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Starsector => General Discussion => Topic started by: Blaine on October 28, 2018, 06:47:05 PM

Title: My thoughts and impressions
Post by: Blaine on October 28, 2018, 06:47:05 PM
Quick background: I played Starsector in 2014 and again in 2016, picked it up again recently, and like probably everyone else, I've played a pile of space-based 4X/strategy/trading/combat games over the decades.

In my current (vanilla 0.8.1a) game, I've re-familiarized myself with the fleet navigation mechanics. I know how to interdict and catch smaller fleets, how to anticipate and avoid larger fleets, employ stealth, travel safely, and so on. I've learned to manage my fuel and supplies, as well as where and how to restock on the cheapest supplies and how to get the best resale value for survey data and et cetera (pretty much Sindria, AKA Starsector Walmart). I'm fairly happy with the officer, mod, and outfit loadouts on my small fleet, which combat-wise are currently a Heron (that I had to sneak out of Sindria after buying it from the black market), a Medusa (that I was super-lucky to find for sale on the open market), two Wolf-class frigates, and a Mule that I use as my flagship.

My commander is heavily invested in Industry and has Navigation 3, which is why I'm now >$900,000 in the bank, ready to invest in fleet/combat skills moving forward, and preparing to take a commission somewhere for access to the good stuff.

That's where my saved game is currently stalled as of this evening, because every faction is enemies with every other faction, with just two minor exceptions. Obviously I'll need to pick one if I really want to enjoy more of the fleet battles side of the game, but having tons of enemies is obviously also very limiting. I'm heavily inclined to side with Sindria due mainly to the fact that supplies and fuel, the most vital resources, are plentiful and cheap there. Then again, Sindria only seems to control a single system. I suppose I could also stockpile thousands of Sindrian fuel elsewhere before picking sides if desired.

It seems pretty bonkers to me that virtually everyone is enemies with everyone else. I wonder if this behavior is intended and/or if that will change in 0.9.0.

Speaking of fuel and such, the early game, as everyone who posts on this forum seems to be aware, is indeed really rough on new players. Emerging from a gravity well right next to a Scavenger deathblob; being unfamiliar with the predator-or-prey, flee-or-pounce fleet navigation mechanics; accidentally entering a gravity well with transponders off and being instantly pounced upon by the local space police; returning to a familiar planet after your first survey mission, only to find no fuel or supplies for sale (happened to me); Spathi frigates; and many other factors, all contribute. Granted, some people just need to do the tutorials and/or RTFM and/or pay attention, but I did all of those things and it was still a bumpy ride.

You guys don't know me, but if you did, you'd know that I'd be the last person to advocate for dumbing a game down, hand-holding, or in general making games easier simply so that they're more "accessible." Still, there's such a thing as gentling the learning curve, and before release on Steam I think the game probably needs... something extra to ease the transition: not a lessening of what's there at the game's core, but a buffer before new players get there, if you will.

This post is already a novel, so I'll wrap up for now by touching on do-nothing/cowardly/Spathi AI. Clearly every board regular is aware of the issue, and now that I've played for a little while, I too have experienced it on numerous occasions. Attack Frigate? More like Aback Frigate, amirite fellas? Self-preserving AI behavior is actually very realistic and Sun Tzu, but well... Sun Tzu isn't always Fun Tzu, if you know what I'm saying. Yes, there are counters, and I've read the two big discussion threads about SpathAI, but Alex says he's trying to tweak this in 0.9.0 and I definitely think that's a good thing. Backpedaling frigates are pretty annoying, especially when CR and supplies affect players and the AI asymmetrically (AI can afford to lose battles/burn out its fleets; the player really can't).
Title: Re: My thoughts and impressions
Post by: TaLaR on October 28, 2018, 10:37:01 PM
Being aggressive with frigates requires precise judgement on when attack is safe/useful and when it's pointless suicide.
AI lacks such judgement (and it's not an easy problem to solve), which is why it plays safe. This is an error in itself in some contexts, like SO ships, but anyway that's where we are.
Also, AI's definition of 'safe' is not really safe enough - it's basically try to approach and see what happens. Which easily leads to death against 4xTL Paragon or similar mod-ships.

Anyway, if you don't want frigates to run around you, bring counters. Faster frigates of your own, fighters or player piloted ships like top frigates/Medusa/Aurora. If you didn't, you failed at fleet composition level and deserve to suffer for it :)
Though really, even player piloted Onslaught doesn't have that many problems catching stuff with it's Burn Drive. Just don't expect to catch anything with Paragon (one of slowest ships overall, if you include ship system effects). Well, aside from above mentioned suicide-volunteers who mistakenly approach on their own.
Title: Re: My thoughts and impressions
Post by: Blaine on October 28, 2018, 11:27:44 PM
Yeah, I had a suicide volunteer approach my shiny new Medusa in its first deployment and burst into flames almost immediately. It's not as though they never approach or that you can never catch them. Then again, I'm not THAT experienced in fleet combat yet (in 0.8.1a, anyway). I've only done a couple handfuls of pirate mop-ups and bounty hunts, a dozen or so automated defense clean-ups, and some cooperative mid-battle join-ins, mostly on the side of independents in hyperspace. Maybe once I'm fielding bigger ships in larger fleets, I'll see more and more annoying keep-away behaviors.

That said, I personally never really expected frigates to rush in to be slaughtered by, say, a heavily-armed battlecruiser. The fact that many ships will keep their distance from your heavy-hitters can be tactically useful in itself, because it's essentially a large-coverage, if slow, area denial mechanism for outclassed forces. Probably some people expect to run around blowing things up left and right with their fancy big ships versus weaker opponents, and become frustrated when that's not feasible.

I'll have a better idea about that come next weekend, I expect. I love carriers, though, so it might be less of a problem for me in general anyway.
Title: Re: My thoughts and impressions
Post by: TheWetFish on October 29, 2018, 12:38:31 AM
The good news is that most of the issues you have identified are known and due to be fixed in 0.9 , so that's nice 

Long trips and subsequent surprise lack of availability in markets can be somewhat mitigated by relying on the markets a little less, for example setting up supply drops of stabilized cargo pods 

Please do be aware the forum is not the sole source of opinions on the AI is and other opinions may vary.  There is a bit of a push at the moment to better distribute successful veteran knowledge regarding ship builds for offensive AI use.  It is ongoing work but hopefully it will help in the long term 
Title: Re: My thoughts and impressions
Post by: Blaine on October 29, 2018, 04:44:09 PM
I joined up with the Hegemony, added a Falcon XIV flagship, a Centurion (ordering it to escort the Falcon XIV is a major force multiplier), and a Shade to my fleet, hired two more officers, and parked the combat freighter and a few other civilian ships. I have more large-scale battles under my belt now, and my officers are coming along nicely. I also tend to gain more supplies than I lose, plus loot and fuel, so I suppose I'm doing okay at not over-deploying. I'm discovering that finding battles, not winning them, is the tricky part.

There are a lot of small fry that aren't worth bothering with, and then there are in-system powerful faction patrols (often two of them close enough to assist one another) that tend to both outnumber and outclass me. I can scout them out by jumping in through fringe gravity wells, pinging them down, and keeping away from them successfully, and I have Transverse Jump for emergencies, but actually engaging them is a different matter. Of course, I still have a long way to go in learning the exact ins and outs of the game balance and what exactly different ships and loadouts are capable of, but I'm pretty sure a same-sized fleet plus a larger fleet helping them would be tough for anyone to handle.

I've had the most success seeking out bounty fleets that aren't too large. They tend to outnumber me significantly, and often there's more than one fleet in the target system, but pirate fleets are also usually loaded with D-mods, which more than evens the score.

Faction vs. faction fights that I can join in on seem rare to nonexistent in-system, although I can occasionally find some in hyperspace if I hang around long enough.

Any tips for finding fights would be much appreciated. I can absolutely find some, but if possible I'd like more options; from what I can tell, options are fairly limited until I have a fleet large and powerful enough to brawl it out within faction systems.
Title: Re: My thoughts and impressions
Post by: Alex on October 29, 2018, 04:54:38 PM
Hmm - I'd suggest switching gears slightly and fighting REDACTED in warning-beacon systems, if you haven't done that already. By the time you're able to take down the "boss" level <stuff I won't go into detail by spoiling>, you should also be in good shape to take on faction patrols, though being able to take down said boss-level stuff is more or less the current "endgame goal" anyway. And the fights are easy to find there.

(A tip, if you haven't figured it out already: the type of warning beacon indicates the danger level of a REDACTED system.)
Title: Re: My thoughts and impressions
Post by: Blaine on October 29, 2018, 05:53:35 PM
Hmm - I'd suggest switching gears slightly and fighting REDACTED in warning-beacon systems, if you haven't done that already. By the time you're able to take down the "boss" level <stuff I won't go into detail by spoiling>, you should also be in good shape to take on faction patrols, though being able to take down said boss-level stuff is more or less the current "endgame goal" anyway. And the fights are easy to find there.

(A tip, if you haven't figured it out already: the type of warning beacon indicates the danger level of a REDACTED system.)

Oh yeah, I actually stumbled into some minor, seemingly non-aggressive REDACTED around the gravity well on my way back from a survey one time. If a system is along my route, I'll often pop in to at least get a system map. I'm aware of warning beacon levels because they're explained somewhere in-game, possibly at the end of the introductory missions.

Thanks, that's an excellent tip and definitely expands the options. It's also a good reason to take a fast, stealthy scout and just roam around mapping systems.
Title: Re: My thoughts and impressions
Post by: Alex on October 29, 2018, 05:59:40 PM
Good luck :D

Quicksave early and often
Title: Re: My thoughts and impressions
Post by: Blaine on October 29, 2018, 06:34:36 PM
Quicksave is life in this game, although I try mightily to avoid save-scumming.

Since this is kind of my personal blog thread (apologies, but I had several subjects to touch on and didn't want to spam up/interrupt current threads), I'd like to express my amazement that there are an incredible number of mods filled with professional-quality ship and weapon sprites that are fully in line with the default sprites. Most are totally original, but even the kitbashed ships and variants are typically so well done that they don't look like copy-paste jobs. By my count, there around three dozen of these mods available and up to date currently.

It's incredible. It seems Starsector has attracted an entire cult of professional sprite artists and/or people who love the game so much that they're willing to pay professionals to make more.

I mean, a lot of games have mods, but art is the most prohibitive aspect of fan modding after voice work.
Title: Re: My thoughts and impressions
Post by: Nick XR on October 29, 2018, 09:00:50 PM
Glad you're enjoying it Blaine!  Some things that took me longer to appreciate than I'd like to admit that you might not have noticed yet:

I personally love enforcers, with reapers they can have enough firepower to kill almost anything, and you can give them to the AI to fly and rarely do they get killed.
Title: Re: My thoughts and impressions
Post by: Blaine on October 29, 2018, 09:30:06 PM
Hey, thanks for the tips!

  • High tech ships aren't really any better than mid-line or low tech, but they cost a LOT more to deploy, and heaven forbid repair

Interesting. I've noticed that high-tech ships seem to have specialized uses requiring more specific tactics, such as EMP phase frigates. I guess you'd call them situational.

The Shade frigate is also notable for having the highest hyperspace range of any solo frigate in the vanilla game (for that matter, possibly the highest range of any solo non-tanker), since it holds 50 fuel and gets 1 fuel/LY. It's high-maintenance, but its 25 cargo is more than enough to hold the needed supplies to last as long as its fuel does, so for this reason I use it as a solo explorer. Just don't ever get caught.

  • Burst DPS kills

I was tipped off to this by FooF's armor guide (http://fractalsoftworks.com/forum/index.php?topic=12268). In general, I try to incorporate burst DPS into any ship that can mount burst weapons to help defeat armor.
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on October 29, 2018, 10:13:28 PM
High tech has a much higher skill ceiling in player hands, but in the AI's hands, it is pretty mediocre for its deployment cost. I much prefer a high tech flagship, but I will only let the AI pilot beam variants because it doesn't know how to manage flux well.
Title: Re: My thoughts and impressions
Post by: Blaine on October 30, 2018, 07:13:57 PM
Moving right along, although this isn't actively causing a problem for me, I don't see the wisdom in making the core system economy so limited and fragile that it's almost pointless to use.

If I want cash and rep, I can take my fleet out on survey missions and return with far more supplies and almost as much fuel as I departed with, as well as piles of weapons, the mission payment, and likely AI cores and survey data. Granted, maximizing these profits requires a respectable skill point investment.

And that's it, really. I've done smuggling using combat freighters with transponders off, sensor-reducing hull mods, going dark, avoiding patrols, etc., and while this can be very lucrative (especially if you meta-game by, for example, stashing illicit goods in storage and coming back to grab them en masse later when the heat dies down), it gains you no rep and also harms the economy of the resident faction, which is bad if you've got a commission with them. Smuggling in enemy territory is possible, but requires far more caution and sneaking around, and is a very significant time investment.

Trading is, of course, pretty much limited to missions and shortage events only; and you'd better have the goods already stockpiled in storage nearby, or chances are you won't be able to find enough of the requested good within the time limit to complete the mission or fulfill the demand.

Very quickly, making money becomes an entirely one-dimensional affair. You accept a mission, spend one or two minutes in transit, clean up automated defenses, load up on salvage and loot, survey some planets (if applicable), receive tens of thousands of credits and rep gain, then come back and sell off or stockpile the loot. There are other ways, but they're very limited, far riskier, and typically result in harming economies and/or rep loss.

Maybe I've missed something? Hopefully, this is set to change in 0.9.0 with the official advent of player-controlled colonies.

Edit: Yeah there are bounties, I haven't forgotten those (although I forgot to mention them), although personally I see them more as scheduled fleet battles with an extra bonus. They're almost just another flavor of survey mission, except with more combat and less surveying.
Title: Re: My thoughts and impressions
Post by: Embercloud on October 31, 2018, 01:16:10 AM
A new way of making money will emerge with 0.9. Colonies and manufacturing
Title: Re: My thoughts and impressions
Post by: Algro on October 31, 2018, 01:55:29 AM
It's always interesting to see someone's perspective on this game because everyone's playstyle seems to differ.

For me, I enjoy playing this game without save-loading at all, as a result, I always go towards owning only high-tech ships with bare minimum med-tech ships.
The reason behind this is
1) High-speed travel with relatively low fuel consumption
2) Shields being repeatable in usage while armor wears out
3) Beams are my weapon of choice (for the AI that is)
4) Blue engine trails = best trails

My main revenue comes from taking bounty jobs and cleaning them with said elite squad of ships. From this, you may see how I find the AI Wolf teammates to fit my playstyle perfectly (they don't die, barely at all with the right equipment) and absolutely kill (lightweight ships) in packs.

I find trading much harder and keep far from it. In versions before, I use to keep a few cargo ships to haul food around to sell to those distress buyers and that was it. As I result I barely turn off my transponder (My high tech ships always have a high 'speed floor' in mind to run from any threats)

Hopefully, this gives you some hints on how to play the game
From someone who plays Ironman mode
Title: Re: My thoughts and impressions
Post by: Blaine on October 31, 2018, 12:24:34 PM
For me, I enjoy playing this game without save-loading at all, as a result, I always go towards owning only high-tech ships with bare minimum med-tech ships.

I'm fond of beam boats myself, but high-tech combat ships (aside from the Wolf and Sunder; even the Wolf is very uncommon) are exceptionally rare to see for sale, at least in my game with a Hegemony commission. Phase ships? Fuhgeddaboudit. I bought the one Shade I've ever seen for sale, and I passed over a Doom because it was on the black market of a world I didn't want to risk destabilizing. Guess I'll have to recover some of those from faction fleets if I ever want to use any.

That said, I also like having a mixed fleet, and wouldn't want to use high-tech ships exclusively.

As for saving and loading, it's quite rare now that I actually feel the need to load. Maybe in a few more playthroughs, I'll try going iron man, although this game is filled with "GOTCHA!" mechanics, so we'll see.

The reason behind this is
1) High-speed travel with relatively low fuel consumption

I have Navigation 3, which helps immensely with travel speed and fuel consumption. It's a good thing, too, since for whatever reason only Sindria is gifted with enough fuel to actually support a large player fleet. With a Hegemony commission, the bigger my fleet has become, the more difficult and annoying it is to find fuel after arriving back in the core systems, even when pulling hundreds/thousands of fuel from late-game salvage and other deep-space sources. It's possible to "steal" Sindrian fuel, but Sindria's one system is probably the most dangerous and heavily-guarded if you happen to be enemies with them.

My main revenue comes from taking bounty jobs and cleaning them with said elite squad of ships. From this, you may see how I find the AI Wolf teammates to fit my playstyle perfectly (they don't die, barely at all with the right equipment) and absolutely kill (lightweight ships) in packs.

I've got two Wolves and a fast-modded Medusa as my "Wolf Pack," each commanded by some of my oldest and best-trained officers, and they do a great job. I do bounties too, but I also couple them with exploration missions that are in the same direction; automated defenses are a turkey shoot compared to bounties even when deploying far fewer ships than the enemy, and yield similar amounts of loot and profit.

Regardless, thanks for your input. I appreciate hearing different perspectives, as they're always helpful in adjusting one's own perspective.
Title: Re: My thoughts and impressions
Post by: FooF on October 31, 2018, 05:57:04 PM
From your descriptions, I still think you're in "mid-game" territory for 0.8. I usually start to lose interest in a particular playthrough when I have a million or more credits banked, most of the ships I "want" or at least an end-game flagship (for me, Aurora is king) plus a few capitals. At that point, no fleets outside of huge faction patrols or REDACTED encounters pose much of a threat. Oh, and I've level capped myself and most of my officers.

There's little carrot-on-a-stick to keep me going at that point. I personally like the larger battles where heavyweights are teeing off on each other but there's something to be said of using a small/medium-sized fleet and going against a larger but less quality fleet. Bounties with multiple cruisers while I only have one+destroyers or a capital while I only have a cruiser is kind of a David v. Goliath match I enjoy. It's knowing you're the underdog but with good positioning and some luck you can come out on top.

I can't wait for 0.9 because the end game will get further pushed out and it sounds like there are some more scenarios/mechanics to keep the momentum going. Eventually we'll see some true end-game content but I'll take anything that makes me more invested in particular run.
Title: Re: My thoughts and impressions
Post by: Megas on October 31, 2018, 07:11:12 PM
I would like to build a self-sufficient empire, then kill everyone in the sector so my empire can rule the sector supreme.

I tend to use few overpowered high-tech ships (like Paragon), and the rest are a smattering of low-tech and midline.
Title: Re: My thoughts and impressions
Post by: Blaine on October 31, 2018, 08:53:32 PM
From your descriptions, I still think you're in "mid-game" territory for 0.8. I usually start to lose interest in a particular playthrough when I have a million or more credits banked, most of the ships I "want" or at least an end-game flagship (for me, Aurora is king) plus a few capitals. At that point, no fleets outside of huge faction patrols or REDACTED encounters pose much of a threat. Oh, and I've level capped myself and most of my officers.

I'd say I'm in the middle to late game, by that yardstick. My fleet looks like this:

Spoiler
(https://puu.sh/BUk33/452c8ddbd6.png)
[close]

I rely on the carriers to soften up and distract the enemy with fighters and LRMs while I push into the center in the Falcon XIV, escorted by the Centurion for extra insurance. Meanwhile, the frigates and destroyers are usually capturing points, then they harass the flanks or stragglers without much micromanagement. By the time the enemy are in midfield, the carriers tend to arrive in person and provide additional fire support.

I'd love to try out an Aurora, except that I've never seen one anywhere, no doubt a consequence of joining the Hegemony.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 02:54:48 AM
I added a couple of Onslaughts to my roster (and maxed out the battle size slider), since the top-end bounties and such now feature titanic ultra-fleets, and soon enough ran into exactly the issue I knew I'd run into: fuel. Its specter has been lurking around for this entire campaign, haunting me, whispering that when it came time to field multiple capitals, this playthrough would pretty much be over.

I haven't run out of fuel yet, but the huge stockpile I'd saved up in anticipation of this is now gone, and it's pretty much inevitable the next time I have to go anywhere. Hegemony space has too little fuel production to support a large fleet, unless perhaps you park almost your entire fleet and run around with tankers from one system to the next grabbing whatever you can get (and hoping you don't run into pirates), but that's an annoying waste of time. Loot and salvage fuel, even in systems stuffed full of automated encounters and such, only helps to put corks in a few of the holes in your tank.

If you're enemies with them, Sindria isn't an option, period. You can't get tankers in there if you're enemies with them, because tankers are slow and huge, and you WILL be caught by patrols. You can't sneak in, because a sneaky small fleet has zip fuel capacity. You can't even fight your way in—I tried, but of course there's a "You've created a disturbance! That's a one-month docking cooldown!" developer hand-slap in place for that.

I guess if I'd known the game mechanics better earlier on, I'd have sneaked lots of AI cores into Sindria to try to get on their good side. I just don't understand why you aren't allowed to have enough fuel to play the endgame unless you're friends with Sindria. It just doesn't make any sense. This is with Navigation 3, mind you.

Maybe I've missed some other way apart from tootling back and forth with tankers slowly sipping up whatever's in each Hegemony star system? If not, I think I may declare this first playthrough finished and try out Nexerelin, DynaSector and some faction mods.
Title: Re: My thoughts and impressions
Post by: Linnis on November 01, 2018, 03:39:25 AM
Farm the red beacon systems by not destroying the battle stations. Bring two or three Prometheus and a Atlas. Their ships drop alot of supply and fuel.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 03:52:25 AM
Farm the red beacon systems by not destroying the battle stations. Bring two or three Prometheus and a Atlas. Their ships drop alot of supply and fuel.

Ah, that may work. I noted the location of a few red beacon systems, but I don't think I've been in one yet, only yellow... although, I did fight a fleet of REDACTED at one point. It might have been in a red beacon system.

Honestly though, the fuel thing is silly. I'm tempted to learn to mod just so that I can make a fuel mod (fuel production scaling alongside enemy fleets might work), but I guess at this point it's better to wait for 0.9.0 before before putting any effort into that.

Thanks for the tip, cheers.
Title: Re: My thoughts and impressions
Post by: Megas on November 01, 2018, 05:08:12 AM
Red systems crank out fleets as soon as they are destroyed almost immediately.  It is like a monster generator from Gauntlet.
Title: Re: My thoughts and impressions
Post by: Schwartz on November 01, 2018, 06:36:08 AM
Farm the red beacon systems by not destroying the battle stations. Bring two or three Prometheus and a Atlas. Their ships drop alot of supply and fuel.
I've been thinking about doing this. Misread you as 'bring an Astral' and I thought 'of course, why would you bring anything else'. ;)

Phase ships? Fuhgeddaboudit. I bought the one Shade I've ever seen for sale, and I passed over a Doom because it was on the black market of a world I didn't want to risk destabilizing. Guess I'll have to recover some of those from faction fleets if I ever want to use any.
That kind of conscience will come off fast, don't worry. Doom is a fantastic flagship. Grab the next one for sure!
Title: Re: My thoughts and impressions
Post by: TheWetFish on November 01, 2018, 07:08:53 AM
Might be worth noting the low tech Onslaughts & Legions are tremendous fuel hogs at 15 fuel per light year.  Every other capital ship is fully a third less at 10 fuel per light year
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 07:38:36 AM
Of course the faction with gas-guzzler capital ships has bupkes for fuel. On the upside, once the Onslaughts arrive on the dance floor, things start to blow up real fast. My job as fleet commander is apparently to joust 4-6 Spathi enemy cruisers by myself until the Onslaughts feel like moving up. I've gotten used to often not being able to get a kill in one go, or at all until later in the fight.

I've been playing long enough now that I've noticed some extremely cheeky AI behavior. A lot of long-range kinetic ballistic weapons fire in bursts, and if they aren't alternated, the AI will turn off its shields with absolutely incredible timing in order to let the volley impact its armor. Actually, there is a slight delay, which I remember folks mentioning was purposely added so that these cheeky tricks aren't totally perfect. I'm sure all of my AI fleet members can do the same, so if anything it's probably more of a net benefit to me than a net drawback.

Anyway, my fleet looks like this now:

Spoiler
(https://puu.sh/BUvDn/4f751982b6.png)
[close]

Even farming REDACTED, it takes a good long while to get a few thousand fuel, which really doesn't last very long, since my fleet eats... 144 per day? Plus, I have to burn a bunch to get to a red beacon in the first place, and then more to get back to anywhere else. In fairness though, I have a giant fleet and my officers are all max level, so aside from bullying faction fleets (something I need to do a bit more of), I guess I'm pretty much done with this campaign.
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 01, 2018, 08:34:09 AM
It's almost certainly not worth lugging around two onslaughts. Ask yourself how often you deploy both at once, and if so, whether or not you really needed to. Filling your fleet out with cruisers is much more fuel efficient. Standard eagles and falcons will hold their own just fine and add as much firepower.
Title: Re: My thoughts and impressions
Post by: Schwartz on November 01, 2018, 08:42:30 AM
Smaller fleet here too. 1 capital, and it's often an Odyssey or a Conquest. Or a BRDY or SHY one. 3-5 cruisers, 2-4 destroyers, 2 frigates, 2 pirate Buffalo and a Phaeton.
Title: Re: My thoughts and impressions
Post by: Megas on November 01, 2018, 09:24:10 AM
My fleet is similar to Blaine's except the two Onslaughts are replaced by Paragon and Astral, and the Sunder/Medusa replaced by Drovers.  Also have Hyperion/Afflictor/Tempest frigates for special jobs.  Well... one other major difference.  Blaine's appears to have undamaged ships, nearly all of my ships have multiple (D) mods.
Title: Re: My thoughts and impressions
Post by: Alex on November 01, 2018, 09:47:55 AM
(The fuel situation is indeed much improved in 0.9. For example, Jangala has about 2500 fuel for sale, between the Open, Black, and Military markets, and this is a reliable state of affairs, unless, say, its Spaceport got nuked or some such. Sindria has around 4000; smaller colonies will naturally have considerably less.)
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 03:11:12 PM
It's almost certainly not worth lugging around two onslaughts. Ask yourself how often you deploy both at once, and if so, whether or not you really needed to. Filling your fleet out with cruisers is much more fuel efficient. Standard eagles and falcons will hold their own just fine and add as much firepower.

Pretty often actually, have you seen the sheer immensity of enemy fleets in the endgame? They'll have more destroyers than I have ships in my whole (combat) fleet, and that's not counting their frigates, fighters, cruisers, and capitals. I'm not just talking about automated defense turkey shoots; this includes bounties as well. I quickly learned to max out the battle size slider, because the battle size limitation doesn't limit the enemy's massive deployment numbers at all, only whittles your own down, to almost nothing if need be.

As for why bigger rather than smaller, I'm trying to get the most use out of my limited number of officers. Yeah, sometimes I leave out an Onslaught, or an Onslaught and a carrier, or more if joining in an ongoing small battle or chasing stragglers, but during $400,000+ bounties you'd better believe I deploy everything and am quite relieved they're all present and accounted for.

Besides, even if my fuel use went from 144/day to 100/day (a reduction of almost 1/3), frankly it would still be an uphill battle and a huge grind to get enough fuel. It's just that 144/day is particularly steep and obnoxious.

(The fuel situation is indeed much improved in 0.9. For example, Jangala has about 2500 fuel for sale, between the Open, Black, and Military markets, and this is a reliable state of affairs, unless, say, its Spaceport got nuked or some such. Sindria has around 4000; smaller colonies will naturally have considerably less.)

That's hardly any more than it is now in Jangala, so I'm not sure how that fixes anything, aside from nerfing Sindria so that that's no longer a particularly attractive option for fuel-hungry players. Also, the black market is the black market. Forcing people to strip it of commodities just to be able to play in the endgame seems... well, again, I just don't understand why you don't let people have enough fuel to run large fleets without massive amounts of fuel grinding. You can still run large fleets, it just requires tedious grinding.

The real problem is that once a market is cleaned out, it doesn't recover or replenish for an extremely long time. Considering that these are entire colonized planets, I find it odd that they behave more like the last lonely gas station before a 150-mile stretch of desert highway, except the shady dude lurking around back by the public restrooms is selling most of the station's snacks and half the gas.
Title: Re: My thoughts and impressions
Post by: Midnight Kitsune on November 01, 2018, 07:01:17 PM
Wait, did Jangala get a synclotron core? Or are they nerfed so that it doesn't really matter after all? Because that is what it sounds like to me
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 01, 2018, 07:01:30 PM
I guess we just have differences in play style, but the only battles I've ever needed more than one capital ship for are the battle stations. Otherwise, cruisers hold up just fine and cost dramatically less.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 07:21:03 PM
I guess we just have differences in play style, but the only battles I've ever needed more than one capital ship for are the battle stations. Otherwise, cruisers hold up just fine and cost dramatically less.

Probably.

For testing purposes, I first waited a good long while for markets to refresh, then assembled a minimal tanker fleet and traveled around all of Hegemony space stripping every market on every planet and station of fuel (aside from a few that never have much if any for sale). It's nearly impossible to avoid or evade patrols with a Prometheus (mine even has Insulated Engines) and a decent escort along, unless you spend five minutes screwing around and hoping patrols wander a long way off, so I had to smash and grab and flee, or occasionally just give a patrol the middle finger.

All told, I'd say I profited about 4,000 fuel, give or take 500. It's hard to be precise, since I had to expend some along the way and wasn't being quite that meticulous, but that's about accurate.

I then reassembled my fleet, but parked one of my Onslaughts and all of my fuel ships, although I kept my cargo ships because it sucks to leave tons of stuff behind if a system happens to be full of metal. This brought my fuel/LY down to 105, which, especially since I have Navigation 3, I think is very reasonable for endgame.

I decided to pursue a fairly close-by bounty that was around $300k. When I arrived, the fleet outnumbered me significantly, and they had two (count 'em, not one but two) Onslaughts. Mind you, this is just a $300k bounty fleet. The $400k fleets are significantly stronger. Maybe the rest of you guys are geniuses at the game and can take down capital-heavy doomfleets with a handful of cruisers and destroyers, but that ain't me.

When I arrived back in Jangala, I was down 800-1000 net fuel, and they still had 0 fuel for sale, having not produced any more. So basically, short excursions even with a pared-down fleet and Navigation 3 cost me 1,000 fuel; long excursions end up costing 2,000 or more fuel, and remember, this is after parking my second Onslaught. That means that every 2-3 excursions I go on, I would therefore need to spend 20-45 minutes either scouring Hegemony space for every ounce of fuel, or else farming REDACTED for a similar amount of time, to recoup the fuel used on those excursions.

This isn't workable and I've decided that, for me, the best solution is to get the Console Commands mod, give myself fuel, and remove the appropriate number of credits from my total. I'm very comfortable with "judicious cheating" to improve but not ruin gameplay from running multiplayer game servers with friends over the years, so it won't kill the game for me.

When 0.9.0 releases, I'll look into creating a proper fuel mod. I know that fuel is there to stop players getting truly absolutely huge, massive killer fleets, but the balance is way off currently. Putting more than one capital ship in your fleet shouldn't break the economy, especially since enemy fleets also contain 2-3 capital ships and usually far more ships than your fleets besides.
Title: Re: My thoughts and impressions
Post by: SafariJohn on November 01, 2018, 08:05:02 PM
A little secret: you only need to kill the bounty's flagship to get the payout. If it's a front-shield ship just bring an Afflictor or Shade and assassinate it.

Phase ships, even the Shade, are so OP that you can easily use one to pick off a capital ship and some cruisers at the beginning of the battle. I've turned several impossible fights into easy wins that way.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 08:18:28 PM
Yeah, I know you only have to take out the bounty target, but it'd be a shame to leave the party early, don't you think? I actually enjoy the big fleet battles and like to see them through to the bitter end. Still, some of them always end up retreating and I generally let them go, which is how I know you don't have to destroy them all.

Phase ships, even the Shade, are so OP that you can easily use one to pick off a capital ship and some cruisers at the beginning of the battle. I've turned several impossible fights into easy wins that way.

Interesting. Yeah, I've heard that phase ships are OP in the player's hands. In the AI's hands, they do interesting and highly annoying (to the other side) things, but lose all their CR after what seems like five seconds and then have to be ordered to retreat.

I don't have a lot of practice doing that sort of thing with my fleet commander, and he doesn't have many combat skills, so I guess I'll have to do some research and practicing in the simulator. It seems incredible that they could chew off the massive armored hull pool of something like an Onslaught. Must be torpedoes, surely. I'll take any and all tips on phase ship trick flying and loadouts.
Title: Re: My thoughts and impressions
Post by: Megas on November 01, 2018, 08:31:13 PM
@ Blaine: Have you played Street Fighter II or other fighting games and/or familiar with the concept of invulnerability frames, such as Ryu timing a Dragon Punch (or Akuma timing Raging Demon) to pass through an incoming punch, kick, or fireball from the enemy and smack the enemy down for big damage?

The secret to (smaller) phase ships' power is they have invulnerability frames immediately after decloaking.  If the phase ship fires a big damage weapon with minimal or no windup, like antimatter blaster, the phase ship can decloak, fire, and if the enemy dies, the explosion will not harm the phase ship due to invulnerability frames.  If the enemy lives after the attack, hopefully the phase ship flees from attacker's shot range before invulnerability frames wear out.

AI is not aware of invulnerability frames and cannot abuse it like a player who is aware of them can.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 08:52:52 PM
@ Blaine: Have you played Street Fighter II or other fighting games and/or familiar with the concept of invulnerability frames, such as Ryu timing a Dragon Punch (or Akuma timing Raging Demon) to pass through an incoming punch, kick, or fireball from the enemy and smack the enemy down for big damage?

Yep! In fact, I have a Qanba Q4 arcade fightstick in my office closet that I pull out to play fighting games every once in a while. I'm familiar with the concept from many other games and franchises as well, like Dark Souls.

The secret to (smaller) phase ships' power is they have invulnerability frames immediately after decloaking.  If the phase ship fires a big damage weapon with minimal or no windup, like antimatter blaster, the phase ship can decloak, fire, and if the enemy dies, the explosion will not harm the phase ship due to invulnerability frames.  If the enemy lives after the attack, hopefully the phase ship flees from attacker's shot range before invulnerability frames wear out.

AI is not aware of invulnerability frames and cannot abuse it like a player who is aware of them can.

Oh, that makes perfect sense. I assumed that phase ships would become vulnerable the same moment they were able to fire. That's a pretty big tip, thanks.
Title: Re: My thoughts and impressions
Post by: Megas on November 01, 2018, 08:57:17 PM
Decloak invulnerability frames are not very obvious in Starsector.  If not exploited, phase ships are... awkward and overpriced for their cost, except Afflictor with Quantum Disruptor.  With invulnerability frames, Shade and Afflictor are unholy terrors.
Title: Re: My thoughts and impressions
Post by: Alex on November 01, 2018, 09:01:55 PM
I quickly learned to max out the battle size slider, because the battle size limitation doesn't limit the enemy's massive deployment numbers at all, only whittles your own down, to almost nothing if need be.

The battle size is split between both sides, with the larger side getting more points. At worst it'd be a 60% to 40% split.


The real problem is that once a market is cleaned out, it doesn't recover or replenish for an extremely long time. Considering that these are entire colonized planets, I find it odd that they behave more like the last lonely gas station before a 150-mile stretch of desert highway, except the shady dude lurking around back by the public restrooms is selling most of the station's snacks and half the gas.

It takes about a month to restock w/ the new economy. I'd imagine you'd be able to get more fuel going at your own colonies, but I'm still in the process of testing that out.

I just don't understand why you don't let people have enough fuel to run large fleets without massive amounts of fuel grinding. You can still run large fleets, it just requires tedious grinding.

You've beaten the undamaged REDACTED station, yes? If so, you're past the endgame of 0.8 in that run, so stuff is bound to get wonky.

Beyond that, I think fuel availability should be a consideration when building a fleet. If you can just buy any amount of fuel you like, I do think that makes things less interesting. If you're having trouble keeping up with the fuel demands of your fleet, it's simply too large for what you're doing. For example, if you stick to the core worlds, your fuel requirements are lower, and a larger fleet is more viable. Exploring uncharted system changes that equation drastically, and so on.

As for grinding - I'm not sure *why* you'd really do it. That you're able to do it this way is more of an unintended consequence of some mechanics and I imagine I'll deal with it at some point. In the meantime, alright, I get that you want to keep your large fleet going, but if you need to grind to keep it going, what are the goals you need to accomplish with said fleet, aside from the grinding? Since you're already at/past the endgame, there probably aren't many. But if there are, there are also other ways of accomplishing them.


Wait, did Jangala get a synclotron core? Or are they nerfed so that it doesn't really matter after all? Because that is what it sounds like to me

No, it just has a demand for fuel that's actually filled, so there's a bunch for sale. Fuel at Sindria (and other suppliers) is somewhat cheaper.



(Phase ships are also totally great without using that; just not completely insane. I may end up fixing this - since it *is* a bug - at some point after all.)
Title: Re: My thoughts and impressions
Post by: SafariJohn on November 01, 2018, 09:06:36 PM
I used Reapers and Antimatter Blasters, naturally, but I never used the invincibility frames.

edit: reworded
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 09:13:29 PM
As for grinding - I'm not sure *why* you'd really do it. That you're able to do it this way is more of an unintended consequence of some mechanics and I imagine I'll deal with it at some point. In the meantime, alright, I get that you want to keep your large fleet going, but if you need to grind to keep it going, what are the goals you need to accomplish with said fleet, aside from the grinding? Since you're already at/past the endgame, there probably aren't many. But if there are, there are also other ways of accomplishing them.

You're right, there's not much left to do but fight more large-scale battles (and try out different fleet outfit compositions), but that's a fun thing to do in and of itself. Heck, fleet battles are 3/4 of the draw of Starsector. Why stop fighting just because I've reached the end of the scaling mechanic? Don't get me wrong, I'm looking forward to starting over from scratch as well.

Having said all that I've said in this thread, it's understandable that things can break at the extreme and at the endgame, especially when the game isn't finished yet. Still, it's obvious that the decision to keep fuel fairly limited was deliberate; and that limitation only becomes an issue at the endgame. I guess what I'm saying is that I figure you designed fuel scarcity with the endgame specifically in mind.

Of course there's a new version coming with a reworked economy that no one's gotten to try, and you've said you've balanced fuel production a bit. Plus, presumably player colonies will be able to produce fuel. This might not be an issue anymore once the game updates.
Title: Re: My thoughts and impressions
Post by: Alex on November 01, 2018, 09:25:40 PM
Having said all that I've said in this thread, it's understandable that things can break at the extreme and at the endgame, especially when the game isn't finished yet. Still, it's obvious that the decision to keep fuel fairly limited was deliberate; and that limitation only becomes an issue at the endgame. I guess what I'm saying is that I figure you designed fuel scarcity with the endgame specifically in mind.

If we're being honest, it's more of an "I didn't really look too hard at balancing it past that point" :) As you note, colonies and such hook up to the game in ways the impact this a lot, so what you're really seeing here is a rough edge due to major mechanical pieces not being in place.

That's not to say that running a 150 fuel/day fleet would necessarily be viable, but rather that you should be able to accomplish what you need to on the fuel budget that *would* be available. But 0.8a kind of lends itself to wanting to scale up the fleet as much as possible just because that's about all there is to it as far as goals, so, yeah, I do see where you're coming from.
Title: Re: My thoughts and impressions
Post by: Thaago on November 01, 2018, 09:52:22 PM
Another hint: if you pilot the Onslaught yourself those enemy fleets suddenly become a looot easier. It may not seem like much, but aggressive flux management and good burn drive timing make a world of difference.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 10:11:54 PM
If we're being honest, it's more of an "I didn't really look too hard at balancing it past that point" :) As you note, colonies and such hook up to the game in ways the impact this a lot, so what you're really seeing here is a rough edge due to major mechanical pieces not being in place.

That's not to say that running a 150 fuel/day fleet would necessarily be viable, but rather that you should be able to accomplish what you need to on the fuel budget that *would* be available. But 0.8a kind of lends itself to wanting to scale up the fleet as much as possible just because that's about all there is to it as far as goals, so, yeah, I do see where you're coming from.

Fair enough, makes sense to me. Besides, there are mods that can alleviate the issue in a way I feel will work for me, so it's not as though it's a showstopper.

Another hint: if you pilot the Onslaught yourself those enemy fleets suddenly become a looot easier. It may not seem like much, but aggressive flux management and good burn drive timing make a world of difference.

Yeah, I suppose you're right. Even with fairly minimal combat skills (easier to show than tell):

Spoiler
(https://puu.sh/BUVLS/df6104a18b.png)
[close]

...In a single Eagle XIV I can hold an entire flank of the enemy fleet at bay by myself, although with the way I fly, I sometimes push too hard trying to secure a kill (so close!) and then take a beating for it when the frigates and destroyers decide to get a little bit braver.

I actually enjoy the hang-back AI behavior, which I've seen many people complaining about, a lot more than some people seem to. On the other hand, I have a carrier-heavy fleet, so while the AI hangs back they're getting chewed on by space fleas. Even their Onslaughts (and mine) will hang back for some inconceivable reason, so you're right, it's probably time for me to take charge of the big boy personally.
Title: Re: My thoughts and impressions
Post by: Thaago on November 01, 2018, 10:22:28 PM
And speaking of skills... maybe its time to start a new game and try a new build :) If you've beat the fully functioning Remnant station, thats pretty much it in the base game in terms of content.
Title: Re: My thoughts and impressions
Post by: Blaine on November 01, 2018, 11:31:40 PM
"Two Onslaughts and a Legion are too many, use more cruisers!" say the members of the Starsector forums. Meanwhile....

(http://puu.sh/BUXqm/4839cb444e.png)

In fairness, even after parking my second Onslaught, I took these guys down without too much trouble. Ten max-level officers and a player in an Onslaught are pretty big advantages.

And speaking of skills... maybe its time to start a new game and try a new build :) If you've beat the fully functioning Remnant station, thats pretty much it in the base game in terms of content.

Yeah, plus then I'll get to see the other half of the ships in the game outside of the Wiki or a faction patrol tooltip.

Bah, I keep forgetting to raid core systems. That's a great low-fuel activity, at least until two or three big patrols get after you.
Title: Re: My thoughts and impressions
Post by: Blaine on November 02, 2018, 01:04:34 AM
Oh boy, what have we here? ;D

(http://puu.sh/BUYWG/c2defd6a82.png)

This was from one bounty battle. Needless to say, they cost a fortune to restore. This is why I keep playing this campaign... there are so many more ships and even some weapons I haven't seen/acquired to mess around with.
Title: Re: My thoughts and impressions
Post by: Bastion.Systems on November 02, 2018, 06:19:23 AM
Oh boy, what have we here? ;D

(http://puu.sh/BUYWG/c2defd6a82.png)

This was from one bounty battle. Needless to say, they cost a fortune to restore. This is why I keep playing this campaign... there are so many more ships and even some weapons I haven't seen/acquired to mess around with.

Put all the possible speed and maneuverability bonuses on the Tempest, just do it. Extremely fun.
Title: Re: My thoughts and impressions
Post by: Blaine on November 02, 2018, 07:46:12 AM
Yeah, the Tempest is neat. I like the design and the concept.

Funnily enough, I ended up fitting, testing, re-fitting, and re-testing the Aurora much more than pretty much any other ship. The difference in performance of various loadouts versus a Dominator could be pretty extreme, from a build that could annoy and disable it from afar but would take an eternity to kill it to one that that can rush up, unload charge burst weapons at point-blank range, and kill it relatively quickly.

I tested the Doom too, but its purpose is so obvious that the fit I chose for it ended up being almost identical to the Autofit Strike loadout. Not a lot of experimentation is needed there. Needless to say, a lone Onslaught stands absolutely no chance against a Doom piloted by a player.

Title: Re: My thoughts and impressions
Post by: FooF on November 02, 2018, 10:17:46 AM
Whenever outfitting an Aurora, my chief goal is to come to near-parity with weapon flux and flux dissipation. The Aurora has such a deep flux pool that if I'm firing with little-to-no flux build up, I can tank hits with the shield and still vastly outperform the enemy in a flux war. AM Blasters are a plus for burst damage or just a single Heavy Blaster. If I go with SO and max vents, there's little an Aurora can't equip (3x Heavy Blaster isn't out of the question) and that gives it a ton of power. I also don't tend to fill the medium synergy in the back, which is kind of a trap slot for anything not a guided missile. I like a Medium Sabot back there but I find myself rarely using it even when I have it.

The low-tech ships are always going to have a flux bottle-neck but they typically have enough armor to vent mid-battle. High-tech ships don't have that ability, though they are typically faster and more maneuverable as to get out of said rough spots and vent.

Re: The Tempest

It'll change in 0.9 but it's been my favorite frigate even before the Terminator drone was turned into a murder-bot. Just a jack-of-all-trades with superior speed. Even with the changes, I think it'll be an above-average frigate that can fill about any role.
Title: Re: My thoughts and impressions
Post by: Blaine on November 02, 2018, 06:50:23 PM
Whenever outfitting an Aurora, my chief goal is to come to near-parity with weapon flux and flux dissipation. The Aurora has such a deep flux pool that if I'm firing with little-to-no flux build up, I can tank hits with the shield and still vastly outperform the enemy in a flux war. AM Blasters are a plus for burst damage or just a single Heavy Blaster. If I go with SO and max vents, there's little an Aurora can't equip (3x Heavy Blaster isn't out of the question) and that gives it a ton of power. I also don't tend to fill the medium synergy in the back, which is kind of a trap slot for anything not a guided missile. I like a Medium Sabot back there but I find myself rarely using it even when I have it.

You could put a Heavy Burst Laser PD in there for complete PD coverage, but I prefer to leave it empty and put Tactical Lasers in all the small turrets with Integrated PD AI, Ion Cannons in the small forward hardpoints, and Heavy Blasters in the turrets. I let the Ion Cannons autofire and fire the Blasters manually (and leave it this way for the AI, also). This isn't the highest burst DPS build by any stretch of the imagination, and Integrated PD AI is probably a slightly silly investment, but it's got a lot more staying power than the high-burst builds that run out of charges within ten seconds and then are nearly useless for the next minute. In the early game that might have flown, but not late game when blowing up one destroyer in a single pass (and then not much of anything) barely contributes to a fleet battle.

It'll change in 0.9 but it's been my favorite frigate even before the Terminator drone was turned into a murder-bot. Just a jack-of-all-trades with superior speed. Even with the changes, I think it'll be an above-average frigate that can fill about any role.

Yeah, I have two of them now and I think I'll be adding them both to my fleet as non-officer-piloted point-capturing ships and escorts. At the moment, the only frigate I have is an officer-piloted Monitor for escorting my new Gryphon. Unfortunately, my only Missile Specialization 3 officer has an aggressive personality....
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 02, 2018, 07:24:14 PM
On the aurora, a medium sabot pod works very well in the rear slot, it adds a lot shield break potential for 0 flux and allows a rear facing slot to contribute to forward firepower
Title: Re: My thoughts and impressions
Post by: Blaine on November 02, 2018, 11:45:09 PM
I love the Onslaught.

It's not the most powerful capital ship, and probably the least elegant, but that doesn't matter. It's essentially a huge, ugly warthog. When provoked, it becomes enraged and charges at the enemy fleet, grunting, squealing, spraying bullets in every conceivable direction, and possibly crashing into numerous ships and wrecks.
Title: Re: My thoughts and impressions
Post by: Megas on November 03, 2018, 05:43:04 AM
Onslaught used to be the strongest capital in the 0.7 era, able to solo everything faster than other capitals, possibly without taking hull damage.

Astral with original Remnant fighters was the strongest ship in early 0.8, able to solo a full-powered Remnant battlestation.  (Paragon needs buddies with ECM hullmods to outrange and solo battlestation.  Astral does not need any help.)

Today, Paragon with four lances and two HVDs is probably the strongest ship in current release.

I like Paragon because it can really snipe with long-range guns.  The only other ships with comparable range are carriers, due to their fighters.
Title: Re: My thoughts and impressions
Post by: Blaine on November 03, 2018, 06:07:42 AM
I like Paragon because it can really snipe with long-range guns.  The only other ships with comparable range are carriers, due to their fighters.

Yeah, no kidding. I tried jousting with a Paragon while testing my Onslaught and was utterly obliterated in every scenario, since it has an impervious shield and absurd range.

Still, the Onslaught does its job. I got tired of trying to dodge 5-6 huge REDACTED fleets at one point, so I decided to test my mettle while also testing Alex's 300 vs. 200 scenario:

Spoiler
(http://puu.sh/BVDgB/24b728e02b.png)
[close]

I lost (but recovered) a Mora and a Hammerhead, my Onslaught lost virtually all of its armor and 80% of its HP, and the rest of the fleet was battered and even the cruisers were losing readiness, but fair enough. It's doable, since additional enemy fleets get "pushed back" briefly, giving you time to beat your retreat. It's a bit irksome of having oodles of enemy fleets around when the player only ever gets one. I suppose the final game will include player colonies and perhaps player-owned factions, and presumably there'll be friendly NPC fleets patrolling in your own systems, which will at least feel like a more even playing field. Sure, there are friendly fleets in the systems of factions with which you have a commission, but in 0.8.1a nothing dynamic ever happens there except pirate dregs.

I have no idea how anyone can handle REDACTED without 20 max burn, doesn't seem as though it'd even be possible.
Title: Re: My thoughts and impressions
Post by: Megas on November 03, 2018, 09:01:59 AM
Before 0.8, Paragon did not have its builtin Advanced Targeting Core.  (Sometime after 0.6.x, Tachyon Lance range was cut from 2500 to 1000.)  Without that, it was fairly harmless for ships with superior range.  Dominator could kite-and-snipe Paragon for flawless victory.  Eagle could do it, but it was tedious with less firepower, and could still lose due to CR decay.

I have no idea how anyone can handle REDACTED without 20 max burn, doesn't seem as though it'd even be possible.
Burn 20 is not necessary as long as player is faster than them.  The fleets should be lured away and dodged if you want to kill the battlestation because slain fleets are almost immediately replaced.  (I leave battlestation alone because I do not want to kill the golden goose that lays unlimited golden eggs or loot pinatas.)
Title: Re: My thoughts and impressions
Post by: Goumindong on November 03, 2018, 11:20:29 AM
I have no idea how anyone can handle REDACTED without 20 max burn, doesn't seem as though it'd even be possible.

Go dark. You can avoid most of the fleets while dark and so long as you’re able to handle a single engagement drawing a fleet to you isn’t devastating because, so long as you’re stopped when combat happens you will be stopped when the combat burst goes out... which will he muted by “go dark” and additionally by being stationary inside a debris field
Title: Re: My thoughts and impressions
Post by: Nick XR on November 03, 2018, 02:12:18 PM
What piloting an Onslaught with maxed skills feels like
(https://i.imgur.com/wTNdA6y.jpg)
Title: Re: My thoughts and impressions
Post by: Megas on November 03, 2018, 03:36:58 PM
In 0.7, max skills Onslaught kills everyone, possibly without hull damage.

In 0.8, well... Ronnie James Dio says it best, "THE MOB RULES".  Horde of smaller ships in the simulator will murder max skills Onslaught fast.
Title: Re: My thoughts and impressions
Post by: Blaine on November 03, 2018, 04:34:58 PM
@Megas: Fair point, burn 20 isn't absolutely necessary, just so long as you're faster. I indeed killed a battlestation by luring the enemy fleet blob away and circling back around, but I did so in a further-out red beacon system while preserving the one in the system closest to the core for golden egg purposes.

Go dark. You can avoid most of the fleets while dark and so long as you’re able to handle a single engagement drawing a fleet to you isn’t devastating because, so long as you’re stopped when combat happens you will be stopped when the combat burst goes out... which will he muted by “go dark” and additionally by being stationary inside a debris field

I've tried going dark before in REDACTED systems, but am generally impatient with it since it's so slow. I'll play around with it a bit more. Careful use of going dark to lure one fleet at a time is all but mandatory when two bounties end up orbiting the same planet, which has happened to me twice, so I have had a bit of practice with it.
Title: Re: My thoughts and impressions
Post by: Thaago on November 03, 2018, 11:08:33 PM
I disagree Megas - max skill onslaught is far, FAR more deadly than a horde of small ships. You just need enough of a fleet backing you up that you don't get surrounded, which really does not take very many ships. I have yet to face anything in vanilla that a skilled Onslaught + 2 Dominators can't beat, including 3 or 4 max sized Remnant fleets put together.

I'd say the Onslaught is the best player battleship. Paragon is tougher, but the ability to burn drive means the Onslaught can wreck its way through an enemy formation and crush face while the Paragon just sits there.
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 12:15:24 AM
@Goumindong: Thanks for the advice. I found the perfect spot to pop a squat and lure in REDACTED fleets while running dark. There's always one patrol being respawned to loop its way around the star, and I can just manage to get in its sensor range and nab it without any other fleets spotting me. Once destroyed, a new one will appear and run the same route practically before I'm done salvaging the last.

Spoiler
(http://puu.sh/BW5aD/410c3bf939.png)
[close]

@Thaago: Yeah, the burn drive helps immensely with bringing the Onslaught into battle immediately. The only annoying thing is trying to maneuver around the rest of your own fleet, who pay absolutely no mind to clearing a path for you unless you're about to run into them.

That said, I finally got a Paragon, and am VERY EXCITED to throw all of my money in the toilet removing its d-mods and take it out for a spin. Sadly, this was also the first time I've encountered enemy fleets having too many ships to deploy, as others have mentioned in various threads. The enemy held the Paragon and a couple of Medusas in reserve, so I was able to obliterate the rest of the fleet effortlessly, and then do the same to the Paragon.

(http://puu.sh/BW5js/a2f9b4938a.png)
Title: Re: My thoughts and impressions
Post by: Megas on November 04, 2018, 05:07:11 AM
@ Thaago: Onslaught needs backup to do well.  If player tries to solo a fleet with Onslaught like in the 0.7 days, it will get surrounded, and it neither has the weapons or defenses to deal with ships that get behind it.  Without burn drive, it is more sluggish than Paragon.

Paragon (with max skills) does not need backup to survive until the end of its CR timer.  It cannot solo as much as a capital could in 0.7 (despite no ATC back then), but it can still fight solo (although it probably needs wall cheese to do so).  Same thing with Astral.
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 06:35:30 AM
Even without max skills, in my campaign the Paragon is essentially Moses parting the Red Sea during most fleet battles. Of course, it's almost never absolutely, totally solo. I find it fairly balanced actually, since it has the overall strongest offense and defense and the longest non-fighter weapon range, but only the Atlas is slower overall.

The Conquest feels the weakest to me so far, although its overall mobility is similar to the Odyssey's, which is probably why. The Odyssey is the last vanilla capital ship I don't have and haven't tried (none recoverable in 5-6 battles I've fought that included one), so I don't know how it plays.

I ended up not modding in magic fuel-for-credits, and that turned out fine after dumping a capital and changing my habits. I now have over 15,000 fuel stocked up.

If you're wondering why I'm continuing this campaign way past its expiration date, it helps me continue to learn the game mechanics and familiarize myself with the various ships. My next playthrough will likely be with Nexerelin, DynaSector, and some of those cool ship mods, but diving into those before knowing how the actual game works seemed like a bad idea.
Title: Re: My thoughts and impressions
Post by: TaLaR on November 04, 2018, 07:37:37 AM
I find it fairly balanced actually, since it has the overall strongest offense and defense and the longest non-fighter weapon range, but only the Atlas is slower overall.

Paragon can kite an Onslaught due higher base speed though. Using shield-less Burn Drive vs 4x TL is suicide and Onslaught has no other way to catch up.
Onslaught doesn't have a good way to disengage once the fight starts either (can't turn away and Burn Drive).

Well, not like AI will ever pull this off against the player. It's just not very good at range management, even in cases where it has clear-cut advantage in combined speed + range
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 07:40:51 AM
Yeah, I discovered exactly that while testing Onslaught fits in the simulator against the Paragon. I'm thinking more generally, though, rather than capital vs. capital.

The Paragon's more than a match for the Onslaught in a joust, as is the Doom, which can simply casually fly behind it and give it a torpedo suppository.
Title: Re: My thoughts and impressions
Post by: TaLaR on November 04, 2018, 08:06:07 AM
The Paragon's more than a match for the Onslaught in a joust, as is the Doom, which can simply casually fly behind it and give it a torpedo suppository.

This might be counter-able by Onslaught starting Burn drive as Doom is about to get into position to fire Reapers.

Of course, I couldn't properly test it vs AI in sim, because AI Doom tried to facetank my Onslaught (obviously, how else are you supposed to fight such an opponent :D...).

Trying it vs Reaper Afflictor proved that idea does have some merit - first salvo burned out and bumped off armor by the time Burn Drive ended (margin for error seems really thin). But Afflictor is fast enough to follow so 2nd salvo with Burn Drive on cooldown easily hit.
Title: Re: My thoughts and impressions
Post by: Megas on November 04, 2018, 08:23:44 AM
Well configured Conquest is comparable to Onslaught.  It needs either Hardened Shields or max capacitors for its shields to have enough durability.

The one capital that is really weak in 0.8 in Odyssey.  It cannot slug it out against other capitals, even other battlecruisers.  Odyssey's only way to stay competitive is to constantly backpedal and use Longbows and triple lances.  Odyssey will change significantly in 0.9.
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 08:30:54 PM
The one capital that is really weak in 0.8 in Odyssey.  It cannot slug it out against other capitals, even other battlecruisers.  Odyssey's only way to stay competitive is to constantly backpedal and use Longbows and triple lances. Odyssey will change significantly in 0.9.

There's something to be said though for a capital ship than can reach speed >100 with Unstable Injectors and pilot skills. I expect it'd be pretty good at catching and killing cruisers and destroyers, perhaps more so than slower capitals, but obviously you'd need to avoid duking it out with heavier capitals without backup.

The AI constantly backpedals its own Odysseys, I've noticed, so even it is aware of the ship's fragility.

Speaking of supposedly underpowered ships, I've had a lot of luck with the Gryphon. In the simulator, this configuration can kill any other cruiser or below quite readily, usually without taking a scratch (Dominator is the most difficult):

Spoiler
(http://puu.sh/BWzQN/ec5f47a78e.png)
[close]

Yeah, it falters a bit against heavy armor, but to compensate, it's especially effective against carrier cruisers (Mora is rough for obvious reasons, but fully doable) and also functions as a floating anti-fighter platform. I removed the side missile launchers because I found that more range on the shield-stripping weapons and a bit more flux capacity did a lot more for its viability and survivability than some additional firepower. Part of the reason I did this was that my only Missiles 3 pilot is aggressive (and indeed, I've watched her rush right up on capitals), and this cruiser rewards being aggressive.
Title: Re: My thoughts and impressions
Post by: Goumindong on November 04, 2018, 08:48:40 PM
Even without max skills, in my campaign the Paragon is essentially Moses parting the Red Sea during most fleet battles. Of course, it's almost never absolutely, totally solo. I find it fairly balanced actually, since it has the overall strongest offense and defense and the longest non-fighter weapon range, but only the Atlas is slower overall.

The Conquest feels the weakest to me so far, although its overall mobility is similar to the Odyssey's, which is probably why. The Odyssey is the last vanilla capital ship I don't have and haven't tried (none recoverable in 5-6 battles I've fought that included one), so I don't know how it plays.

I ended up not modding in magic fuel-for-credits, and that turned out fine after dumping a capital and changing my habits. I now have over 15,000 fuel stocked up.

If you're wondering why I'm continuing this campaign way past its expiration date, it helps me continue to learn the game mechanics and familiarize myself with the various ships. My next playthrough will likely be with Nexerelin, DynaSector, and some of those cool ship mods, but diving into those before knowing how the actual game works seemed like a bad idea.

Paragon is top dog. With top equipment (2x TL on the turrets, 2x HIL in the front, 2 graviton in the front turret, tactical lasers in the rest of the small slots) it will slaughter everything before it gets close enough to fire.

Conquest is next. It can fit each side to do specific jobs and it’s they strongest missile boat in the game.

Then the Odyssey. It’s similar to the conquest except that it’s much faster and can put localized power where it’s needed. An HIL/Tac Laser set is super strong too. It has a hardish time soloing an onslaught but will beat it in a fleet situation easier because it can kill chaff faster.

Then the Onslaught.
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 09:11:31 PM
Paragon is top dog. With top equipment (2x TL on the turrets, 2x HIL in the front, 2 graviton in the front turret, tactical lasers in the rest of the small slots) it will slaughter everything before it gets close enough to fire.

Sadly, I have yet to see a single Tachyon Lance in my game, which no doubt means it's locked behind a Tri-Tachyon commission (or blowing up their ships, or perhaps pirate/black market purchases). Instead, I use 4x HILs, 2x Ion Beams, and 2x Hypervelocity Drivers (mainly for 200% shield damage, and because my testing showed 4x Ion Beam are too weak). All six large and medium turrets plus the two hardpoints can face front, although I often leave the turrets on auto unless I specifically need to kill something big, which isn't always.

Conquest is next. It can fit each side to do specific jobs and it’s they strongest missile boat in the game.

I feel like the Astral actually holds that title. It has two large missile hardpoints as well, while lacking the two medium missile hardpoints—but as we all know, fighters are like missiles, except better in every way.

Then the Odyssey. It’s similar to the conquest except that it’s much faster and can put localized power where it’s needed. An HIL/Tac Laser set is super strong too. It has a hardish time soloing an onslaught but will beat it in a fleet situation easier because it can kill chaff faster.

Yep, can't wait to get my hands on one... when I eventually find one that's salvageable.

Then the Onslaught.

You forgot to take "fun" into account. That's a very important stat!
Title: Re: My thoughts and impressions
Post by: Goumindong on November 04, 2018, 10:12:53 PM
The astral doesn’t have enough OP to be a proper missile boat. It can fit squalls and use them to seige but it has to kill with fighters and it’s very susceptible to counter pressure. Any time you have an enemy with a critical mass of anti-strike the astral starts to falter.

The conquest is not so limited, though it does require Helmsmanship 3.

A properly fit and flown conquest, for instance, will never lose to an astral. It will turn the anti-fighter side towards the astral and nothing will get through until the conquest is close enough to break its shields. (Nor does a specialized odyssey but the paragon and conquest are much better at it).

If you cannot find TL for your paragon it might suggest HIL in the turrets and Autopulse in the front.(normally I go TL in turret but the range difference is the advantage here and you want the AP to go as far as possible) 2 HIL are enough to shred the armor of everything you’re going to shoot at. But you don’t win the cap war with them. Going too hard into HIL gives problems against anything that has >1 shield damage ratio. This is also why you want graviton over ion. Ion is good... but mainly against things that have high shield damage or down shields... which you don’t care about because anything that has shields down is eating HIL in the face and so is not long for the world anyway. But graviton are hella efficient against shields. They get you to the point where your HIl tip through things. You don’t quite need to hit “efficient” damage vs shields because the raised shield cost gives you an advantage but ions are too expensive for too little. This is also why you stack tac lasers. (Additionally stacked tac lasers will kill bombers before they can launch.).
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 10:26:17 PM
The Astral is very defensively weak, yeah. I can beat some AI capitals with it 1 vs. 1 in the simulator, but 1 vs. 1 isn't a proper field test, since capitals never truly go 1 vs. 1 in the field. I don't think I'd ever use the Astral as my command vessel; I leave it to my most aggressive officer and hope the Squalls don't go sailing uselessly past dodging frigates (which I've seen one time too many) if I neglect to give it specific attack orders. 

This is also why you stack tac lasers. (Additionally stacked tac lasers will kill bombers before they can launch.).

Yes, I stack tac lasers on a number of my ships' loadouts and pop on the PD AI hull mod, including on the Paragon. Maybe the PD AI isn't truly necessary, but it seems to work well.
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 04, 2018, 10:33:18 PM
I'm not sure if you're aware but beams actually deal only soft flux to enemies, so they will be able to dissipate all flux you deal without dropping shields. Other weapons like kinetics/blasters deal hard flux which will not dissipate unless the enemy drops shields or vents. Your only hard flux is the HVD, which probably works well enough because the paragon is so strong, but as Goumindong said, 4x HIL is mad overkill, you really don't want to be shooting HIL into shields, it's flux inefficient and only dealing soft flux and 2x HIL is more than enough anti armor damage for anything in the game. 2x auto pulse would go a long way if you have no tach lance.

The reason tach lance is so good is that it is a big burst of damage so the soft flux doesn't matter since the burst will still overload or force enemies to drop shields. I usually use 4x tach lance paragon, which is enough burst damage to one shot most destroyers and all frigates, it's super strong. I actually consider paragon better at killing frigates than any other capital because it has insane (2000) range and can one shot frigates, so you just have to wait for them to wander into range for a free kill. It's much easier and less risky than any other method of killing frigates besides fighters.

Also with regards to the conquest, pretty much any ship properly flown by the player and in the same class as the enemy will beat the AI. For instance, it is possible for the player to consistently kill a paragon with any other capital in a 1v1 but that doesn't mean the Paragon is not the best capital. A properly outfitted and player piloted Astral will also always kill an AI conquest. Astral doesn't even really care about the missile slots, it's all about the fighters. I know some people even leave the missile slots empty to have more OP for strong fighters and supporting hull mods. You should definitely not put your most aggressive officer in a carrier, you want carriers to hide way in the back, since they massively outrange everything with their fighters. Aggressiveness corresponds to positioning more than 'firing weapons' a cautions officer in a carrier will still attack things, he will just hang back which is much safer. There is no reason for a carrier to intentionally go into enemy weapon range.
Title: Re: My thoughts and impressions
Post by: Blaine on November 04, 2018, 11:27:53 PM
I'm not sure if you're aware but beams actually deal only soft flux to enemies, so they will be able to dissipate all flux you deal without dropping shields. Other weapons like kinetics/blasters deal hard flux which will not dissipate unless the enemy drops shields or vents. Your only hard flux is the HVD, which probably works well enough because the paragon is so strong, but as Goumindong said, 4x HIL is mad overkill, you really don't want to be shooting HIL into shields, it's flux inefficient and only dealing soft flux and 2x HIL is more than enough anti armor damage for anything in the game. 2x auto pulse would go a long way if you have no tach lance.

Yeah, I'm aware of soft flux vs. hard flux, as well as the value of burst damage vs. both shields (to defeat the AI's near-superhuman ability to efficiently micromanage its shields and flux by overwhelming with sudden damage packets) and armor (bursts > small amounts of constant damage).

I certainly considered APLs and tried them out, but they run out of charges after slightly more than two seconds of firing. Without Expanded Magazines (which should also increase recharge time, in my opinion), for every ~2 sec of firing, you wait 10 seconds before another ~2 sec burst is possible. With Expanded Magazines, you can do a ~3 sec burst every 15 seconds. APL projectiles also easier to dodge (although most things can't) and the consequences of missing are high. (Obviously, you can also perform shorter bursts with accordingly shorter recharge times.)

Maybe it's my playstyle, maybe I need more practice with them, but the trade-off for burst damage is very high in Starsector. I run a fairly carrier-heavy fleet, so in general I'm more focused on "pressure" than on going in for focused kills. That said, I'll pop on APLs and give them more of a chance.

You should definitely not put your most aggressive officer in a carrier, you want carriers to hide way in the back, since they massively outrange everything with their fighters. Aggressiveness corresponds to positioning more than 'firing weapons' a cautions officer in a carrier will still attack things, he will just hang back which is much safer. There is no reason for a carrier to intentionally go into enemy weapon range.

Oh I agree, but the fact is that in this campaign, I'm stuck with one level 20 aggressive carrier officer. The other three are two cautious and one steady, which I use on my Mora (steady) and two Herons (cautious). Searching for ideal officer personality/skill combinations is a huge time-wasting pain in the keester (let alone officers who begin with carrier skills), so I guess at some point I just threw up my hands and took an aggressive carrier officer.
Title: Re: My thoughts and impressions
Post by: TaLaR on November 04, 2018, 11:34:13 PM
Oh I agree, but the fact is that in this campaign, I'm stuck with one level 20 aggressive carrier officer. The other three are two cautious and one steady, which I use on my Mora (steady) and two Herons (cautious). Searching for ideal officer personality/skill combinations is a huge time-wasting pain in the keester (let alone officers who begin with carrier skills), so I guess at some point I just threw up my hands and took an aggressive carrier officer.

Which is the reason to not hire aggressive/reckless/timid officers in the first place, or at least replace early. They have too limited uses and no place in endgame fleet.

Steady/Cautious are the only two usable long term... If only we could just switch disposition at will.
Title: Re: My thoughts and impressions
Post by: Goumindong on November 05, 2018, 12:07:48 AM
I'm not sure if you're aware but beams actually deal only soft flux to enemies, so they will be able to dissipate all flux you deal without dropping shields

Yes... but no. Beams only deal soft flux and so enemies can dissipate flux without dropping shields. But they cannot do this if your damage (multiplied by their shield rate) plus their base shield cost is higher than their flux dissipation.  

If you’re in a paragon(and you have tac lasers and graviton beams).. it isn’t. There is no ship that can dissipate enough flux except another paragon and maybe an SO aurora. And once their shields drop two HIL will eat the armor on a heavy armor’d XIV onslaught in about 5 seconds*

Re: PD AI. Unnecessary and counter productive. PD AI lets you target missiles which you do not want your tac lasers doing. You want them targeting your main target or fighters. Any missiles that do get launched you can shield tank and pop your active if it’s a marginally dangerous salvo.

*to be fair I am not next to my spreadsheet so this is an estimation.

Title: Re: My thoughts and impressions
Post by: TaLaR on November 05, 2018, 12:17:24 AM
If you’re in a paragon(and you have tac lasers and graviton beams).. it isn’t. There is no ship that can dissipate enough flux except another paragon and maybe an SO aurora. And once their shields drop two HIL will eat the armor on a heavy armor’d XIV onslaught in about 5 seconds*

4 TLs get through the shield faster and are still deadly enough against armor due to burst nature. Most things that aren't Onslaught won't notice difference in how fast their armor is stripped, and even for Onslaught it's not too big.
Title: Re: My thoughts and impressions
Post by: Blaine on November 05, 2018, 12:46:32 AM
Which is the reason to not hire aggressive/reckless/timid officers in the first place, or at least replace early. They have too limited uses and no place in endgame fleet.

Steady/Cautious are the only two usable long term... If only we could just switch disposition at will.

I haven't even come close to losing the Astral yet, so I don't feel that aggressive officers are unusable, just not ideal. Originally, that officer was piloting a Legion, which I absolutely did want to be piloted aggressively; otherwise, its heavier offensive and defensive loadout would go somewhat to waste.

The biggest issue (in my view) is that aggressive and reckless officers will attempt to close to the range of their PD weapons, which is... yeah. Let's just say I wouldn't have implemented them that way. Regardless, the fact that three out of five of the personality types are considered flat-out inferior by most players is a good indication that the officer personality AI needs to be reworked.

Re: PD AI. Unnecessary and counter productive. PD AI lets you target missiles which you do not want your tac lasers doing. You want them targeting your main target or fighters. Any missiles that do get launched you can shield tank and pop your active if it’s a marginally dangerous salvo.

You're probably right, and I've debated this with myself. It's torpedoes that give me pause, which REDACTED fleets often seem to have plenty of; but then again, they also have plenty of fighters, which aside from torpedoes are definitely priority targets.
Title: Re: My thoughts and impressions
Post by: Megas on November 05, 2018, 04:58:27 AM
Ships without officers will try to close in with PD weapons if it is all that they have.  I tried that with Heron with only dual flak (and all other mounts empty).  Instead of running away while fighters do their job, Heron tries to kiss the enemy with dual flak.

Astral can survive solo in the simulator until it runs out of CR.

Re: Paragon and missing Tachyon Lances.
If you cannot find Tachyon Lances, then a pulse laser theme configuration (four autopulse, pulse lasers in mediums, maybe dual flak in universals, and either IR pulse lasers or burst PD lasers in smalls) is reasonably effective.  It will not destroy quite as many ships as the four lance and two HVD wonder, but it can probably kill as many ships as Astral can before peak performance runs out.  It is not pretty, but it is practical and effective enough.

If you want shield pierce, HIL and Ion beams can substitute for lances, but that means fewer heavy blasters for close-range fighting and it is not as effective as Tachyon Lances.  Ion Beam is good for disabling ships through shields, but not at causing much damage, plus it is a flux hog.

Part of what makes Lances effective is not just burst damage (which can overload shields of some ships), but it is 1) almost hitscan, which lets the player punish the AI anytime their shields are down (and you can trick the AI to drop shields at times), and 2) shield piercing.  Four lances will cause not insignificant damage to ships even if their shields are up, if it has hard flux... which is why Paragon has two HVDs to put hard flux on shields.

Re: Tactical Laser and IPDAI
Tactical Laser is slowish.  Advanced Turret Gyros is a must, and even then, it is still not quite as fast as it should be, unlike (LR) PD Laser.  That costs too much OP in 0.8.x.  Tactical Laser can also be somewhat flux intensive.  Before 0.8, it was better because ships had more OP via skills and LR PD Laser had flux cost of 100 instead of 40.  (If PD Laser was not an option, the only other viable alternate back then was Tac Laser+IPDAI).  Tac Laser plus IPDAI is for long-range prevent PD, not for close-range and high-powered defense.

Capital rankings
My personal flagship rankings from best to worst are:  Paragon, Astral, Conquest/Legion/Onslaught, Odyssey.

All a playership Astral needs for weapons are maybe a few burst lasers to pick off stray missiles.  OP goes to fighters, hullmods, and vents.  The best fighters are expensive, and six will eat a lot of OP.  Astral is very OP hungry.  The Astral then runs away from everything while fighters kill.

Quote
You forgot to take "fun" into account. That's a very important stat!
For me, fun is usually the one that is self-sufficient and can destroy the enemy most efficiently.  Currently, that award goes to Paragon.  (In 0.7.x, that award went to Onslaught.  In early 0.8, Astral.)  Also, I like Paragon because it is the only ship that feels like it has guns.  All other ships except carriers and maybe capitals with Gauss Cannon have knives and chainsaws - their shot range feels much too short to be proper guns.  If I want to play a melee game, I would play a fighting or hack-and-slash game.
Title: Re: My thoughts and impressions
Post by: Blaine on November 05, 2018, 06:16:01 AM
Well, I've got a bunch of veteran players here giving me often conflicting information. While slightly confusing, it's also a sign that the game is complex and balanced enough for there to frequently be differences of opinion. I guess it's my job to sort through it all and see what works for me. Regardless, I appreciate all of the advice.

Ships without officers will try to close in with PD weapons if it is all that they have.  I tried that with Heron with only dual flak (and all other mounts empty).  Instead of running away while fighters do their job, Heron tries to kiss the enemy with dual flak.

Yeah, that's why I've had my Herons running all tac lasers with the AT Gyros and IPDAI mods, plus graviton beams, since forever. Back when I first designed those loadouts, I for some reason thought that only PD weapons could target fighters, but I discovered that this wasn't the case once I obtained a Falcon XIV, put phase lances in the turrets, set them on auto, and watched them shoot down fighters. At one point I also thought that PD weapons couldn't target proper ships, only fighters and missiles.

Maybe it's just me, but it seems like missiles are a little weak right now outside of 1 vs. 1 bouts, which happen only in the simulator or very early game. Rockets are okay, and torpedoes are great, if they hit their mark. The main function of missiles seems to be as anti-player weapons, since the AI has computer-perfect situational awareness and reflexes, and almost without fail the missiles fly as soon as I hit the active vent button, in far less time than it would it take me to even press 2 and switch to my own missile racks. They're not at all too threatening to deal with; I just find it amusing.

In general, the AI knows just exactly how to manage its flux, pulse its shields, and use its weapons to maximum effectiveness, and of course has absolutely no trouble multitasking and micromanaging, which I suppose is why Alex added a deliberate delay. Otherwise, it would be really aggravating. Of course, the AI has very obvious weaknesses as well, such as a total lack of ability to "think" in strategic abstractions. Also, as you say, the AI can be "tricked" into exposing itself.

Re: Tactical Laser and IPDAI
Tactical Laser is slowish.  Advanced Turret Gyros is a must, and even then, it is still not quite as fast as it should be, unlike (LR) PD Laser.  That costs too much OP in 0.8.x.  Tactical Laser can also be somewhat flux intensive.  Before 0.8, it was better because ships had more OP via skills and LR PD Laser had flux cost of 100 instead of 40.  (If PD Laser was not an option, the only other viable alternate back then was Tac Laser+IPDAI).  Tac Laser plus IPDAI is for long-range prevent PD, not for close-range and high-powered defense.

Tac laser IS fast enough to hit torpedoes and bombers, however, even without AT Gyros, although I typically use AT Gyros when I can. That said, if there's a huge barrage from one direction and they all need to turn, yeah, I've noticed the sluggishness without AT Gyros.
Title: Re: My thoughts and impressions
Post by: TaLaR on November 05, 2018, 06:19:51 AM
Problem with Astral is that you are either locked into piloting it (or Legion) by your skill picks, or you can't make reasonable use of it.
Title: Re: My thoughts and impressions
Post by: Blaine on November 05, 2018, 06:48:22 AM
Problem with Astral is that you are either locked into piloting it (or Legion) by your skill picks, or you can't make reasonable use of it.

Well, you can always use a mod to respec. I haven't done so (yet), but it's an option.

"But that's CHEATING!" some might say. Yeah, well, the unfortunate fact is that specializing in carrier pilot skills limits you to a tiny portion of ships in the game, and carriers don't make amazing player ships without at least some of the pilot-specific carrier skills. In fact, since carriers are some of the most automation-centered ships in the game, it's very effective to leave carriers to officers and just take Fighter Doctrine instead. Of course, then you can't pretend to be flying the Tiger's Claw from Wing Commander.
Title: Re: My thoughts and impressions
Post by: Megas on November 05, 2018, 11:22:39 AM
Most missiles stink for endurance fighting.  Burst damage is fine if you only have one fight against a similar-sized fleet.  So far, my favorite limited missile weapon is Locusts for having lots of ammo and being reliable all-around.

AI does not use Astral as well as player can, but it is still an effective bomber platform that can wreck enemies if protected.  AI seems to treat Legion as a dedicated carrier (by hanging back) even if it is built to brawl.  It is still decent thanks to all of the fighters, but its behavior leaves some to be desired.

I do not like to pilot Astral much because if I want to use it optimally, I need to build specifically for it.  Legion playership is effective with generalist skill set (only fighter skill you need is Fighter Doctrine, which is a must-pick like Fleet Logistics and Loadout Design due to fleetwide boost and Converted Hangar hullmod) or even unskilled.

Quote
Tac laser IS fast enough to hit torpedoes and bombers, however, even without AT Gyros, although I typically use AT Gyros when I can. That said, if there's a huge barrage from one direction and they all need to turn, yeah, I've noticed the sluggishness without AT Gyros.
Tac laser is too slow to zap fast moving targets like Salamanders and some fighters.  I worry about those more than torpedoes.  AI rarely launches torpedoes at my ship unless it is already incapacitated or nearly so.

Quote
Yeah, well, the unfortunate fact is that specializing in carrier pilot skills limits you to a tiny portion of ships in the game, and carriers don't make amazing player ships without at least some of the pilot-specific carrier skills. In fact, since carriers are some of the most automation-centered ships in the game, it's very effective to leave carriers to officers and just take Fighter Doctrine instead. Of course, then you can't pretend to be flying the Tiger's Claw from Wing Commander.
That is one of my biggest gripes with the skill system.  You are married to a ship like a fighter that takes sword specialization is married to his long sword.  You can respec officers (by firing and replacing them) but you cannot respec yourself.
Title: Re: My thoughts and impressions
Post by: Goumindong on November 05, 2018, 02:48:54 PM
If you’re in a paragon(and you have tac lasers and graviton beams).. it isn’t. There is no ship that can dissipate enough flux except another paragon and maybe an SO aurora. And once their shields drop two HIL will eat the armor on a heavy armor’d XIV onslaught in about 5 seconds*

4 TLs get through the shield faster and are still deadly enough against armor due to burst nature. Most things that aren't Onslaught won't notice difference in how fast their armor is stripped, and even for Onslaught it's not too big.

The AI can shield juggle 4 TL. It cannot do so with 2 and 2

Edit: as an example. I cannot finish the last stand with 4x but I can with 2 and 2.
Title: Re: My thoughts and impressions
Post by: Thaago on November 05, 2018, 04:32:04 PM
I would rank a player Onslaught as a better ship than a player Paragon because it rewards aggression with the burn drive - the mobility is too important to pass up. Onslaughts can also mount top tier weaponry like Storm Needlers or Mjolnirs. Tachyon Lances are good, but lacking in comparison.

@Megas
Soloing is of zero importance, so I don't consider whether a ship can solo to be of any value. At all. Dominators cannot solo worth a damn, and they are very strong cruisers. It doesn't matter that the Onslaught does much better with a few other ships in the fleet because... the player has a fleet. I laugh every time when you mention if a ship can solo the simulator or not - its like mentioning whether or not I can catch a duck with clogs on.
Title: Re: My thoughts and impressions
Post by: Megas on November 05, 2018, 05:04:50 PM
If you can solo things in the simulator, you can solo things in the campaign too.  Also, it is possible for ships to get drawn into personal duels from time to time.   Thus, I consider simulator performance very useful for gauging potential campaign performance.

Mjolnirs are good, but player needs to build for them (or put them on Conquest).  They are also very rare (at least as rare as Tachyon Lance), probably require Persean League commission to buy them, or save-scum a fight against a Conquest armed with one.
Title: Re: My thoughts and impressions
Post by: Blaine on November 05, 2018, 06:50:37 PM
This is a bit like the whole "Is the dress black and blue, or white and gold?" sensation from four years ago, except it's about ship loadouts in Starsector. I don't have enough context to decide for myself who I agree with more.

The truth is probably somewhere in the middle: There may be solo duels, or there may not. Ideally, prepare for both things as long as you don't sacrifice too much formation brawling ability for 1 vs. 1 jousting ability, and vice versa.
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 05, 2018, 06:57:10 PM
Mobility and range provide a similar benefit, I do not need to reposition if I can shoot the enemy from where I am. My experience is that most ships the onslaught wants to burn drive towards, the paragon can already shoot from the same position, or by moving for a similar amount of time, and with less risk. This is also somewhat dependent on the AI being stupid and wandering into range. If the AI was more careful to stay out of range, mobility would be much more important.

I've found that storm needlers are not very useful. Nothing in the game except maybe the paragon has enough flux capacity to require the amount of flux it builds on your own ship. Using light/medium needlers in the other ballistic slots seems much more efficient, and achieves the same effect with a little bit better range even. I honestly haven't used them in a while so I could be wrong, but that is my experience.

I also haven't had good experiences with this iteration of the Mjolnir, it just feels too flux intensive for the damage it puts out, at least on the vanilla ships that can mount it. Again, I might be missing something, this is just my experience. It feels like it suffers all the drawbacks of a heavy blaster, except low tech ships have garbage flux stats so magnified.

I'd be happy to hear of some load outs where those weapons work well.
Title: Re: My thoughts and impressions
Post by: Megas on November 06, 2018, 04:00:58 AM
Storm Needler is about as flux intensive as Mjolnir, but with less range, less versatile damage type, and costs more OP than all other ballistics.  The only ship that might have the flux stats to use it for a significant period of time, Conquest, is a bit too fragile to give up shot range when trying to slug it out against battleships.  I prefer Mark IX over Storm Needler for range and flux efficiency, despite terrible accuracy.  At least that can be fired continuously for a while.

Mjolnir is still the ubergun from before, but the only unskilled ship that can fire it for any length of time is Conquest.  Unskilled low-tech ships max out flux too quickly.  Even HAG is a bit flux intensive for low-tech.  Low-tech needs to min-max dissipation and shield efficiency skills before it can use Mjolnir somewhat effectively.  For those builds, Mjolnir ships are very strong.  Legion with dual Mjolnir is noticeably more powerful that a low-skilled one with commonly found weapons.

For Conquest, I like one side to have two Mjolnirs and two dual flak (and medium energy empty) against everything that is not Paragon.  Paragon requires dual Gauss and Maulers on the other side for Conquest to avoid getting slaughtered by it.

Mobility and range provide a similar benefit, I do not need to reposition if I can shoot the enemy from where I am. My experience is that most ships the onslaught wants to burn drive towards, the paragon can already shoot from the same position, or by moving for a similar amount of time, and with less risk. This is also somewhat dependent on the AI being stupid and wandering into range. If the AI was more careful to stay out of range, mobility would be much more important.
Enemies will hover beyond range of a solo Paragon, and that is when wall cheese and possibly fighters from Converted Hangar come in to cheese the AI.  In fleet battles, ships will get distracted and blunder into Paragon's shot range.  If not, well... there is always fighter spam from the rest of your fleet to give those cowards a miserable death.
Title: Re: My thoughts and impressions
Post by: Blaine on November 06, 2018, 04:15:47 AM
Yeah, I think of (and use) the Paragon more as a slow-moving area denial and anti-fighter emitter than as a killing machine, although it does killing too, when it can. With the enemy spread out into a big, wide arc and backpedaling slowly, the rest of my fleet and fighters move in and mop them up without issues because they're almost all filled with max-level officers. A ship with a max-level officer is like having 1.5 ships in one, a truly massive advantage.

Although the AI for some reason is nowhere near as proficient at using the Paragon even with a bounty pilot with many more combat skills than my commander, they are still threatening enough that it's one of the very few times I'll just drag a selection box around my entire fleet (when the time seems right) and right-click to eliminate.

By the way, I did pop APLs onto my Paragon and yeah, they are pretty ideal when it does come time for a focused kill shot, despite the long recharge time. You just have to be deliberate in choosing when and how to use them.
Title: Re: My thoughts and impressions
Post by: Megas on November 06, 2018, 04:19:39 AM
Paragon (piloted by player) is a killing machine too, especially against bigger ships that are too sluggish to escape in time.
Title: Re: My thoughts and impressions
Post by: intrinsic_parity on November 06, 2018, 08:23:23 AM
Mobility and range provide a similar benefit, I do not need to reposition if I can shoot the enemy from where I am. My experience is that most ships the onslaught wants to burn drive towards, the paragon can already shoot from the same position, or by moving for a similar amount of time, and with less risk. This is also somewhat dependent on the AI being stupid and wandering into range. If the AI was more careful to stay out of range, mobility would be much more important.
Enemies will hover beyond range of a solo Paragon, and that is when wall cheese and possibly fighters from Converted Hangar come in to cheese the AI.  In fleet battles, ships will get distracted and blunder into Paragon's shot range.  If not, well... there is always fighter spam from the rest of your fleet to give those cowards a miserable death.

Yeah the value of mobility goes up a lot when you are solo, but in a fleet, range can serve the same purpose since enemies are not necessarily trying to stay out of range.
Title: Re: My thoughts and impressions
Post by: Thaago on November 06, 2018, 10:35:21 PM
The Storm Needler is a fantastic gun for the front center large mount of an Onslaught - I haven't found any other ship that I think its truly good on. The range is short, but as intrinsic_parity pointed out, range and mobility are linked and the Onslaught has a rather nice "press F to get in range" ability. And the payoff for the short range is very large: 750 Kinetic DPS on a single mount for 650 FPS with high accuracy just crushes shielded ships. The per shot damage of 75 isn't huge, but is sufficient (with skills) to rapidly cut through light armor and hulls. It is rare for any frigate or destroyer that is caught in the arc to survive for more than a few seconds.

The Storm Needler, Burn Drive, and the Onslaughts toughness give it an inverted range profile compared to many ships. Burn drive gets the Onslaught into close range on all but the fastest ships without having to "flux duel" their way in. It is effective solo but the ship might take a few hard shots; if you have even a single ally that has caught the enemy's attention (and guns) you can burn drive in without any fear. Once in close range the other ship's shields will be rapidly destroyed by the Storm Needler - as it tries to flee it stays in the range of armor and hull killer guns even once outside the kinetic barrage (can't take TPC's on shields when your flux pool is maxed).

You do need to build with it in mind and watch the flux output of the ship - I often play around extensively with my Onslaught weapon groups in order to manage firepower (generally TPC's in one group as siege/hull killer weapons, storm needler and maybe a few forwards in another, and then side guns in another, and finally Flaks + 2 LAGs). That said, the Storm Needler actually has very good flux "handling". It is a smooth flux buildup with no sudden burst or dump - it won't surprise you into an overload like lances will.

Re: Range vs Speed burst
What a speed burst gives you that range doesn't is the ability to a) ambush ships and b) rapidly re-position to take advantage of an opportunity. Basically any time your allied ships have the attention of an enemy force and you aren't about to get a kill on your current enemies, with a speed burst you can turn away from your current fight, blast in, and absolutely murder the enemy ships that already have high flux. With a Paragon you just can't do that - yes you have a supremely powerful mobile battle station, but you cannot dynamically react to opportunities in combat.

This is somewhat an argument for the Conquest as well as the Onslaught, but I think the Onslaught does it better because of its toughness. A Conquest needs to always be worrying about strike fighters and flanking destroyers because of its poor defense, so it can't always take advantage of rough situations. It needs to pick only the best opportunities. Onslaughts you can just burn straight into an enemy formation of cruisers and physically ram them apart, and usually the ships just won't have the firepower to seriously damage the Onslaught before they are fluxed out and destroyed.