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Starsector => General Discussion => Topic started by: xenoargh on July 08, 2019, 03:57:59 PM

Title: Which ships need more OPs?
Post by: xenoargh on July 08, 2019, 03:57:59 PM
Per this:
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.

Thank you for clarifying, that makes a lot of sense!

I'd love to have some more detailed feedback about the various ships that might be in this position - just increasing the OP across the board doesn't make sense to me (because at that point, we're just moving what "normal" is), but if this is an issue for specific ships, then that's totally different. This probably isn't the thread for it, but if someone wanted to take a stab at it, I would greatly appreciate it.

(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)
Let's go.

I'm going to start by saying, if you take the 10% OPs away... you may as well compute them back in for every ship, or lower Hull Mod prices.  It's going to break pretty much every mod's balance, ever, until they're also raised by 10%.

I also think that OPs could be raised a bit overall without detriment; Hull Mod diversity's pretty lacking, when just a few hit that sweet-spot between Cost and Utility, for the vast majority of ships.  But that's just me.

My personal list:

Lasher, Shrike, Omen, Heron, Enforcer, Medusa, Hound, Brawler, Buffalo Mk. II, Centurion, Cerebus, Gremlin, Gryphon, Kite, Mule, Wayfarer, Venture, Falcon



Justifications:
Spoiler
Lasher: base should be at 60 baseline; it feels starved vs. Wolf.  I always think of these two as the baseline Frigates.
Shrike: needs about 20 OPs to be truly functional for its job.  As it is, it's nearly starving at 88 OPs after the 10%.
Omen: needs at least 10 OPs to be in a good spot; it's surprisingly starved for a specialist ship.
Heron: needs maybe 15 OPs; as it is, even with the 10% bonus, it feels starved to be armed, have fighters and anything else.
Enforcer: really should be above the Hammerhead in terms of OPs; it's worse in almost every other way that matters right now.
Medusa: ditto; personally, I think it needs 10-15 more than the Hammerhead.
Hound: still a joke ship, unless we can mount shields, past early game.  Shame, it was a neat sniper back in the day.
Brawler: still feels curiously underpowered for anything, unless we're talking the free-SO Pather version, which is actually useful.
Buffalo Mk. II:  see Hound.
Centurion: looks good on paper, but is actually OP-starved; it needs more efficiency to make up for its crazy-bad turrets.
Cerebus:  see Hound.
Gremlin:  not quite enough OPs to get it done.  Needs about 10, would be actually attractive at 15.
Gryphon:  used to be cool.  Needs 15-20 so that it can do something once it's out of ammo.
Kite:  10 more OPs would make it less of a one-trick pony.
Mule:  one of those "fighting freighters", but it just can't.  Needs 20 OPs.
Wayfarer:  see Mule; maybe needs 10, but 15 wouldn't be ridiculous.
Venture:  make it great again.  Needs 25-30 to get there; has to be able to do something with the shields and Heavy Armor.
Falcon:  veeeeeeeery cuspy ship.  Thaago will probably disagree, but I think it needs 15.
[close]
Title: Re: Which ships need more OPs?
Post by: wei270 on September 18, 2019, 01:06:32 PM
i actually would just like the hull mods be 10% cheaper this way we get incentive to try to play with them
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 18, 2019, 01:18:35 PM
But almost any ship gains more from integrating 2 free hullmods with story points in next version than 10% we have now. Could take ITU+Hard Shields as reference point valid for majority of ships.

Integrated SO would be particularly ridiculous, as the single most expensive hullmod.
Title: Re: Which ships need more OPs?
Post by: Grievous69 on September 18, 2019, 01:34:35 PM
But almost any ship gains more from integrating 2 free hullmods with story points in next version than 10% we have now. Could take ITU+Hard Shields as reference point valid for majority of ships.

Integrated SO would be particularly ridiculous, as the single most expensive hullmod.
I think it's unfair to compare it like that. You could get 10% bonus OP just by spending 3 skill points out of 52, while story points will be a precious resource that'll have a ton of other uses. You could hoard them just for that and eventually have your whole fleet full of built in hullmods but I think that's not what Alex had in mind. I'd rather ships have build variety without any bonus things, than invest something just to make the ship feel adequate.
Title: Re: Which ships need more OPs?
Post by: SCC on September 18, 2019, 01:39:20 PM
We've had this discussion (https://fractalsoftworks.com/forum/index.php?topic=15692.0), funnily enough, two times already! (https://fractalsoftworks.com/forum/index.php?topic=15696) I'm surprised you missed those threads. I bring them up, mainly because I wanted to look them up and I suspect I'm not the only one, who might want to get a little refresher.
I think that instead both Enforcer and Medusa getting a buff, it's the Hammerhead that should get a nerf instead.
How are Centurion's turrets bad? It's pigeonholed into defensive roles, but its armament seems fine.
The remark about Heron not having enough OP for weapons after fitting fights is universal to nearly all carriers in my experience.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 18, 2019, 01:45:20 PM
I think that instead both Enforcer and Medusa getting a buff, it's the Hammerhead that should get a nerf instead.

Wouldn't that just obsolete DEs as class? Hammerhead is the only one I consider for AI use currently (Sunder needs TL+Optics+ITU, which you don't have at stage when it matters), otherwise Falcons make a better DE-analog.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 18, 2019, 02:11:16 PM
I think that non-SO Hammerheads are appropriately strong for their current price. SO hammerheads with Assault Chainguns are insanely powerful. This is both SO being extraordinarily good on destroyers and the recent ACG changes making them OP.

On topic:
I would not mind a modest reduction in the OP of some of the hullmods, as many of them simply do not have enough of an effect for their OP cost. The 'big ticket' items are reasonably priced though.

In general though, do not need a boost of OP to compensate for the +10% being lost. I played a game recently when I did no tech as a challenge and... it was fine. Ship design was still fun. My ships were still powerful.

Lets see, what ships actually do need more OP... well, I'd say the Shrike needs 5 more, or just get the small ballistic that the pirate version has without a reduction. I disagree with every other ship on the OP's list though.

Enforcer in particular does NOT need more OP. It already has 110, 15 more than a Hammerhead. What the Enforcer desperately, desperately needs is a 1.0 shield (like other low tech) and a slight boost to its base flux stats; from 200 to 250 would be a good start. The ship's defenses are completely crippled by its weak shield: its armor is strong for a destroyer, but still easily destroyed by even medium armor piercers. Its firepower meanwhile is... bad. Really bad. It has a decent missile complement, but it can barely fire 2 medium mounts without fluxing out, and it has no offense booster. +50 base flux will at least help in getting it to power 3 mounts at a time if it uses efficient guns.
Title: Re: Which ships need more OPs?
Post by: ANGRYABOUTELVES on September 18, 2019, 02:50:47 PM
How can you possibly claim that all these perfectly fine ships need more OP, and yet fail to list the Scarab? It's the only ship in the game that actually needs serious buffs.
Title: Re: Which ships need more OPs?
Post by: Wyvern on September 18, 2019, 02:57:15 PM
Hm.  You know what I'd suggest for the Hammerhead?  A modest reduction in top speed; maybe -10 or so.  With its relatively high ordnance point total, if you want a fast Hammerhead, you can put Unstable Injector on it.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 18, 2019, 02:57:57 PM
I wouldn't mind if the +10% OP was made the new standard and the skill was removed entirely. It translates into very significant performance increase across the whole fleet and doesn't feel like an option but one of those skills that you simply need unless you want to make the game harder for yourself. It feels like a fake choice.

My personal list:

Lasher, Shrike, Omen, Heron, Enforcer, Medusa, Hound, Brawler, Buffalo Mk. II, Centurion, Cerebus, Gremlin, Gryphon, Kite, Mule, Wayfarer, Venture, Falcon
Personally I don't agree with most of these suggested ship specific OP increases (presuming this is on top of the the current +10% OP value). In my opinion, not every ship in a class is meant to be equal in combat and that basically seems to be the goal of these suggestions. Here are a few I especially disagree with:

Centurion is my favorite frigate in the game. It's no the best damage dealer but it's incredibly tough. I find it very useful even in the late game capital battles long after I stopped bringing in other frigates that get obliterated in seconds when targeted.

Omen has 24 points worth of integrated hullmods and it only has supply cost of 5/month. It's not meant to be a killer and it works well as support ship as it is.

I think Heron is mainly underwhelming when compared to Drover which is currently the most overpowered ship in the game.

Falcon is cheap, has low maintenance cost and works well as light cruiser. I don't take it into late game battles but it's great bang for the buck and I used it as the main cruiser of my fleet for a long time.

When it comes to armed freighters like Cerberus, Mule, Buffalo Mk.II, Venture etc. I don't think these are even supposed to be optimized for combat as their main use is cargo and utility.

I wouldn't mind some destroyer buffs. I find them the least flexible ship type in the late game as they generally seem to lack survivability, sustainable firepower, range and/or speed to survive. I'm pretty sure they get the rawest deal in hullmod prices as well. Some extra OP could be one way to help them improve at least some of those areas.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 18, 2019, 03:24:22 PM
Per this:
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.

Thank you for clarifying, that makes a lot of sense!

I'd love to have some more detailed feedback about the various ships that might be in this position - just increasing the OP across the board doesn't make sense to me (because at that point, we're just moving what "normal" is), but if this is an issue for specific ships, then that's totally different. This probably isn't the thread for it, but if someone wanted to take a stab at it, I would greatly appreciate it.

(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)

Lasher, Shrike, Omen, Heron, Enforcer, Medusa, Hound, Brawler, Buffalo Mk. II, Centurion, Cerebus, Gremlin, Gryphon, Kite, Mule, Wayfarer, Venture, Falcon



OK so you think the Lasher, Brawler, Hound, Centurion, Cerberus, and Omen need OP buffs... That is every non-phase frigate except the Tempest, Scarab, Hyperion, kite, and wolf. The Wolf is 5 OP and is generally considered weak at the moment. The Tempest is 8 OP and very strong. And the Hyperion and Scarab are almost never used... So like why do these ships need more OP instead of nerfing the tempest?

I really don't understand why the Heron, one of the best carries in the game, or the Gryphon, one of the better finishing cruisers for the AI need more OP
Title: Re: Which ships need more OPs?
Post by: sotanaht on September 18, 2019, 07:42:58 PM
Per this:
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.

Thank you for clarifying, that makes a lot of sense!

I'd love to have some more detailed feedback about the various ships that might be in this position - just increasing the OP across the board doesn't make sense to me (because at that point, we're just moving what "normal" is), but if this is an issue for specific ships, then that's totally different. This probably isn't the thread for it, but if someone wanted to take a stab at it, I would greatly appreciate it.

(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)

Lasher, Shrike, Omen, Heron, Enforcer, Medusa, Hound, Brawler, Buffalo Mk. II, Centurion, Cerebus, Gremlin, Gryphon, Kite, Mule, Wayfarer, Venture, Falcon



OK so you think the Lasher, Brawler, Hound, Centurion, Cerberus, and Omen need OP buffs... That is every non-phase frigate except the Tempest, Scarab, Hyperion, kite, and wolf. The Wolf is 5 OP and is generally considered weak at the moment. The Tempest is 8 OP and very strong. And the Hyperion and Scarab are almost never used... So like why do these ships need more OP instead of nerfing the tempest?

I really don't understand why the Heron, one of the best carries in the game, or the Gryphon, one of the better finishing cruisers for the AI need more OP
Except the Heron is actually the worst dedicated carrier in the game (the other choices being the Drover, Astral, and Legion).  It's better than converted carriers certainly, but that doesn't say much.  Definitely a ship I think needs a buff somehow, because I feel like the Heron should be an "attack" carrier capable of both fighting and fielding fighters, similar to how the Legion is supposed to work.  The Astral and Drover are both fine as just fighter platforms.  Looking at the Heron's op next to the Drover's, it seems to be pretty heavily lacking there.  If there's ONE ship I would like to see with more OP, I'd say Heron.  There are plenty of other ships I think are hot garbage, but the Heron is probably my number one pick for "I would use this if I could just equip it better"

As for Tempest, I think that the other frigates need to be brought up.  Destroyers too for that matter.  The tempest is just barely viable in a late game fleet, whereas pretty much every other frigates (and most destroyers) is just a waste of resources.  I understand the mindset "if everything else is weak, nerf the outlier", but the problem is more along the lines that frigates are weak, not so much a case of all ships.  Unless you'd like to turn around and nerf every capital ship and most cruisers into the ground to compensate, and I don't even think 10% will cut it if you are trying to balance from that end.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 18, 2019, 09:48:28 PM
DP per fighter bay
Drover 7
Legion 10
Astral 7.6
Heron 6.6

Speed
Astral 30
Legion 30
Drover 75
Heron 80

Ship System
Astral (OK recall is the best)
Legion- none
Drover +1 fighter for fighters only
Heron +50% damage

Heron's wreck. They should be the backbone of your bomber force until you get an Astral and maybe even after since they scale better(edit: In the sense that you can more easily apportion them to the threat, not in the sense that they're necessarily more valuable for the DP though they may be)
Title: Re: Which ships need more OPs?
Post by: sotanaht on September 18, 2019, 10:41:04 PM
DP per fighter bay
Drover 7
Legion 10
Astral 7.6
Heron 6.6

Speed
Astral 30
Legion 30
Drover 75
Heron 80

Ship System
Astral (OK recall is the best)
Legion- none
Drover +1 fighter for fighters only
Heron +50% damage

Heron's wreck. They should be the backbone of your bomber force until you get an Astral and maybe even after since they scale better(edit: In the sense that you can more easily apportion them to the threat, not in the sense that they're necessarily more valuable for the DP though they may be)
Drovers are 6 DP per fighter bay (12 dp total), Heron is 50% damage from fighters only, so similar effect to the drover except without the ability to prevent fighter replacement loss.  Drover is also not simply +1 fighter, it adds +2 fighters for wings size 4 and up, in addition to immediately replacing all destroyed fighters or out of ammo bombers.  Drovers are MUCH better than Herons, but of course Drovers are ridiculously OP.

Legion mounts 2 large ballistic guns and has good armor/hull.  I don't particularly like the ship myself, but as a combat carrier it is actually capable of doing that job.  Astrals are straight OP with their ship system and bombers, nothing else even comes close to what they can do.  It might not look like as much on paper, but their recall system keeps bombers grouped together, so not only does it mean more bombing runs faster, but better chances of overwhelming enemy targets and far fewer losses.

The Heron, with only 100 OP for a Cruiser is extremely anemic.  The drover has 70.  So that's only +30 op in order to pay for more expensive hull mods and an extra fighter wing.  Honestly I'm still not sure more OP would be enough, with only a single offensive weapon mount, but it's a start.  Cruiser-level carriers would be nice to have, but there's absolutely no good justification for using a Heron right now.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 18, 2019, 11:52:29 PM
Targeting Feed is all fighters not just fighter fighters. Unless something was changed last update

Quote
Drovers are 6 DP per fighter bay (12 dp total), Heron is 50% damage from fighters only, so similar effect to the drover except without the ability to prevent fighter replacement loss.  Drover is also not simply +1 fighter, it adds +2 fighters for wings size 4 and up, in addition to immediately replacing all destroyed fighters or out of ammo bombers.  Drovers are MUCH better than Herons, but of course Drovers are ridiculously OP.

None of that matters when fighters are deployed though and well. I suppose if you want to face tank the enemy with drovers so you can atropos spam... go right ahead and hope you get lucky.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 19, 2019, 12:13:55 AM
I would like to see Herons get about 10 more OP though, as I often find myself leaving multiple light energy mounts blank. That said...

Herons are better than drovers for strike craft, while drovers are obscenely good for fighters/interceptors. I don't think Drovers make particularly good strike platforms, as the total firepower of a strike is significantly lower.

When it comes to fighter strikes, firepower concentration is key because the strike needs to overcome both the point defense and the shields of the target. A Drover will hit with the power of 2 fighter wings at a time. A Heron will hit with the power of ~4.5 fighter wings at a time because of its system (minus a bit due to point defenses, as shot down ordinance doesn't count for 1.5).

Herons are faster, more DP efficient, have stronger armor, hull, and shields, can mount area denial weapons, and have a better strike punch. In exchange they don't have reserve deployment.
Title: Re: Which ships need more OPs?
Post by: intrinsic_parity on September 19, 2019, 07:35:51 AM
I think having more wings on one ship is significantly more than a linear increase in effectiveness for bombing (i.e. 3 bombers on a ship is more than a 50% increase in effectiveness over 2 bombers). Bombers need more than just numbers, they need timing as well. That's a big part of why the Astral is so ridiculously good, it can sync 6 wings of bombers, which is much better than two ships with 3 wings each. Obviously it also has an OP system, but I would contend it's still much better than two 3 wings ships with the same system would be.

The heron syncs 3 bomber wings while drover only syncs 2, so that gives it a significant leg up for bombing in my book. At the end of the day I'd rather just use astrals for bombers but heron is a decent substitute in the mid game. Drover is clearly better for interceptors though obviously.

It's also worth noting that the heron has a higher top speed than the drover and better defenses (shields, armor, flux stats etc.). Imo, this matters a lot more than weapon compliments. Carriers just need PD and something with long range to ensure they stay out of the fight, survivability is key and the heron is much better than the drover in that area. I still think the heron could use a few more ordinance points, but it's definitely a very usable ship in its current state (although the loss of ordinance expertise may hurt it more than other ships).
Title: Re: Which ships need more OPs?
Post by: Sinosauropteryx on September 19, 2019, 08:14:17 AM
I wouldn't mind if the +10% OP was made the new standard and the skill was removed entirely.
Best idea of the thread IMO, the +10% is what everyone's understanding of ship balance has been based on for a long time.

As a bonus, it makes the early game slightly easier and the late game slightly harder.
Title: Re: Which ships need more OPs?
Post by: Megas on September 19, 2019, 08:18:46 AM
Comments assume Loadout Design 3 taken.  It is the next perk I want after Electronic Warfare 1 in every game I played.

One ship I have trouble outfitting is hard-flux Wolf.  If I want to use Pulse Laser, I need to remove missiles and probably the middle small to have enough OP left to pump up flux stats and get the necessary hullmods.  I feel like I do not have enough OP for Wolf.

Shrike feels OP starved.  I need to leave at least two small mounts empty to get enough OP for essentials.  Funnily enough, I find Shrike (P) easier to outfit because I do not need Expanded Missile Racks to get enough Sabots to fight.  That one hybrid really helps.  Still, I need to leave mounts empty to get what I need.  Shrike and Shrike (P) should merge into one ship, with 80+ OP and one hybrid.

Odyssey is unbalanced.  It has enough OP to get what it needs, not what it wants.  For example, plasma Odyssey for piayer piloting needs two plasma cannons and a ton of dissipation.  Then two good wings and token PD.  Most weapon mounts are empty.  With good piloting, it can outperform any capital except maybe Paragon.  (Don't give that loadout to AI, though.  AI will crash and burn.)  Odyssey was one of the poster children of not enough OP for a classic loadout, but enough for a highly unbalanced but effective loadout (e.g., two plasma cannons and little else).  Other capitals benefit from unbalanced loadouts, but Odyssey can take it to an extreme.

I would like to see Herons get about 10 more OP though, as I often find myself leaving multiple light energy mounts blank. That said...
Same here.  Weapon loadout is spartan and capacitors and flux are minimal.  Unlike Mora, it cannot use cheap but effective ballistics in the smalls.  Heron is a high-tech ship disguised as a midline ship.

With Mora, I can fill all mounts with cheap guns and have OP for either Expanded Deck Crew or Surveying Equipment.  Not with Heron.

Quote
I think that instead both Enforcer and Medusa getting a buff, it's the Hammerhead that should get a nerf instead.
Hammerhead is good where it is, maybe Sunder too.  Enforcer can be buffed a bit.  Medusa may be okay, could either have a bit more OP or maybe have its DP cost lowered to 10 or 11.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 19, 2019, 09:22:54 AM
It seems Medusa is considered underwhelming by many. I find that in simulator battles under AI control it beats other destroyers easily and wins against weaker cruisers like Falcons consistently.

In my experience what it lacks in firepower compared to Hammerhead and Sunder it makes up in shield performance and mobility which I find especially vital (and usually insufficient) for destroyers.

I'm not saying it couldn't use a small buff together with all destroyers but I don't think it currently compares badly to them.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 19, 2019, 10:35:59 AM
AI Medusa can't even approach a decently build Hammerhead (2 rail + HNeedler + either HE / 2 rail + HVD + HMauler). It needs to actively dodge shots with skimmer to win against that, which AI is not capable of.
Of course assuming a fair skill-less fight. A skilled Medusa can kill officer-less Hammerhead alright.
Title: Re: Which ships need more OPs?
Post by: Hiruma Kai on September 19, 2019, 10:46:39 AM
I wouldn't mind if the +10% OP was made the new standard and the skill was removed entirely.
Best idea of the thread IMO, the +10% is what everyone's understanding of ship balance has been based on for a long time.

As a bonus, it makes the early game slightly easier and the late game slightly harder.

Actually, it just makes the early game harder (well after level 6 - which still seems early to me) as well as the late game harder when taken by itself.  Previously, all enemies did not have the +10% OP but you could.  Now you're evening the playing field because every single enemy ship you encounter early on will have more OP than now.

Although the entire point of this discussion is because +10% OP from a skill used in campaigns is going away in favor of story points adding permanent, OP free hull mods.  Suddenly that hardened shield mod that you put on every high tech ship that costs 6/12/18/30 OP can be made OP free.  On a 55 OP Wolf, thats more than 10% OP right there.  On a 95 OP Medusa, thats more than 10%.  On a 165 OP Aurora, 18 OP is more than 10%.  On a 260 OP Odyssey, 30 OP is more than 10%.

So a 10% OP across the board boost on top of story point permenant free hull mods is just shifting the maximum performance of all ships up in the player's fleet compared to our current baseline.

Lastly, I'll point out the entire mission system outside the campaign and all the AI tournaments never had the 10% OP bonus.  Mods were also balanced with that in mind.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 19, 2019, 10:48:56 AM
AI Medusa can't even approach a decently build Hammerhead (2 rail + HNeedler + either HE / 2 rail + HVD + HMauler). It needs to actively dodge shots with skimmer to win against that, which AI is not capable of.
Of course assuming a fair skill-less fight. A skilled Medusa can kill officer-less Hammerhead alright.

That's very specific build for the Hammerhead and seems a weak basis for declaring Medusa weak. The AI won't use the optimal builds and in fleet battles Hammerheads are awfully fragile due to their lacking mobility and weak shields.

All things considered I don't think the current balance between Hammerhead and Medusa is off that much.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 19, 2019, 11:24:44 AM
AI Medusa can't even approach a decently build Hammerhead (2 rail + HNeedler + either HE / 2 rail + HVD + HMauler). It needs to actively dodge shots with skimmer to win against that, which AI is not capable of.
Of course assuming a fair skill-less fight. A skilled Medusa can kill officer-less Hammerhead alright.

That's very specific build for the Hammerhead and seems a weak basis for declaring Medusa weak. The AI won't use the optimal builds and in fleet battles Hammerheads are awfully fragile due to their lacking mobility and weak shields.

All things considered I don't think the current balance between Hammerhead and Medusa is off that much.

Well, there is no point in discussing ship balance based on good build vs bad build comparison. So I always assume best possible mutual counters for such comparisons.
AI Hammerhead can hard counter an AI Medusa (without sacrificing anything, since it just uses it's optimal build), Medusa can't do even a narrowly specialized counter.

Medusa has it's uses as a player ship, but under AI control it's totally not worth it's DP cost.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 11:33:45 AM
1v1 the AI hammerhead can indeed counter a Medusa. 1v1 a conquest cannot fight an Onslaught. All the Onslaught has to do is turn its TPC's and the conquest loses.

This doesn't mean that the Conquest or Medusa are bad. Because combat is not always about isolated 1v1's but the ability to prosecute 2v1's and the continue fighting.

I really like the Medusa. Its a really good AI and player ship
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 19, 2019, 11:45:33 AM
I get your point, but to nitpick: Conquest isn't quite that helpless. Conquest loses to decently built and aggressively Burn driving Onslaught. But should Onslaught lack kinetics or just play too passively it loses alright.
Title: Re: Which ships need more OPs?
Post by: Locklave on September 19, 2019, 11:54:40 AM
More off brand, Atlas Mk II and Colossus Mk 2/3.

Atlas Mk II feels like it should have 50 more OP. That ship is so starved for OP, so many weapon slots, not enough power. I know it's a crappy ship but I'd like it to be slightly less crappy lol.

Colossus 2/3 need like 20 more, they barely even have enough to use half their weapon slots.

Title: Re: Which ships need more OPs?
Post by: mvp7 on September 19, 2019, 12:08:47 PM
NPC ships use variety of builds for all ships, none of them optimal. There are no player vs player battles or even 1 vs 1 battles in the real game. How would it then make sense to balance ships entirely around single highly specialized build that represents the theoretical benchmark maximum of the ship?

Hammerhead might have the firepower to win Medusa in one on one but that would only happen if Medusa allows the Hammerhead to catch it. The AI is actually pretty good at choosing its fights in proper battles if it has the mobility to make that decision.

What really matters is that the ships are balanced based on their actual in-game performance in real game situations so that there are several viable ship classes and builds to choose from. Balancing optimal builds vs optimal builds would be more relevant in competitive multiplayer where that's the kind of battle you would actually be having.
Title: Re: Which ships need more OPs?
Post by: wei270 on September 19, 2019, 12:24:50 PM
i can't agree with that more, every time i send my hammerhead in to battle i have to check its position and status once in a while. every time i send my hardned shield medusa in to battle, i never have to worry about it. in fact it rarely if ever takes hull damage.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 12:39:30 PM
Anyway, enough tearing down other peoples lists. Here is mine

Frigates:

Scarab: This ship simply has a hard time fitting much of anything. And at 8 DP it is wildly expensive for what it does. We compare to the Tempest. Which, while it only has 50 OP also has 225/180 flux dissipation compared to the scarabs 150/90 and a free terminator drone. Which has an IR pulse Laser and PD laser -> 9 OP plus 190 flux/dissipation... and the PD laser fires over allies. The scarab could also be fixed by increasing its flux(this will be a running theme) but extra OP may be a more thematic option fitting with its "experimental" nature (thus rather than having built in mods it has the space to have many options). Thus you would be able to fix the shortcomings via fitting if it had more OP.

Wolf: This might not need more OP it could also use more flux dissipation and/or an omni shield. More OP makes it easier to fit those hull mods though.

Wayfarer: 45 OP for a 5 DP combat freigter is not enough. The Cerberus has 50 and its a 4 DP freighter. Sure the cerb doesn't have a shield(and the wayfarer has a pretty good one) but they have the same cargo capacity and the Cerb has better spare crew capacity. Either way if the wayfarer is 25% more expensive to deploy it needs some OP benefits to that and should be clearly the better combat freighter

Aurora: 165 OP for 30 DP... makes it a bit tough to fit considering the dominator is sitting on 190 for 25 and the eagle 155 for 22. It also just got a pretty significant nerf (50 flux dissipation and 1,000 capacity). The main thing is that because its shield costs so much flux/second it really needs hull mods to mollify that issue(or safety overrides) as a result it ends up being very starved of fitting options. I find this is less of an issue on the Medusa because smaller ships tend to be more specialized and because the Medusa has other options to defend itself from things like missiles. This... on the other hand could be ameliorated by story points so its worth considering whether or not to do it. Safety Overrides is 45 OP for a cruiser and getting that free obviates the majority of cruiser fitting issues.

Colossus Mk 2/3. 55 OP for 8 DP is not enough on a big slow ship. I know that they're supposed to be bad but its almost worse than a regular Colossus with a makeshift hangar. They need destroyer to low destroyer OP, 70-80 at the least. The MK 2 isn't so bad since it gets a free Hammer Barrage and Safety Overrides

Capitals: Capitals are a tough one. I tend to have lots of problems fitting all sorts of capitals with the exception of the Paragon. And this is probably the right option but it can definitely feel bad. Hold off on this since capitals are most likely to be the beneficiaries of story points for free hull mods and those tend to have significant OP implications. A capital could have up to 80 OP for free with any mix of Augmented Drive Fields, Heavy Armor, or it could have a more reasonable 60 OP form a mix of Hardened shields, expanded missile racks, or operations center and a "minimum" of 55 OP from a mix of Hardened Shields/ITU. 55 OP gives an Odyssey an effective 19.6% OP boost. Not as big as the boost you can give an Aurora* but big none the less.

Atlas/Prometheus MK II: Maybe the exception to the capital rule. They have very weak flux dissipation, shields, and armor. But also are hard to fit and are slow. If you think about the power of a ship it can be boiled down to HP multiplied by DPS. If your HP*DPS > enemy you win a brawl. So when you make the Atlas and Prometheus weaker in flux and shields/armor/hull we end up making it twice as weak as we might have thought. Half HP and Half DPS means 1/4 the raw power. Smaller ships make up for this in maneuverability/speed. But bigger ships don't. So these considerations coalesce into ships that don't feel as dangerous as they maybe ought to even though their DP is cruiser level.

They also aren't as likely to be the beneficiary of story points being more likely to be junkers.

*As an aside. Operations Center gets a lot more interesting with story points. Its now reasonable to fit on a frigate that you can still pilot. And you can get some hilarious effective OP boosts as a result. An SO/OC Aurora would gain 45% free OP. A Hardened Shields/OC Omen would gain 115% OP.

I get your point, but to nitpick: Conquest isn't quite that helpless. Conquest loses to decently built and aggressively Burn driving Onslaught. But should Onslaught lack kinetics or just play too passively it loses alright.

Well sure. But we did just have the conversation about comparing things to "optimally fit" ships. The reason the Medusa was discounted as weak was because it could not beat an optimally fit hammerhead in a 1v1. I am discounting that because sim 1v1's aren't terribly informative except for very specific purposes.

edit: didn't want to BOTP my own big ass message :(
Title: Re: Which ships need more OPs?
Post by: Grievous69 on September 19, 2019, 12:51:59 PM
Yeah the Mk II capitals have crazy low OP and you can't even put basic weapons without them fluxing out. They should have downsides since they're low DP, and they have enough of them. They either need better flux stats or more OP.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 12:57:22 PM
Yea the biggest ones on my list are definitely the pirate cruisers/capitals. I know they're supposed to be weak but they have ended up doubly weak. And since they're the least likely to be the beneficiary of story points i think its OK to bump them up.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 19, 2019, 12:58:45 PM
Personally I think better flux dissipation would fit the Mk.II capitals better than more OP. Low OP keeps their weapons and mods fittingly low tier but the current flux stats just leave them dead in the water (vacuum?) as soon as their impressive first fifteen seconds is over.
Title: Re: Which ships need more OPs?
Post by: SafariJohn on September 19, 2019, 01:04:50 PM
FTR, Tempest has TWO Terminator drones now. Each with a PD Laser and IR Pulse Laser.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 01:26:15 PM
FTR, Tempest has TWO Terminator drones now. Each with a PD Laser and IR Pulse Laser.

Oh in that case the scarab totally has enough OP to be the same DP as the tempest :P
Title: Re: Which ships need more OPs?
Post by: Megas on September 19, 2019, 01:46:10 PM
Wolf: This might not need more OP it could also use more flux dissipation and/or an omni shield. More OP makes it easier to fit those hull mods though.
Either more OP and/or better flux stats.  As it is, I need to sacrifice almost everything to get almost enough dissipation to support a pulse laser.  With only more flux stats, Wolf may still be OP starved, but at least it may not need to grab multiple hullmods to make pulse laser usable.

It also just got a pretty significant nerf (50 flux dissipation and 1,000 capacity).
That really did hurt for something that costs 30 DP to deploy.  If I do not want to go the Sabot/Expanded Missile Racks route, then I outfit it like mini-Odyssey.  Two Heavy Blasters, four or five burst PD, and nothing else for weapons.  Everything goes to vents, and flux and shield hullmods.  Just so it can fight decently with two heavy blasters.
Title: Re: Which ships need more OPs?
Post by: Plantissue on September 19, 2019, 01:57:45 PM
A problem with giving a flat +10% OP to ship stats is that some ships will simply struggle to fill up the OP in the early game without the requisite hullmods needed, especially without +20%  maximum flux capacitors/flux.
Title: Re: Which ships need more OPs?
Post by: intrinsic_parity on September 19, 2019, 02:19:40 PM
You want to compare optimally built ships because that's what you will be putting in your fleet. If you have the option of putting a medusa or hammerhead in your fleet, you will be outfitting them both as best you can, so you should compare their best versions. As to whether a 1v1 is a good comparison in the first place, that's much less clear.

I think the hardest part about OP balance is that sometimes ships feel like they don't have enough OP to fit stuff but are still really strong (astral) because they have stats/systems that are really strong and on the other hand I would say the wolf has a reasonable amount of OP but it's stats are just too weak. So ship balance and OP are not really directly correlated, but it still feels bad to not have enough OP, even if the ship is strong.
Title: Re: Which ships need more OPs?
Post by: Plantissue on September 19, 2019, 02:26:44 PM
In general most ships seem to have a fixed amount of OP based on a rough formula of (appropriate OP for all the weapon mounts) + (a fixed amount of OP for the Hull class). This means that ships with loads of weapon mounts that can be left empty for the flux available, often feel more powerful, becuase they have more OP available. Some ships like Hammerhead and Shrike absolutely have much more or less OP than the rest of their ship class.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 02:50:52 PM
Shrike is only 8 DP. It should not have the same OP as the 10+ DP destroyers.
Title: Re: Which ships need more OPs?
Post by: sotanaht on September 19, 2019, 03:02:49 PM
In general most ships seem to have a fixed amount of OP based on a rough formula of (appropriate OP for all the weapon mounts) + (a fixed amount of OP for the Hull class). This means that ships with loads of weapon mounts that can be left empty for the flux available, often feel more powerful, becuase they have more OP available. Some ships like Hammerhead and Shrike absolutely have much more or less OP than the rest of their ship class.
If I were designing the system I wouldn't account for weapon mounts AT ALL for OP, except in rare cases where the ship has some exceptional mount setup (eg oversized mounts for the hull=OP penality, very few/small weapon mounts = op bonus).    I'd start with a flat value per hull class, then modify that value to account for DP, shields, speed, armor, and ship system.  Because you can (and should) leave mounts empty, more mounts just means more OP relative to exactly the same ship if those empty mounts were deleted.  The majority of OP on any strong build goes into flux and hull mods anyway.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 19, 2019, 07:21:40 PM
In general most ships seem to have a fixed amount of OP based on a rough formula of (appropriate OP for all the weapon mounts) + (a fixed amount of OP for the Hull class). This means that ships with loads of weapon mounts that can be left empty for the flux available, often feel more powerful, becuase they have more OP available. Some ships like Hammerhead and Shrike absolutely have much more or less OP than the rest of their ship class.
If I were designing the system I wouldn't account for weapon mounts AT ALL for OP, except in rare cases where the ship has some exceptional mount setup (eg oversized mounts for the hull=OP penality, very few/small weapon mounts = op bonus).    I'd start with a flat value per hull class, then modify that value to account for DP, shields, speed, armor, and ship system.  Because you can (and should) leave mounts empty, more mounts just means more OP relative to exactly the same ship if those empty mounts were deleted.  The majority of OP on any strong build goes into flux and hull mods anyway.

Just change Medusa's small hardpoints from universal synergy and you've already ruined it. Clearly mounts do matter too.
Title: Re: Which ships need more OPs?
Post by: sotanaht on September 19, 2019, 07:27:35 PM
In general most ships seem to have a fixed amount of OP based on a rough formula of (appropriate OP for all the weapon mounts) + (a fixed amount of OP for the Hull class). This means that ships with loads of weapon mounts that can be left empty for the flux available, often feel more powerful, becuase they have more OP available. Some ships like Hammerhead and Shrike absolutely have much more or less OP than the rest of their ship class.
If I were designing the system I wouldn't account for weapon mounts AT ALL for OP, except in rare cases where the ship has some exceptional mount setup (eg oversized mounts for the hull=OP penality, very few/small weapon mounts = op bonus).    I'd start with a flat value per hull class, then modify that value to account for DP, shields, speed, armor, and ship system.  Because you can (and should) leave mounts empty, more mounts just means more OP relative to exactly the same ship if those empty mounts were deleted.  The majority of OP on any strong build goes into flux and hull mods anyway.

Just change Medusa's small hardpoints from universal synergy and you've already ruined it. Clearly mounts do matter too.
The type and placement matters a lot more than the quantity.  Remove all 5 small energies from the same Medusa and it probably won't make any difference at all.

Anyway, the logic of the current system is more mounts=more op, and to use that op on non-weapon stuff means sacrificing something from those mounts.  In actuality ships with fewer mounts have that same sacrifice built in to their design, and should reap the same reward.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 19, 2019, 07:30:23 PM
The medusa can get a lot out of the forward universals but if they were energy or missile only it would not ruin the ship.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 19, 2019, 08:05:10 PM
Both AM blasters and Ion Cannons are legit choices for the small forward turrets on the Medusa. Not on all builds, but on many they work well (or heck, even 1 of each).
Title: Re: Which ships need more OPs?
Post by: goduranus on September 19, 2019, 08:53:44 PM
Or, take advantage of Medusa's superior speed and give it an all AM Blaster build, enhanced with SO or injectors to make it even more deadly.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 19, 2019, 09:28:51 PM
Nah, AM blasters instead of Railguns variant struggles even against sim Medusa (which doesn't make such trade). Player probably could win anyway by skim shield bypass, but it would take most of CR time. In comparison, player piloted Railgun Medusa can kill sim Aurora.
And going SO is bad for Medusa - it can easily secure close combat vents already, SO doesn't give it that much extra flux. You just trade finesse opportunities for short term brute force.

Medusa without Railguns is an opportunist scavenger at most, and can't fight any proper DE builds (without massive skill advantage, SO or Sabots for just 1 kill).
Title: Re: Which ships need more OPs?
Post by: Thaago on September 19, 2019, 10:23:42 PM
There was an excellent SO medusa build in the tourney, I should find that and see how it ticked...
Title: Re: Which ships need more OPs?
Post by: Kelran on September 19, 2019, 11:46:45 PM
DP per fighter bay
Drover 7
Legion 10
Astral 7.6
Heron 6.6
Condor: 5

I tests regarding this(all without LD3).
The only carrier that cant support only tridents + EDC and still have enough weapons to be what I consider good enough was condor(with LD3 it only has 49 OP which isn't enough for 2 tridents), heron and legion were sub-par but acceptable, and drover and astral were good.
Condor can comfortably fit 2 of the 12 OP bombers + EDC and fill all weapon mounts.
Going by the standards I set the only carrier that would need more OP is condor while heron and legion could use more but they would still be ok at their current OP.
Now usually the only ship I put tridents on is Astral and even then 2 slots are typically used for longbows, sometimes I'll put 1 trident on a heron but usually it'll have 3 daggers or khopeshes.
As for drover condor and legion I mostly stick with the 8/10 OP fighters or xyphos(legion only).
Overall I'd say the carriers are only OP starved if you only ever use tridents(at least the way I use them).

Also: medusa with mining blasters, that is all.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 20, 2019, 12:06:54 AM
Nah, AM blasters instead of Railguns variant struggles even against sim Medusa (which doesn't make such trade). Player probably could win anyway by skim shield bypass, but it would take most of CR time. In comparison, player piloted Railgun Medusa can kill sim Aurora.
And going SO is bad for Medusa - it can easily secure close combat vents already, SO doesn't give it that much extra flux. You just trade finesse opportunities for short term brute force.

Medusa without Railguns is an opportunist scavenger at most, and can't fight any proper DE builds (without massive skill advantage, SO or Sabots for just 1 kill).

Railguns duel better yes. But they don't necessarily kill better in actual combat. So its not a surprise that the stand off kinetic damage medusa beats a non-standoff non-kinetic damage medusa. 1v1

And SO Medusa is really really good! It gives you 1200/1080 dissipation which almost lets you consistently run 2 heavy blasters. The extra speed makes it even easier to catch and kill fast frigates when they could otherwise kite you even with the phase skim.

Edit: AM Blasters could probably use an OP cost reduction. Their 20 ammo is effectively infinite (it takes over 3 minutes of constant firing to run out but you could have (slot depending) 4 reapers or 8 hammers in the same-ish OP cost if you had the space. It makes it really hard to fit unless the ship doesn't have other options.
DP per fighter bay
Drover 7
Legion 10
Astral 7.6
Heron 6.6
Condor: 5

I tests regarding this(all without LD3).
The only carrier that cant support only tridents + EDC and still have enough weapons to be what I consider good enough was condor(with LD3 it only has 49 OP which isn't enough for 2 tridents), heron and legion were sub-par but acceptable, and drover and astral were good.
Condor can comfortably fit 2 of the 12 OP bombers + EDC and fill all weapon mounts.
Going by the standards I set the only carrier that would need more OP is condor while heron and legion could use more but they would still be ok at their current OP.
Now usually the only ship I put tridents on is Astral and even then 2 slots are typically used for longbows, sometimes I'll put 1 trident on a heron but usually it'll have 3 daggers or khopeshes.
As for drover condor and legion I mostly stick with the 8/10 OP fighters or xyphos(legion only).
Overall I'd say the carriers are only OP starved if you only ever use tridents(at least the way I use them).

Also: medusa with mining blasters, that is all.

Yes but we were just looking at the dedicated carriers. Condors are indeed great.

That being said i do not understand your test. Tridents are... huge fighters that work best as finishers. They need to be tied to longbows and/or broadswords in order to be valuable and so requiring being able to fit a full compliment AND other equipment seems like a pretty ridiculous cost.

An Astral as an example can definitely not fit much of anything if it runs 6 tridents. And it really should not be able to.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 20, 2019, 12:45:29 AM
Railguns duel better yes. But they don't necessarily kill better in actual combat. So its not a surprise that the stand off kinetic damage medusa beats a non-standoff non-kinetic damage medusa. 1v1

And SO Medusa is really really good! It gives you 1200/1080 dissipation which almost lets you consistently run 2 heavy blasters. The extra speed makes it even easier to catch and kill fast frigates when they could otherwise kite you even with the phase skim.

Player piloting usually allows to overturn quite big disadvantage. Removing Railguns gets to the point where even that isn't quite enough.

SO is hideously expensive in OP and CR time. It's a good AI duel/tournament tie breaker, but not that good in actual fleet combat vs superior numbers of relatively crappy ships. For player Afflictor is a better fast killer than any SO ships, while AI will never exploit full potential.

Non-SO +UI player piloted Medusa already can catch any AI frigate, even Hyperion. It's question of using double/triple skim with correct timing.

There was an excellent SO medusa build in the tourney, I should find that and see how it ticked...

Excellent in that particular matchup. SO Medusa may win against SO Hammerheads used there, but shamefully loses against standard standoff build of Hammerhead.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 20, 2019, 01:11:36 AM
The SO medusa will kill ships faster than an Afflictor can reload. Let alone kill ships.

Like. Sure i can double/triple skim with good timing to catch a frigate... or i could just fly at it and kill it in 1/4th the time or less.
Title: Re: Which ships need more OPs?
Post by: Megas on September 20, 2019, 07:10:39 AM
Overall I'd say the carriers are only OP starved if you only ever use tridents(at least the way I use them).
Aside from Legion, they seem OP starved if I use 8-10 OP fighters and I want enough guns and ITU to trade shots effectively.  The only time I have enough OP to outfit them like warships is if I use only Talons (or Mining Pods), which I tried, and they are not as a effective as a carrier with good fighters and no guns.

Before 0.8a, fighters were more like ships, and carriers were outfitted like warships.  Since 0.8a, when fighters became fancy missiles, most carriers are better served by focusing on fighters and mostly or totally ignoring guns.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 20, 2019, 11:25:29 AM
...

Excellent in that particular matchup. SO Medusa may win against SO Hammerheads used there, but shamefully loses against standard standoff build of Hammerhead.

It shouldn't. Were you doing a default Sim? Because thats a standard personality (and if using autopilot, thats standard personality even if the ship has a different one). SO ships require Reckless, maybe aggressive if you want a cowardly ship, and then they do extremely well.
Title: Re: Which ships need more OPs?
Post by: intrinsic_parity on September 20, 2019, 12:04:45 PM
Condors are too slow to be good carriers (top speed of 40 is awful). They can't escape anything and die too often as a result.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 20, 2019, 01:41:15 PM
...

Excellent in that particular matchup. SO Medusa may win against SO Hammerheads used there, but shamefully loses against standard standoff build of Hammerhead.

It shouldn't. Were you doing a default Sim? Because thats a standard personality (and if using autopilot, thats standard personality even if the ship has a different one). SO ships require Reckless, maybe aggressive if you want a cowardly ship, and then they do extremely well.

I used eliminate order (can't change personality in missions...well without mods). It doesn't seem to be a matter of aggressiveness, they just lose flux war against Hammerhead most of the time.
Rarely Medusa does win, but at significant armor/hp cost and having fully spent CR. Hardly an achievement, considering that it's a one-off duel build fighting a fleet workhorse.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 20, 2019, 02:54:38 PM
...

Excellent in that particular matchup. SO Medusa may win against SO Hammerheads used there, but shamefully loses against standard standoff build of Hammerhead.

It shouldn't. Were you doing a default Sim? Because thats a standard personality (and if using autopilot, thats standard personality even if the ship has a different one). SO ships require Reckless, maybe aggressive if you want a cowardly ship, and then they do extremely well.

I used eliminate order (can't change personality in missions...well without mods). It doesn't seem to be a matter of aggressiveness, they just lose flux war against Hammerhead most of the time.
Rarely Medusa does win, but at significant armor/hp cost and having fully spent CR. Hardly an achievement, considering that it's a one-off duel build fighting a fleet workhorse.

What the heck build are you using? I just put together like 4 variations of simple SO Medusa's and all of them crush the default hammerhead with or without an eliminate order... from the mission menu, so no skills or officers.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 20, 2019, 02:59:20 PM
Medusa scale better into larger fleets than hammerhead. As you pass cruiser/itu level the hammerheads increased damage matters less because it cannot as effectively get in range. Whereas the Medusas maneuverability and shield make more of a difference.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 20, 2019, 03:10:39 PM
What the heck build are you using? I just put together like 4 variations of simple SO Medusa's and all of them crush the default hammerhead with or without an eliminate order... from the mission menu, so no skills or officers.

Better question is what build of Hammerhead I compare against. Sim ones are crap and not representative of what Hammerhead can do.

Spoiler
(https://i.imgur.com/bJpsfaW.png)
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.
[close]


Title: Re: Which ships need more OPs?
Post by: sotanaht on September 20, 2019, 03:35:36 PM
What the heck build are you using? I just put together like 4 variations of simple SO Medusa's and all of them crush the default hammerhead with or without an eliminate order... from the mission menu, so no skills or officers.

Better question is what build of Hammerhead I compare against. Sim ones are crap and not representative of what Hammerhead can do.

Spoiler
(https://i.imgur.com/bJpsfaW.png)
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.
[close]
Sim builds ARE however representative of what AI fleets can do.  I'm pretty sure most sim builds are straight copies of normal AI faction builds. and even if they are "unique" they are still more similar to how the AI builds ships compared to the player.  This isn't a PVP game.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 21, 2019, 03:37:39 AM
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.

Again, this kind of min-maxing is not something that's relevant to the main game or to the balancing. You don't overhaul your ships on the fly to optimize them for a duel against single enemy ship.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 21, 2019, 04:21:48 AM
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.

Again, this kind of min-maxing is not something that's relevant to the main game or to the balancing. You don't overhaul your ships on the fly to optimize them for a duel against single enemy ship.

But do AI ships use salamanders?
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 21, 2019, 04:21:54 AM
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.

Again, this kind of min-maxing is not something that's relevant to the main game or to the balancing. You don't overhaul your ships on the fly to optimize them for a duel against single enemy ship.

Point is trying to find a Medusa that can defeat a Hammerhead no matter what it does with it's build. Which is why exploiting easily fixable flaws doesn't count.
From what I've seen Hammerhead usually wins.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 21, 2019, 04:59:53 AM
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.

Again, this kind of min-maxing is not something that's relevant to the main game or to the balancing. You don't overhaul your ships on the fly to optimize them for a duel against single enemy ship.

Point is trying to find a Medusa that can defeat a Hammerhead no matter what it does with it's build. Which is why exploiting easily fixable flaws doesn't count.
From what I've seen Hammerhead usually wins.

Why? Why does the Hammerhead get to exploit flaws but the Medusa doesn't? Why is the point even "trying to find a Medusa that can defeat a Hammerhead no matter what it does with it's build?

Is the Medusa a good ship? Yes it is. Does it need more OP? Not really no. Does that mean it can 1v1 a hammerhead in mid lane? Yea not sure that matters.
Title: Re: Which ships need more OPs?
Post by: ChaseBears on September 21, 2019, 06:18:36 AM
Agreed on the Heron. I like the ship, but it definitely feels OP starved.

Colossus Mk II needs more OP. I actually like its style of light mortar barrages but even these very light weapons start to get very tight when you are fitting fighters.  Er, i think thats the mk 2..cant remember which is LP and which is P.

A lot of ships suffer from what one might call the Conquest Problem that necessitated its mount discount.  Weapon OP is a fixed cost and weapons not in your main arc typically just arnt as useful.  So a very good way to minmax your ship is to simply not mount weapons in marginal slots.  Arguably this is a problem endemic to the OP system;  every OP is marginally useful so even mounting 2-3 OP guns in broadside slots is inefficient.

The Modest Proposal for fixing it is removing OP from guns and prorating their flux costs accordingly.  Then there'd be no downside to mounting guns in less than optimal slots!

Title: Re: Which ships need more OPs?
Post by: bobucles on September 21, 2019, 06:31:32 AM
I saw a mod ability where every gun of X type had a flat cost reduction when equipped. So for example every ballistic gun cost -2 OP. That kind of ability favors equipping every slot with something, just to use the bonus.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 21, 2019, 07:08:43 AM
Could be nice if there was even lower cost version of point defense weapons at least. Like PD Laser with the damage of LR version or machine gun with limited burst length.

Currently the cost of mounting even the most basic 4 OP weapons to sub-optimal weapon slots quickly eats up a significant amount of points but if there were 1 or 2 OP options it would become much smaller investment while the low base damage would keep them useless against larger enemies.
Title: Re: Which ships need more OPs?
Post by: Grievous69 on September 21, 2019, 07:15:36 AM
Could be nice if there was even lower cost version of point defense weapons at least. Like PD Laser with the damage of LR version or machine gun with limited burst length.

Currently the cost of mounting even the most basic 4 OP weapons to sub-optimal weapon slots quickly eats up a significant amount of points but if there were 1 or 2 OP options it would become much smaller investment while the low base damage would keep them useless against larger enemies.
So just buff Mining laser, simple.
Title: Re: Which ships need more OPs?
Post by: Megas on September 21, 2019, 07:24:12 AM
So just buff Mining laser, simple.
Remove PD Laser, give Mining Laser current PD Laser stats.  Done!
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 21, 2019, 07:26:30 AM
Could be nice if there was even lower cost version of point defense weapons at least. Like PD Laser with the damage of LR version or machine gun with limited burst length.

Currently the cost of mounting even the most basic 4 OP weapons to sub-optimal weapon slots quickly eats up a significant amount of points but if there were 1 or 2 OP options it would become much smaller investment while the low base damage would keep them useless against larger enemies.
So just buff Mining laser, simple.
Yeah pretty much. The damage is too low for even the puniest missiles and its range is also inconveniently long. If left on auto-fire it will end up pointlessly shooting at larger ships. The OP cost of 2 rather than 1 also feels a bit unnecessary considering how much more practical use the 2 and 1 OP missile weapons have.
Title: Re: Which ships need more OPs?
Post by: Megas on September 21, 2019, 07:29:36 AM
The problem with Mining Laser is it needs a ton of hullmods and possibly Advanced Countermeasures 3 to be useful.  By then, the OP spent is comparable to other PD options.  It seems Mining Laser is an alternative if player has a bunch of Mining Lasers and other stuff, but not enough better lasers.  Mining Laser is no Light Mortar.  Current Light Mortar is almost too good at 2 OP, but that is okay.

Also, Mining Laser is nearly as slow as Tactical Laser.  It is not just damage, but also speed, that is problematic with Mining Laser.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 21, 2019, 08:09:03 AM
Main bottleneck of PD beams is dps. Against single missiles, sure more range = more shooting time = more total damage before missile reaches you. But missiles are normally shot in volleys or streams (Squall/Annihilator).

Range is important as cutoff value: too low and you can't intercept Sabots at all. But beside that it's not too important (strictly for anti-missile role).
Hurricane MIRV is pretty much impossible to intercept outside of really specialized loadouts like Paragon with optics BurstPD or IPDAI Tac lasers. But even then MIRV probably won't be intercepted because PD does not prioritize targets - PD will be distracted by closer and less important missiles in 99% cases. It's easier to manually shoot down with TL.

Anyway, low dps + super low efficiency = mining laser is absolute waste OP. I found no situation where same amount of OP isn't better spent on normal PD lasers (yes, even if you fill less slots).
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 21, 2019, 08:49:51 AM
That's good point. Current Mining Laser is pretty much mathematically redundant.

PD lasers does 75 dps for 40 flux over 400 meters. Two Mining lasers do 60 dps for 70 flux over 600 meters. For 1 OP more LR PD would do 50 dps for 30 flux over 800 so it's more flux efficient to take that one point from flux dissipation.

Mining lasers have tiny total damage-over-full-range advantage over other lasers for same OP but the flux efficiency is abysmal and they are unlikely to be on mounts where they could actually concentrate their fire on the same missile.

I guess being ersatz weapon they aren't even supposed to be as good as proper weapons but they could still use a OP price drop or small buff in efficiency or dps.
Title: Re: Which ships need more OPs?
Post by: wei270 on September 21, 2019, 03:10:57 PM
i feel the astro for a top tier carrier could use some love, if you stuff it all with high tech fighters and bomber you will have very little op for anything else. Perhaps that is intended but i do think that it would be more fun if we could have a carrier that can deploy strong high tech fighters and have decent weapons. right now astro seems just a little bit short of that. you either have weapons and ok fighter, or good figher with very little weapons.
Title: Re: Which ships need more OPs?
Post by: SCC on September 21, 2019, 03:15:36 PM
Most, if not all, carriers are like that, not just Astral. It's just that carriers are supposed to use fighters, so it's logical to spend everything on them, and you can spend a lot on them. Having no weapons is not a big issue, if nothing is shooting at you. I think that part of the issue is that all weapons are, at best, 50% more expensive than the baseline (except for light needlers and anti-matter blaster), but most bombers are anywhere from 20% to 200% more expensive, than typical fighters (10 OP wing is the baseline, apparently). No other kind of weapon sees such discrepancy.
Title: Re: Which ships need more OPs?
Post by: Megas on September 21, 2019, 03:29:38 PM
Most, if not all, carriers are like that, not just Astral. It's just that carriers are supposed to use fighters, so it's logical to spend everything on them, and you can spend a lot on them.
That used to be not the case.  I almost want to go back to fighters-as-ships just so carriers can arm themselves like warships like they used to.  I would be totally on fighters-as-missiles if it did not mean carriers give up their guns just to do their job of being a carrier.

The only carrier that can sort of get away with arming like a warship is Legion, but even that often needs to leave many mounts empty, although that is in part due to horrid dissipation (not unlike Onslaught) rather than lack of OP alone.

Condor, Drover, Heron, Astral... no guns! or maybe just few PD beams.  Mora can get by with some cheap guns, but it cannot afford both ITU and Expanded Deck Crew.

P.S.  Assuming fighters remain as missiles, I kind of want to see the return of the hangar space stat from early Starfarer releases, and have that represent fighter-only OP, instead of drawing from one OP pool where carriers must give up guns to use most fighters.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 21, 2019, 03:47:26 PM
Carriers have low OP, need to equip fighters themselves and the pretty much mandatory Expanded Deck Crew, and to use weapons you also need ITU + vents on top of that. Which doesn't really fit.

Whether carriers *need* that extra OP to be able to properly use weapons is another question though. Carriers are powerful enough as is.
Title: Re: Which ships need more OPs?
Post by: Megas on September 21, 2019, 03:56:25 PM
Carriers are strong, but it stinks that in order for carriers to be their best, they need to focus on fighters and nothing else.  If carrier needs to eschew guns to do its job, then that is what gets done.  Before fighters became missiles, player could not do that, nor needed to do that if he could.  (Of course, fighters had no skills back then and were no match for warships with skills.)

For something like Astral, I would like to put pulse lasers or heavy blasters on the medium energy, put missiles in the large mounts, and beam PD in the smalls.  Instead, I may put few burst PD in the medium mounts, maybe salamander pods for missiles.  Or just put nothing but high-end bombers and use no guns on Astral.

However, adding OP will probably do little good.  Carrier will just get bigger fighters or get more hullmods or vents.  That is one reason why I suggested hangar space.  Have OP be for guns and hullmods, and something else for fighters, or just drop OP costs from fighters altogether (and do something about Converted Hangar so it is not auto-pick for warships).
Title: Re: Which ships need more OPs?
Post by: sotanaht on September 21, 2019, 04:10:29 PM
Carriers are strong, but it stinks that in order for carriers to be their best, they need to focus on fighters and nothing else.  If carrier needs to eschew guns to do its job, then that is what gets done.  Before fighters became missiles, player could not do that, nor needed to do that if he could.  (Of course, fighters had no skills back then and were no match for warships with skills.)

For something like Astral, I would like to put pulse lasers or heavy blasters on the medium energy, put missiles in the large mounts, and beam PD in the smalls.  Instead, I may put few burst PD in the medium mounts, maybe salamander pods for missiles.  Or just put nothing but high-end bombers and use no guns on Astral.

However, adding OP will probably do little good.  Carrier will just get bigger fighters or get more hullmods or vents.  That is one reason why I suggested hangar space.  Have OP be for guns and hullmods, and something else for fighters, or just drop OP costs from fighters altogether (and do something about Converted Hangar so it is not auto-pick for warships).
Drop OP cost for guns as well.

Hanger space for fighters, OP for Hull mods and vents/caps, and only flux stats and mounts to regulate guns.  Granted this method is all about taking away control from the player, but in the current version the player prioritizes one to the exclusion of all else.  I think the current method leads to LESS real build variety because most options aren't viable by comparison.
Title: Re: Which ships need more OPs?
Post by: Thaago on September 21, 2019, 05:16:36 PM
It's too obviously vulnerable to Salamanders. If Medusa uses Salamanders, then Hammerhead build changes by -8 caps + 2 Vulcans.

Again, this kind of min-maxing is not something that's relevant to the main game or to the balancing. You don't overhaul your ships on the fly to optimize them for a duel against single enemy ship.

Point is trying to find a Medusa that can defeat a Hammerhead no matter what it does with it's build. Which is why exploiting easily fixable flaws doesn't count.
From what I've seen Hammerhead usually wins.

SO with max caps, 2x pulse laser, 2x ir pulse, 2x ldmg, a few points in vents will beat that Hammerhead 80% of the time, especially when it has the (required) vulcans. The AI uses Salamanders constantly.

Any time the hammerhead isn't perfectly lined up and able to both activate its system and fire from maximum range, it dies. Sometimes in the sim duel, it will take several tries for the Medusa to accidentally dodge the opening Needler burst (which it is capable of doing 100% of the time, but the AI really doesn't know how to use phase skimmer). In real fleet battles though, where fighters and other ships can distract the hammerhead, this kind of opening happens far more frequently. Likewise, if the medusa ever can teleport in while the Hammerhead is high on flux, the Hammerhead dies. Not something that happens much in a duel because there are no outside influences, but something that happens extremely frequently in real battles.

This is a classic example of how a sim duel is a really *** test of ship performance. The ships always approach head on and there are never any asymmetric opportunities for the faster ship to take advantage of. And even then, a duellist SO medusa build wins most of the time.

Finally: why does it matter if a Medusa can win 1v1 against an optimized duellist Hammerhead? The Medusa is so much faster, obviously you are going to use it for hunting small ships or ganging up on larger ones. Its like saying a saw is bad because it can't pound a nail in as well as a hammer.
Title: Re: Which ships need more OPs?
Post by: intrinsic_parity on September 21, 2019, 10:00:47 PM
I think the biggest problem with the medusa for me is that it gets into bad/isolated spots with its mobility and dies. That also doesn't show up in a 1v1.
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 21, 2019, 10:43:50 PM
@Thaago

Yeah, your Medusa build mostly works. I keep forgetting that AI can't do without caps.
In a fleet setting, while Hammerhead may end up more vulnerable if you wait for it, it's not like SO ships can afford to wait.
 
It's trivial to counter if try to piloting the Hammerhead as well - just need to backpedal to prolong approach phase.
Can be countered in AI vs AI too, by changing both front mediums to HAC (OP-cheaper and has almost no risk of being dodged like HNeedler). By doing so Hammerhead has finally to sacrifice at least something. Despite being a kinetic-only build, it's surprisingly viable.

Overall, an AI Medusa is just sad to look at. It could do so much better with proper use of skimmer.
Title: Re: Which ships need more OPs?
Post by: Goumindong on September 22, 2019, 11:55:04 PM
That is nonsense TaLaR. We're not arguing what is better or worse just that the Medusa indeed does not need more OP to be strong. That SO is a strong build on it etc. Its not about constructing a situation in which the hammerhead or medusa wins because you want it to be better
Title: Re: Which ships need more OPs?
Post by: intrinsic_parity on September 23, 2019, 07:27:34 AM
Ships are balanced against one another and they are competing for slots in your fleet. The strength of a ship is always relative to other ships. Medusa costs more DP, more money, more supplies per month, and is rarer than the hammerhead, so it should be stronger, but it's clearly not IMO. The only thing it is better at is killing frigates which is nothing to write home about. I can't really justify buying one when I can easily get ships that are clearly better, that's the problem.

Also, SO hammerhead is much better than SO medusa at killing anything other than frigates, and it's still pretty decent at killing frigates. If I am going for hyper aggressive SO fleets, medusa is not my choice. If I am going for steady sustained fleets, medusa is not my choice.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 23, 2019, 08:15:06 AM
Legion, especially the XIV variant can be equipped as battleship first and a carrier second and it will perform great in fleet combat setting. In most other cases it makes more sense to invest highly to fighters/bombers and leave weapon capacity to minimum but I don't think there's any sensible way to avoid that being the best approach.

If the ship could be both a great carrier and battleship at the same time it would be almost unavoidably overpowered. If you consider the history of real world carriers they quickly evolved into dedicated aircraft serving role with only defensive weaponry. Apart from some seaplanes/helicopters on smaller ships that are meant for recon and utility, carrier-battleship hybrids never really became a thing.
Title: Re: Which ships need more OPs?
Post by: Plantissue on September 23, 2019, 08:53:35 AM
Medusa is fine. We use sim 1v1 as a basis for comparison, but that all goes out of the window anyways when Talar uses his own personal Hammerhead anyways, thus taking away our common judgement. So we have to go back to our different individual perspectives. Hammerhead seems to be great for facing off other Destroyers. It can take the range 1000 ballistics as support for when you are using Cruisers and larger. Medusas are better outside of an artificial sim environment. Back when it when Medusas were more available, I found Medusas more valuable for longer than Hammerheads. A Hammerhead faces a Capital or a pack of fighters and has to retreat or die. A Medusa faces a Capital and a pack of fighters and also has to retreat or die, but the important difference is that the Medusa can simply get away a lot more easily without dying and can shoot without having to face a particular direction. So localised superiority can be achieved. The Hammerhead is "fast", but it it isn't as survivable as the Medusa and its Phase Skimmer. It also doesn't help that by the time you are using Cruisers, you will be wanting to transfer the rarer medium ballistics to your better ships, leaving the Hammerhead without those elite ballistic weapons and so it may lose its function as support in the fleet, whilst no longer being as useful for a straight combat..
Title: Re: Which ships need more OPs?
Post by: TaLaR on September 23, 2019, 11:11:20 AM
At least fighters part is false. Hammerhead has enough dps to handle some fighters and armor to survive the process, at least with an officer.
AI Medusa will never be able to decently fight a carrier with interceptors.

Take sim Condor with Talons as example: Hammerhead can win on autopilot with moderate armor damage using standard build. Medusa needs either SO (and takes tons of damage) or specialized anti-fighter build (extended, accelerated, front-conversion) that isn't good against other ships.
Medusa may be better at surviving single overwhelming bomber strike (if it reserved skimmer charges, which AI often doesn't), but that's about it.

Player-piloted Medusa is *way* more survivable than a player-piloted Hammerhead, sure (in sense that it's near impossible to corner or catch with unexpected alpha strike). But AI just isn't smart about using skimmer.
Title: Re: Which ships need more OPs?
Post by: mvp7 on September 23, 2019, 01:01:37 PM
Take sim Condor with Talons as example: Hammerhead can win on autopilot with moderate armor damage using standard build. Medusa needs either SO (and takes tons of damage) or specialized anti-fighter build (extended, accelerated, front-conversion) that isn't good against other ships.
Medusa may be better at surviving single overwhelming bomber strike (if it reserved skimmer charges, which AI often doesn't), but that's about it.

I ran the sim and it took my Medusa about 90 seconds to destroy the Condor with Talons and it took less than 5% hull damage in the process. The second run took longer and the Medusa suffered almost 50% hull damage. My Hammerhead build with Heavy Armor did much better which is unsurprising considering fighters are pretty much the only thing that armour is really good against.

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Title: Re: Which ships need more OPs?
Post by: Plantissue on September 23, 2019, 02:08:09 PM
Is this your "standard" or"special" hammerhead? You can't have it both ways. You can't have your own personal specialised Hammerhead for dueling sim and then claim that your Hammerhead can now handle fighters. What are the fighters? What happens in a fleet battle? Maybe a bunch of Talons are depleting your shield whilst something else is shooting your Hammerhead? The Medusa has many turrets and can fight off the fighters. The Hammerhead generally doesn't have many. Maybe you are facing off a fleet with proper bombers? What can the Hammerhead do then?