railguns. Squalls provide long-range anti-shield. Mjolnirs do bulk of the anti-armor and anti-hull. Railgun provides additional damage if an enemy ship gets close into range. A video of this in action can be found here:

https://www.youtube.com/watch?v=oKZrC84jyGU

Sorry for the quality, I have to video using my phone because my potato running the game is over a decade old and the game becomes even more of a slideshow when it's also trying to record the screen. But it should show the battle clearly enough.

Although the Atlas2 has medium ballistics on the sides, I find that trying to make it into a broadside ship is a bit of a trap. I tried putting HVD on the sides, but what happens is that this makes the Atlas2's advance toward the enemy diagonally, rather than advancing straight toward the enemy, and just turning to expose its broadsides. That's broadside ship AI behavior in Starsector, to approach diagonally. The problem is that the Atlas2 is so slow that this means it advances too slowly toward the enemy fleet, so the additional damage from HVD is canceled out by it being in range less often. So there was no net benefit. Whereas for a ship like the Conquest, it's fast enough that it'll stay in range of the enemy more often even though it's advancing diagonally.

Putting Railguns on the nose however did improve performance, helping it to do some additional damage when it got too close to enemy ships.

The run in the video wasn't particularly good, the Gryphons flubbed on killing some frigates so they spent more time chasing down frigates than usual, reducing the fleet's overall DPS and reducing the concentration of force against the main enemy fleet. I also made my share of mistakes, but it shows that the fleet setup is relatively tolerant of mistakes. This more or less shows how I typically run my tests and how to beat double Ordos: basically, spread my fleet out into a line, kill a bunch of enemy ships quickly during the initial wave, and then parlay that into setting up a U-shaped formation against the incoming ships, so that the incoming ships are met with overwhelming firepower and they can never mount an effective offense and just end up dying. That's the ideal formation that I generally try to get my ships into for these battles. If the enemy fleet breaks out of that and the battle devolves into a bunch of scattered fights, then I know something went wrong, unless I'm doing something like LP Brawlers or something (where a bunch of scattered fights is expected).

Although it might seem like the Atlas2's are overfluxed (970 vent compared with 175 shield upkeep and 1633 weapon flux), in practice their flux rarely got over 50% since they spent a lot of their time moving forward toward the next target rather than firing on ships. So I could probably put less OP into vents and more into capacity to help with them be more survivable.

In the video, the Atlas2's averaged 423 DPS while the Gryphons averaged 427 DPS, so they did about the same amount of damage. However, I've had runs where the Atlas2's averaged about 500 DPS (while the Gryphons continued to do around 425 DPS or so) so the video didn't really show the Atlas2's at their highest potential. (A screenshot of such a run is attached; I took a lot of damage that run just because I had full flux and was gambling that I could vent in time when the final Radiants arrived, and I lost that gamble when they launched multiple Reapers at me in response. Oops. Lost around half of my hull right there.) For example in the video, one of the Atlas2's got rushed by the final Radiants and almost died because I was too far away and didn't burn drive forward enough, so it overloaded and wasn't doing damage for a while. So it comes down properly using the flagship to control the flow of battle, namely making sure the enemy is firing at you the tank instead of at the Atlas2's which are glass cannons.

A note on what I do as the flagship Onslaught: The Needlers are geared for more DPS at closer range. I burn drive into the enemy fleet at lot, drive up their flux, and then use the Proximity Charge Launchers against important targets and to get rid of clumps of enemy ships. Sometimes you'll see me selecting the Hephaestus, but not firing it, so that I can reduce my flux use when my ship is taking care of enemy shields. That helps conserve flux. You'll also see me burn drive and launching the PCL's, which allows me to yeet them farther away than their normal range. It takes a bit of experience but with practice, you can yeet them into ships a bit to either side as well, so those ships get a lot of incoming damage quickly, overloading and often killing them outright. You can see this at 13 minutes into the video (as well as a number of missed volleys during the fight, oops, so I can clearly improve on this technique).

If there is a nearly-dead ship next to an intact ship, then I'll sometimes target the intact ship, so my weapons, which are mostly anti-shield, will start firing on that ship, while my PCL's or Heph (whatever I'm manually controlling) will kill off the nearly-dead ship. This allows me to use the weapons more efficiently, plus if the intact ship's flux is successfully driven up and it lowers its shields, it'll take explosion damage when the nearly-dead ship next to it dies. You can see an example of this at 12 minutes into the video.

Anyway so yeah the Atlas2's can clearly do well as long as they're used with care. They need to be set up in a situation where they can deal a lot of damage at range and not have to worry much about enemy ships getting close, but if so, then they can be a big contributor in battles.
did you tried to do four light needler with dual hellbore? I think that is more in line with the accelerated ammo feeder system, and maybe a officer with system expertise, so for every 7.5s there will be 7s it will have 1200 kinetic DPS and 1000 explosive DPS.
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on March 29, 2023, 12:06:54 PM
did you tried to do four light needler with dual hellbore? I think that is more in line with the accelerated ammo feeder system, and maybe a officer with system expertise, so for every 7.5s there will be 7s it will have 1200 kinetic DPS and 1000 explosive DPS.

4 Light Needlers and dual Hellbores won't work that well. The Light Needlers are going to be relatively short-ranged compared with the other weapons (Squall and whatever Large Ballistics you use), so they won't be used that much. In my Squall/Mjolnir/Railgun test, the Railguns were firing only around 33% of the time relative to the Squalls, so the Squalls and the Mjolnirs were basically killing off the targets 67% of the time before they even got within range of the Railguns. Generally speaking I find Railguns to be more effective than Light Needlers; against a standard Ordos, once armor (and shields) are gone, Light Needlers will be doing around 56 DPS to hull, while Railguns will be doing around 91 DPS to hull, or 62% more DPS, at a point when you're trying to maximize DPS (finish off a target before they get away).

Hellbores are good at penetrating armor but that's it -- they're terrible at finishing off targets because of their low DPS, and they miss a lot because of their low projectile speed. Once the armor is gone, even the Mark IX Autocannon will finish off targets faster than Hellbores against Ordos. So in nearly all situations, it's better to use Hephaestus or Mjolnir than Hellbore, and generally speaking the Mjolnir will do better than the Hephaestus because it is a lot better against shields. The times when you need a dedicated armor-breaker simply isn't that high in the overall scheme of things when you look at the entire battle.

The AAF system basically multiplies the damage outputs of all ballistic weapons pretty equally, except in cases of 1) running up against Starsector's inherent limit of firing at 20 shots per second (reached by the Vulcan Cannon, for example), 2) Ammo-based burst weapons where the limiting factor is how quickly the ammo recharges rather than how quickly it can be fired, and 3) possibly how burst weapons are handled because I haven't really tested how it affects burst weapons. So in terms of choosing between ballistic weapons, it doesn't really affect the comparison.

Systems Expertise may or may not work that well with AAF in this case. It amounts to a ~6-7% increase in the ship's overall damage output, and that's assuming that the ship is firing constantly. In this case, the main bottleneck is the travel time from enemy ship to enemy ship, where SE wouldn't really help. So to put in SE you'd have to get rid of something else. (For testing purposes, I assume officers are level 5, and 1 of those skills are elite. Obviously in your own fleet setup officers can have up to 6 skills and up to 4 of them can be elite.) CE, TA, BM, and MS (elite) are obviously better than SE here, so the only one that SE might be better than is GI. I find range to be a lot more useful than is usually considered on the forums so I doubt SE will end up better than GI here. If your officers have a 6th skill, sure, SE would probably be the next one to choose.
Title: Re: Atlas MK2 compares to cruisers
Post by: Candesce on March 29, 2023, 03:49:16 PM
The Light Needlers are going to be relatively short-ranged compared with the other weapons (Squall and whatever Large Ballistics you use),
You could mod in Ballistic Rangefinder.

I wouldn't recommend it, the Atlas II has limited OP as it is, but that does put the smalls at 900 range.

That said, mixing the absolutely worst anti-armor and anti-hull weapons in the game with the easiest HE gun to shield flicker against is perhaps not the most brilliant plan ever.
Title: Re: Atlas MK2 compares to cruisers
Post by: MrTwister on March 30, 2023, 04:18:18 PM
I'm only using a mix of hightech + midline and eating those for breakfast.

But yeah, it can put some dakka out, I'll give them that. Best to erase them with bomber squads, which is what they are really weak against.

Title: Re: Atlas MK2 compares to cruisers
Post by: Lortus on April 02, 2023, 02:03:49 AM
https://www.youtube.com/embed/9w-IGS7K1lg

Luckily it seems I just made a video about just this topic. Atlas Mk2 suffers from running out of missiles, low flux, and not being able to brawl but most of all the awful maneuverability. The maneuverability is so bad that they will be unable to stop themselves getting to a battle line and crash into the enemy fleet. You can work around all of these with officers though, which can make Atlas Mk2s kinda ok. The maneuverability is also what makes using the side slots bad.

The video abuses Monitors and Glimmers, but the same result can be gotten with other OP frigates like Omens instead of Monitors. I also tried it with pure pirate fleet but it only beats about 600 dp of remnants. Atlas Mk2s want something that can tank for them. Without Glimmers idk if you can get 1000 DP. Maybe with good rng getting easy ordos.

As for builds, I think that this weapon loadout is the absolute best for Atlas Mk2s with officers. I tested a lot of stuff but this performed best. I still think the hullmods can be optimized though. For use without officers, 2 vulcans, 1 Gauss, 1 Devastator, and 2 Squalls/1 Squall 1 Hurricane should be best. ITU and EMR. Maneuvering Jets if you have the op. Gauss for the AI to keep range, not for it to actually use it. Deva for some defense, and Squall to actually do the damage.
Title: Re: Atlas MK2 compares to cruisers
Post by: Daynen on April 03, 2023, 10:28:27 AM
FINALLY, people are starting to appreciate the "big girl" of starsector!  The Atlas mk II is such an underappreciated beauty; only TRUE men of culture fall in love with her.

I like to run two mjolnirs with two vulcans on the forward point defense turrets, plus a locust or two.  Ignore the side mounts; Vanshilar is correct in that they are a trap.  Use the locusts liberally to wipe fighter screens and ward off frigates so you can focus on killing anything at least destroyer sized.  Work on the flux dissipation, take all the maneuverability you can get, get as much free OP out of your S-mods as possible and learn to position properly in fights so you can make your move.  It takes patience, but unloading with two ammo fed mjolnirs creates an absolutely withering barrage of fire.  I also prefer to set the mjolnirs to alternating; this makes the gaps between shots even smaller, making it a little more reliable against faster targets.  If your fleet's not set up to support you properly yet, you can substitute two hephaestus guns for slightly lower flux buildup in exchange for much better suppressive fire, though you then obviously suffer against shields.  Speaking of shields, no ship will teach you to master the art of the omni shield like the Atlas II because it needs it to survive.  Set your guns to autofire and focus on flying defensively.  Don't overcommit, screen your flanks and when you see your opening, MAKE SOMETHING DIE.

You do have to earn what the Atlas II has to offer, which is a lot.  To me, that's part of the charm.
Title: Re: Atlas MK2 compares to cruisers
Post by: Lortus on April 03, 2023, 11:17:40 PM
It's still pretty bad but it's less bad than what it seems like at first
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on April 05, 2023, 03:53:58 AM
You could mod in Ballistic Rangefinder.

Yeah the issue is how much OP that takes up. Fortunately, looking through the combat results, it turns out that the Atlas2's don't really use up all their missile ammo against double Ordos. It cuts it a bit close, but (like the Eradicator) they use up roughly 90% of their Squalls if they have Missile Spec (elite) but no Expanded Missile Racks versus double Ordos. So they'd need EMR against triple Ordos but double Ordos are fine.

So taking out EMR and putting in BRF instead, it ended up working out pretty well. I tried running my flagship Onslaught XIV test against double Ordos, with 6 Atlas2's using dual Squalls, dual Mjolnirs, and dual Railguns with BRF, ECCM, ITU, Militarized Subsystems, and Auxiliary Thrusters, max vents, then remainder into caps, with officer skills as CE, TA, BM, MS (elite), and GI. That's 184 DP, so I set battle size to 370 DP, and I get to deploy my entire fleet at start due to BotB. Note that this means I'm using 184 DP's worth of ships against 222 DP's worth of enemy ships. However, the fleet was able to handle it just fine, usually coming in at around 300 seconds to kill the double Ordos fleet (see attached for an example). The Detailed Combat Results data for that run was:

Code
weapon	total	shield	armor	hull	hits
squall 289340 221127 16216 51997 1488
mjolnir 249762 82252 52915 114592 899
railgun 104450 78665 5745 20038 1697

The Railguns clearly contributed a lot, so even though BRF is expensive, it does help a lot. Interestingly, Railguns fired around 80% of the time of Squalls, while Mjolnirs fired a bit more than 50% of the time even at low flux, so the AI tended to turn Mjolnir off unnecessarily (i.e. at low flux) for whatever reason while Railguns were kept on. This behavior is easy to see in sim, and happens with the other Large Ballistics as well, not just Mjolnir. I'll have to try playing around with different weapon group arrangements (such as all in the same group, or 1 Mjolnir 1 Railgun per group) to see if I can get the AI to fire the Large Ballistics more often. It's silly that the player needs to resort to such non-intuitive shenanigans to make the AI work right, but that's the current state of the game.

Testing this further, Atlas2 with Gauss/Mjolnir, Gauss/Heph, or Mjolnir/Heph also performed pretty similarly. Gauss for longer range, Heph for more anti-armor at the expense of less anti-shield and less anti-hull. Heph/Heph was pretty bad though, so that takes out too much anti-shield against Ordos.

The Atlas2 with any of these Large Ballistics combinations (except the Heph/Heph) could finish the fight in around 300 seconds, coming in at over 400 DPS, while fighting against odds (50% of battle size instead of 60% of battle size), with no losses. By comparison, my Onslaught with even a full fleet of 10 Eradicators (284 seconds) or a full fleet of 11 Apogees (287 seconds) were only marginally faster, and all non-Gryphon cruisers I tested were generally at around 300 DPS or less. So the Atlas2 can clearly be made to work effectively.

I think for an operational fleet though, it'd be better to add in some frigates or Shrikes or something to take care of enemy strays that get out of the line, so that the Atlas2's don't have to chase them down, increasing the Atlas2's effectiveness. This fleet was only 184 DP, so there's another 16 DP to play with to reach 200 DP (and thus 50% of battle size at 400 battle size, and thus can deploy the entire fleet at the start with BotB).

[attachment deleted by admin]
Title: Re: Atlas MK2 compares to cruisers
Post by: CapnHector on April 05, 2023, 07:16:40 AM
Sick builds and I appreciate your continued contributions to Starsector science! I've been meaning to ask: mod list?
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on April 05, 2023, 07:59:50 AM
Yeah the issue is how much OP that takes up. Fortunately, looking through the combat results, it turns out that the Atlas2's don't really use up all their missile ammo against double Ordos. It cuts it a bit close, but (like the Eradicator) they use up roughly 90% of their Squalls if they have Missile Spec (elite) but no Expanded Missile Racks versus double Ordos. So they'd need EMR against triple Ordos but double Ordos are fine.

That's the power of your flagship. My no-flagship battles against double Ordo last around 8 minutes and EMR is definitely necessary.

[Edit]On second thought, you also have 50% more Squalls in the fleet than I do... so there's also that.
Title: Re: Atlas MK2 compares to cruisers
Post by: Vanshilar on April 05, 2023, 11:17:25 PM
So it turns out, results of forcing the Large Ballistics to fire have been somewhat mixed. It is possible to get them to not get turned off by pairing them with a point-defense weapon (such as Vulcan). But that means that they *really* will stay on all the time, even at high flux, so you have to be really sure that the ship won't get overwhelmed by enemy ships.

The bigger problem though is that putting a Vulcan on the ship destroys the AI's sense of range-keeping. On my long-range ships, I tend to eschew PD for this very reason; the ship ends up trying to get too close due to its PD instead of staying away. This was true even when the officers were set to steady instead of aggressive. So the Atlas2 trying to close in means that it gets hit and quickly dies. So no go on it. Completion times were fairly similar, so no real improvement in forcing a Large Ballistic to stay on.

It *might* be possible to make it work with a cautious officer, but there were too many AI failures for whatever reason for me to have much success with it. Such as ordering an Atlas2 to eliminate a frigate and it moves away instead, or one Atlas2 deciding to ram the enemy fleet including Radiant while the rest of the fleet stayed back, etc. -- keep in mind that while the Atlas2 has terrible maneuverability, it has terrible top speed as well, so it goes from full speed to full stop in roughly 100 su or so (they have Auxiliary Thrusters). Yet the Atlas2 in question decided to go from full range straight up into melee range of the enemy fleet, overload and die (and still under full control while overloaded, and still moving forward); once I saw it happening, I ordered nearby Atlas2's to go in (eliminate) to help cover, but they just stayed back. I haven't played much with cautious AI so I don't have a good feel for how it plays, but this type of inconsistent AI behavior makes it more or less unusable.

I tried grouping a Mjolnir with a Railgun, but that just means the Railgun gets turned off with the Mjolnir. Also Mjolnir with Squall, but same thing, just means Squall gets turned off. So no way that I can see of forcing it to keep Mjolnir (or other Large Ballistic) turned on, it likes to turn it off even at low flux.

Having said that, this explains why the build can be so overfluxed and yet in practice the ship won't run out of flux. The AI will simply arbitrarily turn the Large Ballistic off about 1/3 of the time, even at low flux. So you don't need to consider the full flux cost when accounting for flux. This may be why you can overflux the AI by a certain amount, but not too much, when equipping it.

Sick builds and I appreciate your continued contributions to Starsector science! I've been meaning to ask: mod list?

I play vanilla with utility mods. When I first started I used to play with a number of mods (Nexerelin, Templar, Ship/Weapon Pack, Underworld, Arkgneisis, Blackrock, Imperium, Diable Avionics, a bunch more others I'm forgetting offhand), but as I started delving into the game more I found there's a lot of depth with vanilla and haven't really used content mods since. I'm also limited in play time, going through maybe one or two playthroughs a year (and I find the whole process of colony building pretty tedious), so a lot of the time is spent testing various battle scenarios or looking at the game mechanics. Nowadays everything I post is vanilla. Utility mods I use include SpeedUp, Weapon Arcs, Combat Radar, Ship Direction Marker, and of course Detailed Combat Results, among others. Also, Additional Search Commands (https://fractalsoftworks.com/forum/index.php?topic=23024.0) for the "cloneship" command which makes copies of ships, so it makes it really easy to build a fleet to test. I think that functionality is folded into the newer Ship Browser (https://fractalsoftworks.com/forum/index.php?topic=26261.0) mod now.

I also edited a number of settings to make it easier to analyze battles. The "maxCombatZoom" is set to 15.0 so I can zoom all the way out to see the whole battlefield if I want. All weapons that originally had no ammo were set to have ammo of 6000 so that I can count up how many shots were fired in battle, thus allowing me to calculate hit rates of different weapons. There were also a number of QoL changes: hullmods like Solar Shielding can be installed anywhere, not dock-only, so I don't have to go back to port to make those changes. I have trouble seeing Sabots so I added a big bright purple tail to them just to make them more visible.

I also didn't feel like memorizing which world icons meant +2 ore or +1 food or whatever, so I replaced them with simple "+1M" etc. icons. Also, I have officer portraits for 1-9 that I edit the save file to match the ship, so that if I get a message that "Gryphon 3 is in trouble" or something I can just look on the map for a big "3" to find the ship quickly. Those icons are attached. They just make it easier for me to go about what I'm doing without the art slowing me down. Sorry, David.

That's the power of your flagship. My no-flagship battles against double Ordo last around 8 minutes and EMR is definitely necessary.

[Edit]On second thought, you also have 50% more Squalls in the fleet than I do... so there's also that.

Yes and no. My flagship Onslaught usually does around 1200-1500 DPS, so yes it's the biggest contributor, but the whole fleet does around 4000-5000 DPS, so the fleet does way more than I do. That's why I think soloing is a pretty dumb idea; even a Ziggurat only puts out roughly 2000 DPS or so, so you can get more XP more quickly by using a fleet rather than soloing. The fleet essentially acts as a 3x-4x damage multiplier to my flagship.

Having said that, without my flagship, the fleet would quickly fall apart. My flagship is what's keeping things together, making sure to take out key enemy targets quickly, saving my other ships when needed, etc. There's just no way that giving commands to AI ships and hoping they'll act in the way you expect is anywhere near as responsive as just piloting a ship yourself. So yes it relies on a player-piloted flagship, because it's so effective to pilot one.

Generally speaking, Large Missiles are always Squalls for me. I don't really see why anyone would want to use anything else in that slot, unless you got a Rift Torpedo or something. They are very effective at breaking up the enemy fleet and giving you the initiative at steamrolling through the enemy fleet.

[attachment deleted by admin]
Title: Re: Atlas MK2 compares to cruisers
Post by: Lawrence Master-blaster on April 05, 2023, 11:23:29 PM
The bigger problem though is that putting a Vulcan on the ship destroys the AI's sense of range-keeping. On my long-range ships, I tend to eschew PD for this very reason; the ship ends up trying to get too close due to its PD instead of staying away. This was true even when the officers were set to steady instead of aggressive.

Weird, I have never experienced this with steady officers. Do you have militarized subsystems? Maybe AI flies civilian ships differnetly?
Title: Re: Atlas MK2 compares to cruisers
Post by: Kanjejou on April 09, 2023, 12:15:41 AM
Atlas MK2 is very nice as a cheap large balistic Large missile user but isnt very modifiable because it suffer from a couple of problem to me...

They have too low OP (50vents 25 IRF+25 for another mod +two big balistic and two big missiles so usually at least 68 if twin hellbore+twin for such a big ship, have very high base stats for its price and maintenance but almost no way to improve them effectively. meaning you end up with a very classic build, integrated targetin unit+reinforced bulkhead(except if you dont fear losing it) then maybe other stuff (since the ship get blasted quite often if there too many missiles frigates or fighters...

Militarized subsystem look to be made for it but bring nothing usefull for its price(i use it to get the fleet militarized ship bonuses) to it even with the offensiv or support improvement because of the OP cost...25+15OP that two much price when most good capital mode are 20-25op

Shield is too small so I want to make it a bit wider to protect the side a bit and avoid side shots...but once again your short in OP, both wide shield and front shield conversion are quite costly

Which is sad with this ship is the same than with most vanilla ship, too many gun slot not enough OP...

Usually my build is ITU+ReinBulk+Wide shield 2hellbore+2 squall(for pressure) or 2xLocust (for anti frigate/fighter/bomber) then usually two needler or railgun at the front and sometime 1heavy autocanon on each side(to get some extra support firing for the fleet, if not just extra vulcan) then the rest vulcan to not get missiled+bombed/fightered to death

another decent build is basic light autocanon(or twin ofr more pewpew) in every non large slot+balistic range finder make a funny ball of pewpew
Title: Re: Atlas MK2 compares to cruisers
Post by: Daynen on April 09, 2023, 09:45:53 AM
Oh, it should go without saying but I would never entrust the AI with atlas II's.  It's far too sluggish, far too fragile and requires far too much good decision making for the AI to succeed with it.  When I see enemy atlas II's I see free salvage because they're so easy to pop.  It's a flagship for the cultured man, not the AI pets.
Title: Re: Atlas MK2 compares to cruisers
Post by: Kanjejou on April 09, 2023, 10:46:07 AM
Oh, it should go without saying but I would never entrust the AI with atlas II's.  It's far too sluggish, far too fragile and requires far too much good decision making for the AI to succeed with it.  When I see enemy atlas II's I see free salvage because they're so easy to pop.  It's a flagship for the cultured man, not the AI pets.

With a lot put into shield (ITU+wide shield+hardened shield+fast shield) with a captain (with balistic mastery, guneery implant and improved shield, system expertise and missle mastery if you can) is better of course but it wcan work without one, put mostly very long range gun and/or gun with low flux/sec and decent range and its good to be put in AI hands just put some tanky frigate or destroyer around it and its will mostly never die and slap other quite hard, remember it reach capital range and thus can easily pressure/punish them with barely any help.

Atlas Mk2 is a ship that stranglely get more dangerous with mods ususally because a lot of mods create low OP long range  or low Flux/sec guns, the imperium mod for exemple make the Atlas a beast to be feared when facing pirate mid late game when they get their hands on blueprint for imperium guns they lack in dps but the low flux/s and long range or low dps get balanced byt he AAF, or with Syndrian fuel compagnie and  UAF also give tool to make it more deadly
Title: Re: Atlas MK2 compares to cruisers
Post by: hidefreek on April 10, 2023, 02:54:00 AM
The ship simply doesn't strong enough to confront current patch.
The ship can be modified with hullmods but other expensive upkeep ships have better stats.
And in late game the ship fast firing guns doesn't help much against military ship and quick assault frigates/destroyers.
***High-ends weapons and attack from the rear can reduced Atlus II health very quickly.
So you gain Atlas II during the early to mid game.
When you have steady economic and good colony.
Shift to better ship is better. (Also free Atlas II from pirate has d-mods with further decreased this ship usefulness)

But all hopes aren't lose.
Some mods have weapon of hullmods to help them very well.
Some mods support the civilian-grade, plus militarized S-mods make the ship better use as support ship for larger fight. [fit the gap, protect larger better ship formation]
***But I want the dev team to buff the ship.
Atlas II lacks versality and survivalist.
Makes build-in weapons for the ship is nice buff for it. Also fitting the ship lore...As remove the cargo slot and put the guns.
Here example from my opinion:
Gives Atlas II variants.
- AA variant: The ship installs build-in point defense weaponry around the ship.
- Squadron variant: The ship has fighting bays install from the start. (say no to converted hangar and reduced the percent amount of fighter ordinances)
- Assault variant: The ship has more armor and flux capacity. (Also reduced large ballistic ordinance)
- Vanilla variant: The weakest of the kinds but has the lowest upkeep (in both maintenance cost and fuel burning rate) and 2/3 of deployment cost.
******Also give the ship special build-in hullmod that can increase other hullmods effectiveness when install on the ship....this will likely make the ship better.
Title: Re: Atlas MK2 compares to cruisers
Post by: Daynen on April 10, 2023, 12:57:33 PM
Oh and I guess it's easy to overlook the fact that, costing only 24 DP, the atlas II also puts less of a strain on your fleet skills then other capitals, meaning you can bring more ships and not lose out on those bonuses so quickly.
Title: Re: Atlas MK2 compares to cruisers
Post by: intrinsic_parity on April 10, 2023, 04:30:47 PM
The reason I don't use atlas mk II is the campaign stats are bad because of civilian grade hull. Horrible sensor stats and horrible burn. Everyone in the system sees you, and you can't run from them because of your burn. Makes it pretty hard to use if every nearby ordo is coming for you as soon as you jump into the system and you have burn 6. I suppose you could run a bunch of tugs or something but that makes the sensor situation much worse and requires a ton more fuel. Just doesn't fit with exploration and is really painful in early/mid game.

If it didn't have civilian grade hull, I would be more interested. Militarized subsystems costs too much OP.
Title: Re: Atlas MK2 compares to cruisers
Post by: Kanjejou on April 10, 2023, 06:16:43 PM
If it didn't have civilian grade hull, I would be more interested. Militarized subsystems costs too much OP.

its a problem i have with every civi ship that can be decently upgunned, atlas get a pass from me thx to it being a capital thus it can have great range and and THE ALMIGHTY AUTO AMMO FEEDER!!!!
Title: Re: Atlas MK2 compares to cruisers
Post by: Daynen on April 11, 2023, 09:57:07 AM
I do tend to build in augmented burn drives to get it up to a reasonable 8 burn.  Also it's one of the biggest mods so that 40 OP saved is pretty huge.  Takes a lot of pain out of it.
Title: Re: Atlas MK2 compares to cruisers
Post by: Princess of Evil on April 11, 2023, 11:47:54 AM
You can also get the skill that gives +2 to civilian burn. Or tugs, honestly.
Title: Re: Atlas MK2 compares to cruisers
Post by: Kanjejou on April 12, 2023, 03:11:47 PM
Atlas doesnt feel like a pirate ship to me and more like a free world ship, why? Simple

It doesn't fit the low sensor profile, high speed of pirate raider fleet need and usually go for. Most of pirate ship have burndrive(eradicator P) mobility booster(eagle P, mule P) or phase tech(gremlinP)but they are brittle and have lower OP and maintenance than the "best" same size ships becaus eof D-mod.

The promethean MK2 in comparison totaly fit the Ludic path concept, its fast, dangerous and crap hazardly keep duck taped in a single piece of a ship.and luddic path dotn try to hide themself


But for neutral world league? Its a super cheap capital both in price and DP that allow super long range in a pretty static fleet, perfect for planetary defences or sieges as it allow to help or attack space station more easily. And also its  an easy to get this Hull in lore!

Personally i think civilian hull is a bit of a problem in game it doesn't serve much purpose since usually civi ship are bad in combat so most of the time except if you make a trading/fuel fleet they serve no purpose that another mili ship wont do better. They are already undergunned OP starved and have often inferior stats to military ships, they dont need ot also have poor profile and sensor range.
Title: Re: Atlas MK2 compares to cruisers
Post by: Doctorhealsgood on April 14, 2023, 04:52:32 AM
Atlas doesnt feel like a pirate ship to me and more like a free world ship, why? Simple

It doesn't fit the low sensor profile, high speed of pirate raider fleet need and usually go for. Most of pirate ship have burndrive(eradicator P) mobility booster(eagle P, mule P) or phase tech(gremlinP)but they are brittle and have lower OP and maintenance than the "best" same size ships becaus eof D-mod.

The promethean MK2 in comparison totaly fit the Ludic path concept, its fast, dangerous and crap hazardly keep duck taped in a single piece of a ship.and luddic path dotn try to hide themself


But for neutral world league? Its a super cheap capital both in price and DP that allow super long range in a pretty static fleet, perfect for planetary defences or sieges as it allow to help or attack space station more easily. And also its  an easy to get this Hull in lore!

Personally i think civilian hull is a bit of a problem in game it doesn't serve much purpose since usually civi ship are bad in combat so most of the time except if you make a trading/fuel fleet they serve no purpose that another mili ship wont do better. They are already undergunned OP starved and have often inferior stats to military ships, they dont need ot also have poor profile and sensor range.
Not sure if you noticed but the pirates love to gut ships up and put them back together to do some "cool ***" The Atlas and the Colossus MK III are pretty much very on that line. Filled with to the brim with guns and on the case of the colossus the cargo hold is now a fighter bay. Look at the falcon (P) too. They thought that substituting almost all of the mounts with missiles was a good idea... And it was!
Title: Re: Atlas MK2 compares to cruisers
Post by: Euphytose on April 17, 2023, 02:01:42 AM
Alright, sorry for not reading anything but it's a LONG thread. :D

I found a derelict of one of these in my current run.

Outfitted it with 2 gauss, and I pilot it myself as a sniper and it's doing a pretty decent job at it.

Basically it's like a Conquest, except it's not awkward to pilot.

I like it enough to keep it in my fleet.

Edit: Do NOT give it to AI though, it does a really poor job surviving. Just like with Conquests. Hence why Conquest fleets are so easy to kill. Because the "capital" in it, isn't really used as such.
Title: Re: Atlas MK2 compares to cruisers
Post by: Antichrist Hater on May 06, 2023, 05:03:14 AM
It's my all time favorite ship!

9 burn speed straight off the bat with the skill, 2 forward facing heavy weapons and 2 frontward, 4 broadside facing medium slots.
The amount of firepower it can dish out is VERY respectful especially if you line up the small cone of fire to have the two heavy weapons, 2 frontward facing light weapons and the 2 side ones firing all at once.
If you're crazy enough you could even add the back two light weapon slots to non-pd weapons for even more firepower at a reduced range because the ship is so looooong.
Not only that, it has accelerated ammo feeder so your firepower and flux reduction is increased even more!

The trick I have found is to have two Hephaestus Assault Gun, 6 light autocannos and then dual machine gun PDs on the rear 4 slots. When you add ballistic integration the small autocannons now have the same range as the Hephaestus guns and can fire all at once on the same target (minus the two slots on the other broadside). It's a constant stream of fire that never lets up and will not over flux you if you have the appropriate skills. You could even add militarized subsystems to get 10% more but then you'll lose your burn speed. It's unnecessary anyhow.

When comparing it to other capital ships, you must do so in a 2v1 scenario since you can field two of these for every 1 capital ship the DP cost is so low.

Oh, did I mention is has two large missile slots?