Fractal Softworks Forum

Starsector => General Discussion => Topic started by: TrashMan on August 31, 2019, 09:18:23 AM

Title: Ship classes balance
Post by: TrashMan on August 31, 2019, 09:18:23 AM
Is it just me or does it seem off?
Capitals are a must, smaller ships cannot compare unless they have a cheap gimmick like phasing, teleporting/time manipulation. This is for two reasons:

1) Capital ship range. Big ships have longer weapon range. The Targeting modules have a greater increase for larger ships. This seems wrong to me. Why would range be determined by ship size, rather than specific weapon?
Should range be completely weapon specific, with larger weapons having more range and the Targeting modules having a fixed weapon increase? That way, a smaller ship with a large mount would have the same range as a capital ship.

2) Big ship mobility modules. Some have them and are a pain in he ass to deal with. Your small ships start getting damaged before they get into range, and they can't retreat fast enough. Mods make this even worse, as a lot of them have such modules. For vanilla, remnant ships are a prime example of cheese. Smaller ships are a walking coffin if brought against them (Radiant being the most cheese, being able to teleport into your formation, blast a frigate/destroyer to bits and teleport out).

Smaller ships simply do not have the shield and armor to stand against capitals and increased range and capital mobility simply make it worse. Just look at the best small ships the player regularly use. They all have such "get out of trouble for free" card gimicks
Title: Re: Ship classes balance
Post by: TaLaR on August 31, 2019, 09:43:22 AM
1) A capital without range advantage can't do anything against a much faster DE. As a DE I'd just attack from exactly max range retreating just a bit when I need to vent. 2 DEs could easily tag-team any capital that doesn't one-shot them with TLs.

2) Radiant is OP and there is nothing else to say about it, but other mobility system's are generally avoidable. AI is just not smart enough to anticipate their use to be able to avoid in time. This mostly means reserving mobility system charges and remaining close enough to allies.

It's not that smaller ships have unusable stats, but they need much more precise range/speed/flux management and threat estimation (how and whom to engage and who should be simply avoided). 'Let's try and see where it goes' that AI practices is not a workable approach in a fight against an overall superior ship.

Plus game mechanics pretty much plain prohibits small ship fleets with 10 officer limit.
Title: Re: Ship classes balance
Post by: Thaago on August 31, 2019, 09:51:18 AM
The game made the choice that bigger ships are slower. With how combat works, this means they MUST have longer range to compensate. Capitals without escorts are still easily swarmed, flanked, and killed by equal DP of smaller craft, its only in a battle line that they stand out.
Title: Re: Ship classes balance
Post by: Grievous69 on August 31, 2019, 10:07:02 AM
Don't forget that small targets are also harder to hit unless you have beams. And I don't get the issue, you need big ships to fight the most difficult enemy in the game currently? Well no ***. That's like complaining why frigates are a thing in early game. Besides, we already know the new skill system will help smaller ships/fleets more than now.
Title: Re: Ship classes balance
Post by: TrashMan on August 31, 2019, 10:36:23 AM
1) A capital without range advantage can't do anything against a much faster DE. As a DE I'd just attack from exactly max range retreating just a bit when I need to vent. 2 DEs could easily tag-team any capital that doesn't one-shot them with TLs.

A capital would still have more long-range firepower, since he has more big guns.

ON a another note, do you think the ship COUNT limit should be replaced by a total FP limit (for player). right now, because max fleet size is determined by a number of ships, everyone endgame fleet is all capitals to make max use of it. But if you run that into a FP limit, then you could have a larger flee of smaller ships.
Title: Re: Ship classes balance
Post by: Grievous69 on August 31, 2019, 10:37:59 AM
1) A capital without range advantage can't do anything against a much faster DE. As a DE I'd just attack from exactly max range retreating just a bit when I need to vent. 2 DEs could easily tag-team any capital that doesn't one-shot them with TLs.

A capital would still have more long-range firepower, since he has more big guns.

ON a another note, do you think the ship COUNT limit should be replaced by a total FP limit (for player). right now, because max fleet size is determined by a number of ships, everyone endgame fleet is all capitals to make max use of it. But if you run that into a FP limit, then you could have a larger flee of smaller ships.

Alex already said he'll be removing the 30 ship hard cap in the next update.
Title: Re: Ship classes balance
Post by: Megas on August 31, 2019, 10:43:55 AM
Alex already said he'll be removing the 30 ship hard cap in the next update.
The penalties for excess will probably be severe like it is for exceeding cargo.  The soft cap will probably be most useful for fleet shuffling immediately after player recovers a bunch of ships or swaps ships at his base.  It stinks not being able to recover ships (dead enemies or that derelict Legion XIV) because you were at the fleet cap.

It is probably less work for Alex for a soft cap than it is to check for everything that plays nice with hard caps and other features hurt by hard caps (like no ship recovery).
Title: Re: Ship classes balance
Post by: Grievous69 on August 31, 2019, 10:47:11 AM
Alex already said he'll be removing the 30 ship hard cap in the next update.
The penalties for excess will probably be severe like it is for exceeding cargo.  The soft cap will probably be most useful for fleet shuffling immediately after player recovers a bunch of ships or swaps ships at his base.  It stinks not being able to recover ships (dead enemies or that derelict Legion XIV) because you were at the fleet cap.

It is probably less work for Alex for a soft cap than it is to check for everything that plays nice with hard caps and other features hurt by hard caps (like no ship recovery).

Wait is that right? I just remember him saying that he'll get rid of it to see how it plays out, since supplies/fuel/crew are already kind of a soft cap. Don't recall seeing anything about penalties.
Title: Re: Ship classes balance
Post by: Tackywheat1 on August 31, 2019, 10:49:12 AM
You forget that capitals also have very high supply and fuel costs as well as slowing down fleet burn speed (something remedied by tugs which use horrific amounts of fuel).
Title: Re: Ship classes balance
Post by: Alex on August 31, 2019, 10:50:29 AM
The penalties for excess will probably be severe like it is for exceeding cargo.  The soft cap will probably be most useful for fleet shuffling immediately after player recovers a bunch of ships or swaps ships at his base.  It stinks not being able to recover ships (dead enemies or that derelict Legion XIV) because you were at the fleet cap.

It is probably less work for Alex for a soft cap than it is to check for everything that plays nice with hard caps and other features hurt by hard caps (like no ship recovery).

This is exactly correct, yeah.
Title: Re: Ship classes balance
Post by: Megas on August 31, 2019, 11:04:16 AM
Wait is that right? I just remember him saying that he'll get rid of it to see how it plays out, since supplies/fuel/crew are already kind of a soft cap. Don't recall seeing anything about penalties.
True, but whenever I exceeded something for cargo due to looting too much, supplies just bleed like crazy (and burn might be slowed), and it is a very good idea to jettison excess as soon as possible to stop the bleeding.  If exceeding cargo is punishing enough that you usually want it to avoid at all costs, I think ships following similar rules would make sense.
Title: Re: Ship classes balance
Post by: Tackywheat1 on August 31, 2019, 11:07:27 AM
Wait is that right? I just remember him saying that he'll get rid of it to see how it plays out, since supplies/fuel/crew are already kind of a soft cap. Don't recall seeing anything about penalties.
True, but whenever I exceeded something for cargo due to looting too much, supplies just bleed like crazy (and burn might be slowed), and it is a very good idea to jettison excess as soon as possible to stop the bleeding.  If exceeding cargo is punishing enough that you usually want it to avoid at all costs, I think ships following similar rules would make sense.

Excess cargo is not always punishing. If I don't have enough cargo space but there is excess supplies I take them on even with the supply cost debuff because they provide a nice buffer
Title: Re: Ship classes balance
Post by: Megas on August 31, 2019, 11:12:05 AM
Quote
Excess cargo is not always punishing. If I don't have enough cargo space but there is excess supplies I take them on even with the supply cost debuff because they provide a nice buffer
If I loot excess supplies, then fine, they get brought alone for the reason you posted.  Usually, it is something like more metal, more fuel, or other junk from salvage or raiding.  I do not want to trade supplies for such trivial junk.  If I bring too many supplies from base and did not check, I redock and put the excess in storage.
Title: Re: Ship classes balance
Post by: Thaago on August 31, 2019, 11:15:51 AM
1) A capital without range advantage can't do anything against a much faster DE. As a DE I'd just attack from exactly max range retreating just a bit when I need to vent. 2 DEs could easily tag-team any capital that doesn't one-shot them with TLs.

A capital would still have more long-range firepower, since he has more big guns.

ON a another note, do you think the ship COUNT limit should be replaced by a total FP limit (for player). right now, because max fleet size is determined by a number of ships, everyone endgame fleet is all capitals to make max use of it. But if you run that into a FP limit, then you could have a larger flee of smaller ships.

But capitals don't, as a rule, have bigger guns, because lower ship classes also have large mounts. And the range difference between medium and small isn't that big. And a lot of the firepower of capitals is in other mounts than just their larges. And there are long range mid sized guns - HVD/mauler come to mind. Not to mention beam spam at 1000 range, though thats less of an issue as its soft flux.

There would need to be a complete rework of the weapon ranges and mount composition of ships to compensate. There would need to be lots more weapons and mount types, because there would need to be a variety of weapons on cruisers/capitals for it not to be boring, but due to the range/speed restrictions they wouldn't be available on smaller ships without severe balance problems. Would cruisers even get capital weapons? If so, then they are faster and longer ranged, not good.

Its a lot of work for marginal gain. We can use years of hard earned knowledge: slower speed --> longer ranged maintains balance.

As a case study, look at the Falcon. It has lower firepower than several destroyers combined with weak defenses for a cruiser, while costing 15 supplies/DP (and 3 fuel/ly). Its ordinance points are low while its hullmods are full cost, and its flux stats are nothing special. What it has however, is range and speed combined: even with all of the deficiencies I listed, the range + speed combo makes it a darn good ship against every class of enemy.

For the side note: Personally, I think the combat system fails to work when the battle is too crowded - ships get in each other's way, pathfind strangely, and just generally the AI derps out and fails to make good choices because its too crowded. While it is a bit 'gamey' to limit the ship numbers, because I feel that it makes for more exciting, better gameplay, I am a supporter. The only exception is that it also messes up the salvage opportunities for industry fleets - I think the new system fixes that? I hope?
Title: Re: Ship classes balance
Post by: Nysalor on August 31, 2019, 11:19:32 AM
Range being determined partially by ship size makes perfect sense; remember, this is space. Nothing ACTUALLY has a maximum range, just a range beyond which targeting error makes it vanishingly unlikely to hit anything. Bigger ships have more powerful targeting computers, and the spare space and mass to mount specialized hardware that smaller ships can't afford.

For balancing purposes, too, it makes good sense that your big slow line-holding ships have longer range than the fast light flaming and harassing ships - and the way flux works means that even with longer range, if four or five smaller ships get the chance to gang up on a capital they can tear it apart pretty quickly.
Title: Re: Ship classes balance
Post by: Megas on August 31, 2019, 11:24:26 AM
Another big advantage for Falcon over destroyers aside from range:  PPT.  I generally bring Falcons instead of destroyers because I need something that can fight for a while without needed to retreat due to not enough PPT.
Title: Re: Ship classes balance
Post by: Goumindong on August 31, 2019, 11:37:37 AM
A wolf costs 5 points to deploy. It has 150(250) dissipation, 2250 capacity, and a medium energy slot. A conquest costs 40 points to deploy. So you get 8 wolf for every one conquest*.

The conquest has 1200(1700) dissipation and 20,000 cap. So 8 wolf beat its dissipation by 300, which means they have a higher maximum dps. They have slightly less capacity but are also a lot harder to hit

Is 8 wolf worth a conquest? Maybe, maybe not.

What if we start looking at better frigates? 5 tempest? 10 LP Brawlers? Different capitals? Well the conquest has the highest dissipation and lowest deployment point cost of any capital. So everything else is specific to fleet composition. But if frigates has the same range as capitals you would never use capitals.


*strangely this is also perfect alignment with fuel use!
Title: Re: Ship classes balance
Post by: Asherogar on August 31, 2019, 12:08:11 PM
Yeah,I agree with you about braindead capital spam and that game actively encourages it,thats awful and I really hope next update resolve it. But your reasons...

Other peoples already told you about range/hull size,so I just advise you to take a look at the carriers. Drower/Sparks spam specifically. That what you get when armaments used on larger hulls dont have bonuses. Players just find ship with best slots/DP ratio and start spamming it. Why not?

So why capital better then a bunch of frigates with the same DP? I think main reason is that AI's combat awarness greatly decreases with increase of battle scale. AI at the large slow ship with great range has far less reason and opportunities to rush at the bunch of enemies.
Title: Re: Ship classes balance
Post by: Plantissue on August 31, 2019, 03:27:32 PM
Nominally larger range for nominally slower ships is understandable, but the relationship is very warped towards larger range, at least for fleet on fleet action. Non- Safety Override frigates will have to take about 10 seconds of being within capital ship weapon range before getting into range themselves. Sometimes they will even get destroyed on the way out. AI frigates which can't dodge shots, or otherwise have some sort of special ability to otherwise mitigate damage, or suicide into capitals, be obsolete when facing capital ships. The range increase is excessive.

It's not really a problem in that most of the slower ships have lower burn speed, so they are more CP efficient to compensate as long as you don't see a problem that eventually all player fleets will most likely be either "fast enough" or "powerful enough" with nothing in between.

It doesn't help that fleet cap is based on fleet size, not deployment size, so you will naturally gravitate towards capital ships. For instance I rather like to collect the Shepherd in my fleet, but with a 30 ship limit it means that there is only a limited amount of slots to take per battle cap, and I suspect the problem would be even worse for those with large battle size.
Title: Re: Ship classes balance
Post by: Nysalor on August 31, 2019, 04:12:49 PM
I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail. Destroyers have
Title: Re: Ship classes balance
Post by: sotanaht on August 31, 2019, 07:26:00 PM
A wolf costs 5 points to deploy. It has 150(250) dissipation, 2250 capacity, and a medium energy slot. A conquest costs 40 points to deploy. So you get 8 wolf for every one conquest*.

The conquest has 1200(1700) dissipation and 20,000 cap. So 8 wolf beat its dissipation by 300, which means they have a higher maximum dps. They have slightly less capacity but are also a lot harder to hit

Is 8 wolf worth a conquest? Maybe, maybe not.

What if we start looking at better frigates? 5 tempest? 10 LP Brawlers? Different capitals? Well the conquest has the highest dissipation and lowest deployment point cost of any capital. So everything else is specific to fleet composition. But if frigates has the same range as capitals you would never use capitals.


*strangely this is also perfect alignment with fuel use!
The part you forget in dps race terms is that one side dies.  If 8 Wolfs fought a Conquest in exactly even terms, the Wolfs would lose every single time, because once the Conquest has destroyed 1 wolf they lose 1/8th of their DPS, meanwhile the Wolfs can't reduce the Conquest's DPS until they completely destroy all 8/8ths of it.  In practice what tends to happen is that frigates die before they even get close to the Capital.

Another issue is Armor.  Obviously your numbers weren't taking into account armor/hull values, but the simple fact is that medium and small guns rarely do much damage to cruiser or capital-grade armor in the first place.  Not simply a battle of "who has more armor", but rather small guns are all but negligable and mediums take a very very long time to do any damage.  In practice you also have to deal with armor zones.  A swarm of frigates will be fighting the capital ship from all sides, meaning they will be evenly damaging the armor on all sides.  A capital will usually end up focusing a single point on the enemy's armor, leading to faster kills even with the same weapons/flux/armor/hull stats.

Ultimately, I think that even without the range extensions, Capital ships win out in nearly every metric.  This comes out in practice as well, as I often don't equip DTC/ITU at all on my capitals, and I still consider them more valuable than a swarm of frigates.  So in other words the range difference isn't actually necessary to balance frigates vs capitals, as the capitals already have plenty of advantages.  I think that if DTC/ITU didn't exist at all, things might actually be more balanced between capitals and frigates.  People would still use capitals, but they would use more small ships as well which are mostly rendered obsolete outside of niche uses as is.  Combat would often require "hammer and anvil" type strategies, where a faster ship flanks and cuts off the retreat of enemy small ships dancing in and out of range.
Title: Re: Ship classes balance
Post by: Tackywheat1 on August 31, 2019, 07:37:57 PM
*has fleet of mudskipper mk IIs armed with gauss cannons*
Title: Re: Ship classes balance
Post by: sotanaht on August 31, 2019, 07:50:33 PM
*has fleet of mudskipper mk IIs armed with gauss cannons*
Fighters.  Not even mass fighters, like 2 wings of fighters will kill that entire fleet.
Title: Re: Ship classes balance
Post by: TaLaR on August 31, 2019, 07:58:31 PM
8 Wolves with player-equivalent quality of piloting would wipe the floor with a player-equivalent Conquest. They'd just need to use skimmer properly and back off when focused (there are 7 others to press attack while you recover). I don't think even if Conquest had combat skills while Wolves didn't that would change the outcome, except maybe corner camping case.

But AI Wolves aren't nearly that good at self-preservation. And while 8 vs 1 is doable scenario for Wolves, 40 vs 5 is not. You can only pack ships so densely (while efficient skimmer usage necessitates somewhat loose formation), not to mention it's above fleet size limit of 30. 40 Wolves is a horribly inefficient deployment due to 10 officer limit as well.
Title: Re: Ship classes balance
Post by: Amoebka on September 01, 2019, 01:33:42 AM
As someone who prefers to spam cruisers over capitals, I feel like this discussion is focusing way too hard on weapon ranges. The main reason I feel forced to not field smaller ships isn't the range disadvantage, it's the ridiculous carrier spam.

Carriers are just blatantly better than anything else right now. Even in AI fleets, that can't spam the optimal drover/spark/lux combo. AI doesn't understand how to deal with fighter clouds, at all. It will fire its main weapons and torpedos at them, mising every single shot, it will turn to face a wing of fighters, exposing their unshielded behinds to 3 dagger wings, etc. Even something as trivial as mining drones greatly increases fleet power, simply because they will mess up with decision making of enemy ships so much, and later game opponents field much scarier things.

Destroyers and frigates simply stand no chance whatsoever in carrier-heavy lategame fights (which is all of them) - they get oneshot by a single bomber fly-by or harassed out of this world by fighters.
Title: Re: Ship classes balance
Post by: Asherogar on September 01, 2019, 02:12:22 AM
As someone who prefers to spam cruisers over capitals, I feel like this discussion is focusing way too hard on weapon ranges. The main reason I feel forced to not field smaller ships isn't the range disadvantage, it's the ridiculous carrier spam.

Carriers are just blatantly better than anything else right now. Even in AI fleets, that can't spam the optimal drover/spark/lux combo. AI doesn't understand how to deal with fighter clouds, at all. It will fire its main weapons and torpedos at them, mising every single shot, it will turn to face a wing of fighters, exposing their unshielded behinds to 3 dagger wings, etc. Even something as trivial as mining drones greatly increases fleet power, simply because they will mess up with decision making of enemy ships so much, and later game opponents field much scarier things.

Destroyers and frigates simply stand no chance whatsoever in carrier-heavy lategame fights (which is all of them) - they get oneshot by a single bomber fly-by or harassed out of this world by fighters.
There was a post about fighters, missiles and PD,but in short:PD right now - useless garbage. Only decent one is flak cannon and thats a medium ballistic slot and again its only decent. Fighters need to be put in pseudo 3D,like give them huge evasive chance against primary weapons,but also make them a lot more fragile. And yeah,give PD a buff so they can effectively fight off fighters.
Title: Re: Ship classes balance
Post by: TaLaR on September 01, 2019, 02:16:19 AM
Carriers are just blatantly better than anything else right now. Even in AI fleets, that can't spam the optimal drover/spark/lux combo. AI doesn't understand how to deal with fighter clouds, at all. It will fire its main weapons and torpedos at them, mising every single shot, it will turn to face a wing of fighters, exposing their unshielded behinds to 3 dagger wings, etc. Even something as trivial as mining drones greatly increases fleet power, simply because they will mess up with decision making of enemy ships so much, and later game opponents field much scarier things.

Destroyers and frigates simply stand no chance whatsoever in carrier-heavy lategame fights (which is all of them) - they get oneshot by a single bomber fly-by or harassed out of this world by fighters.

Not really on per ship basis (all examples skill-less, without SO):
- Any capital under player control can shutdown and kill an Astral easily. 4x TL Paragon can kill almost all of it's fighters in single failed attack run, then proceed to kill the helpless carrier.
- Any combat cruiser can kill Heron or Mora. Most of them can kill some Astral builds too, if they try hard enough.
- Most DEs can kill a Drover easily enough (but not Medusa and Shrike, these are extremely vulnerable to fighters).

Advantage of carriers comes from easy stacking and AI being incompetent at countering fighters: you just need to either shoot them down on approach or in some cases just accept damage and rush the carrier.
AI simply doesn't use main guns efficiently enough to clear fighter swarms, surely at least Devastator is designed explicitly to do exactly that (just checked once more, Devastator is funnily enough, horrible at the job, just gets blocked by flares).
Title: Re: Ship classes balance
Post by: Grievous69 on September 01, 2019, 02:22:06 AM
As someone who prefers to spam cruisers over capitals, I feel like this discussion is focusing way too hard on weapon ranges. The main reason I feel forced to not field smaller ships isn't the range disadvantage, it's the ridiculous carrier spam.

Carriers are just blatantly better than anything else right now. Even in AI fleets, that can't spam the optimal drover/spark/lux combo. AI doesn't understand how to deal with fighter clouds, at all. It will fire its main weapons and torpedos at them, mising every single shot, it will turn to face a wing of fighters, exposing their unshielded behinds to 3 dagger wings, etc. Even something as trivial as mining drones greatly increases fleet power, simply because they will mess up with decision making of enemy ships so much, and later game opponents field much scarier things.

Destroyers and frigates simply stand no chance whatsoever in carrier-heavy lategame fights (which is all of them) - they get oneshot by a single bomber fly-by or harassed out of this world by fighters.
There was a post about fighters, missiles and PD,but in short:PD right now - useless garbage. Only decent one is flak cannon and thats a medium ballistic slot and again its only decent. Fighters need to be put in pseudo 3D,like give them huge evasive chance against primary weapons,but also make them a lot more fragile. And yeah,give PD a buff so they can effectively fight off fighters.

And yet some people still don't understand clearly. PD is NOT meant to destroy fighters quickly. Sure Burst PD can kill them without much trouble but it would be stupid just to equip a couple of PD Lasers and then be immune to fighters. I don't get why people have these crazy suggestions in which the whole mechanics of the game have to be changed, introduce RNG in combat to make it frustrating and more needlessly complex, for basically no gain. Put actual weapons that are good vs fighters then see how quickly they die.
Title: Re: Ship classes balance
Post by: Amoebka on September 01, 2019, 02:24:55 AM
under player control

Sorry, but I feel like this invalidates a big part of your argument. 1 vs 1 fights in sim with player control and actual in-game battles have nothing in common. Any player can beat an Onslaught with a single Tempest in sims, but you can only control 1 Tempest in a fight - and your AI companions aren't nearly as capable.

You can't really just compare raw stats when you are talking game balance. The absolute majority of ships in any given fight are AI-controlled, so the ease of use for AI is a huge stat in itself. Carriers are super easy for AI, big ships are somewhat easy, and small ships are impossible. There's your reason for why capitals are better.
Title: Re: Ship classes balance
Post by: Asherogar on September 01, 2019, 03:29:24 AM
And yet some people still don't understand clearly. PD is NOT meant to destroy fighters quickly. Sure Burst PD can kill them without much trouble but it would be stupid just to equip a couple of PD Lasers and then be immune to fighters. I don't get why people have these crazy suggestions in which the whole mechanics of the game have to be changed, introduce RNG in combat to make it frustrating and more needlessly complex, for basically no gain. Put actual weapons that are good vs fighters then see how quickly they die.
Okay,Ill admite I was not very clear with my suggestions,but you are really exaggerate. I never suggested buffing PD to that extend. And can you please tell me about this secret weapons that good vs fighters? I find a really hard time find such weapons aside from Locusts and my own fighters. Usually its more effective to just use your primary weapons to deal with incoming fighters or
spam Locusts if they already swarming you. Far more effective than rely on PD/Anti-air to have a chance to deal with lone half-dead interseptor.
Title: Re: Ship classes balance
Post by: Grievous69 on September 01, 2019, 04:12:29 AM
Okay,Ill admite I was not very clear with my suggestions,but you are really exaggerate. I never suggested buffing PD to that extend. And can you please tell me about this secret weapons that good vs fighters? I find a really hard time find such weapons aside from Locusts and my own fighters.

Literally every beam weapon in the game (Graviton might be a bit slow for that but when massed works), Railguns, Pulse lasers (small ones are also good), Autopulses, HAG, Devastator, Heavy Mauler, Mjolnir especially melts them. Basically everything that has good accuracy and decent projectile speed. There are of course more weapons suited for that but these first came to mind.

Title: Re: Ship classes balance
Post by: TaLaR on September 01, 2019, 04:18:50 AM
Plasma Cannons and TLs are the best ways to clear approaching fighter swarm. Of course, either your ship is already built around these or you can't fit them, so it's not something you could tweak just to counter fighters.
Title: Re: Ship classes balance
Post by: Tackywheat1 on September 01, 2019, 05:22:33 AM
Heavy/Storm needlers :D
Well they actually aren't that effective vs Broadsword wings but they sure look cool while wiping out daggers
Title: Re: Ship classes balance
Post by: Asherogar on September 01, 2019, 05:31:19 AM
Okay,Ill admite I was not very clear with my suggestions,but you are really exaggerate. I never suggested buffing PD to that extend. And can you please tell me about this secret weapons that good vs fighters? I find a really hard time find such weapons aside from Locusts and my own fighters.

Literally every beam weapon in the game (Graviton might be a bit slow for that but when massed works), Railguns, Pulse lasers (small ones are also good), Autopulses, HAG, Devastator, Heavy Mauler, Mjolnir especially melts them. Basically everything that has good accuracy and decent projectile speed. There are of course more weapons suited for that but these first came to mind.

THAT's exactly my point! All this weapons (aside from Devastator) designed to deal with SHIPS,not small aircraft. Why even bother to use specific PD/Anti-air weapons when you can use your regular weapons with the same result or even better and also dont lower your combat effectivness against other ships? Why even bother with kinetic/HE damage types,lets just make all weapons deal energy hard flux damage,all this damage and defence types just meaningless overcomplication *sarcasm*

And about Devastator. Its feels awkward. I think better make flak cannon with highther rate of fire then this
Title: Re: Ship classes balance
Post by: Innominandum on September 01, 2019, 06:20:08 AM

Alex already said he'll be removing the 30 ship hard cap in the next update.

hard cap ?
"maxShipsInFleet":30,
"maxShipsInAIFleet":30,

settings.json Lines 482+
Haven't tried changing it, but now ill do

Yea invasion fleets with more than 50 ships not counting fighters start to spawn after you set it to 60
Title: Re: Ship classes balance
Post by: Grievous69 on September 01, 2019, 06:20:58 AM
THAT's exactly my point! All this weapons (aside from Devastator) designed to deal with SHIPS,not small aircraft. Why even bother to use specific PD/Anti-air weapons when you can use your regular weapons with the same result or even better and also dont lower your combat effectivness against other ships? Why even bother with kinetic/HE damage types,lets just make all weapons deal energy hard flux damage,all this damage and defence types just meaningless overcomplication *sarcasm*

And about Devastator. Its feels awkward. I think better make flak cannon with highther rate of fire then this

So fighters aren't ships? What are they then, cucumbers? You bother with PD to stop missiles, mines, and enemies with stripped armor like fighters and annoying frigates. If a small ship drops shields, even burst PD can be dangerous for it.
Title: Re: Ship classes balance
Post by: Igncom1 on September 01, 2019, 06:36:12 AM
Yeah fighters are just small ships, which makes fast turn rates and accuracy(or area of effect) important in killing them.

Which PD weapons often have the monopoly on without hull mods. Assault guns are great against armoured fighters, railguns for shielded fighters and energy weapons are in general all right against everything as usual.

The best defence against fighters is your own, I reccormend wasps as they drop lethal mines while fighting and are disposable drones. My personal favourites for dogfighting and very economical.
Title: Re: Ship classes balance
Post by: Megas on September 01, 2019, 10:27:18 AM
What is Devastator?  It is a frigate and destroyer swatter.  It is too bursty to be reliable against missiles (and maybe fighters), and a bit underpowered against large targets.  But it is good for Onslaught at smashing small annoying flankers too big for normal PD to stop quickly.  Flux efficient too!

What are fighters?  Since 0.8a, missiles by another name.  Much like Mjolnir is an energy weapon for a ballistic slot, fighters are missiles for its special slot.
Title: Re: Ship classes balance
Post by: Thaago on September 01, 2019, 10:47:31 AM
Okay,Ill admite I was not very clear with my suggestions,but you are really exaggerate. I never suggested buffing PD to that extend. And can you please tell me about this secret weapons that good vs fighters? I find a really hard time find such weapons aside from Locusts and my own fighters.

Literally every beam weapon in the game (Graviton might be a bit slow for that but when massed works), Railguns, Pulse lasers (small ones are also good), Autopulses, HAG, Devastator, Heavy Mauler, Mjolnir especially melts them. Basically everything that has good accuracy and decent projectile speed. There are of course more weapons suited for that but these first came to mind.

THAT's exactly my point! All this weapons (aside from Devastator) designed to deal with SHIPS,not small aircraft. Why even bother to use specific PD/Anti-air weapons when you can use your regular weapons with the same result or even better and also dont lower your combat effectivness against other ships? Why even bother with kinetic/HE damage types,lets just make all weapons deal energy hard flux damage,all this damage and defence types just meaningless overcomplication *sarcasm*

And about Devastator. Its feels awkward. I think better make flak cannon with highther rate of fire then this

Lets not be hyperbolic and silly - just because the game doesn't slot fighters into the preconceived boxes of 'ships' and 'aircraft' doesn't mean that everything is suddenly meaningless. Fighters are just small ships that are hyper specialized for combat - no cargo, no extra crew, no travel drive - while also being small enough to be built quickly in carrier based auto-factories.

PD is for anti missile and for protection against strike bombers - it also deals ok/low damage to fighters, especially when massed. Anti-fighter need high turn rate and accuracy, which IS a tradeoff for nearly all weapons.
Title: Re: Ship classes balance
Post by: Plantissue on September 01, 2019, 04:01:53 PM
I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail. Destroyers have
Your preconceptions on the names of ship roles has no relevance to a discussion on game balance. In any case, the Afflictor, a frigate is used to face all other warships and quite successfully at that in the player's hands. Someone a while ago tried to mass Tempests successfully and claimed to be able to beat everything. The Omen has a place in a fleet always.
Title: Re: Ship classes balance
Post by: Nysalor on September 01, 2019, 08:13:52 PM
I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail.
Your preconceptions on the names of ship roles has no relevance to a discussion on game balance. In any case, the Afflictor, a frigate is used to face all other warships and quite successfully at that in the player's hands. Someone a while ago tried to mass Tempests successfully and claimed to be able to beat everything. The Omen has a place in a fleet always.

Balance-wise, faster ships SHOULD lose a shootout to bigger, slower ships; otherwise, there's no reason to ever take those bigger, slower ships. So one 30-FP capital ship should be able, all things being equal, to take on 6 5-FP frigates and come out on top.

Now, obviously a sufficiently skilled player can beat pretty much anything in the game with pretty much anything in the game, and very fast ships are ideally suited to maximize the skill differential between a player and an AI. But capital ships should absolutely be *** of the walk in combat terms, as superior combat performance is the only justification, either balance-wise or in Watsonian terms, to build a giant, slow, heavily crewed, resource-hogging capital ship instead of a group of small, fast, cheap frigates.
Title: Re: Ship classes balance
Post by: Goumindong on September 01, 2019, 08:31:07 PM
If 8 Wolfs fought a Conquest in exactly even terms, the Wolfs would lose every single time,

If the conquest was set to kill frigates then maybe. But otherwise i put my money on the wolfs.
Title: Re: Ship classes balance
Post by: sotanaht on September 01, 2019, 08:42:52 PM
If 8 Wolfs fought a Conquest in exactly even terms, the Wolfs would lose every single time,

If the conquest was set to kill frigates then maybe. But otherwise i put my money on the wolfs.
"Even terms" in this case meant they were simply exchanging blows as a pure DPS race rather than using mobility to avoid taking damage and micro target availability, I don't think I conveyed that properly.  Wolfs absolutely can take advantage of their mobility, especially the ship system, to win against a Conquest.  The conquest having paper-thin shields and weak armor for a capital doesn't help matters either.
Title: Re: Ship classes balance
Post by: Thaago on September 01, 2019, 10:59:10 PM
If the wolves have an ion cannon like the default, my money is on the wolves. Narrow shield on the Conquest is not great for defeating ion swarms.
Title: Re: Ship classes balance
Post by: TrashMan on September 02, 2019, 02:24:22 AM
I think the biggest problem is forced mechanics that try to "brute-force" a ship into a role, rather than letting their strengths play out naturally.

Quote
A capital without range advantage can't do anything against a much faster DE. As a DE I'd just attack from exactly max range retreating just a bit when I need to vent. 2 DEs could easily tag-team any capital that doesn't one-shot them with TLs.

Why is that an issue? This a FLEET game. The capital will rarely be alone. And even more reason to have your own smaller, faster ships in a fleet.
And 2 DE's might not have enough DPS to tag-team. Remember, IF range depended on mount size (a large autocannon will have a bigger range than a small one), the capital will STILL have a range advantage on the account of more bigger mounts. It only won't be as overwhelming as it is now.

If you increase officer limits and change fleet limits to FP, rather than ship count, mroe diverse fleets would result.

Lastly, you have to think WHY smaller, lighter ships exist to begin with. From costs (abstracted, defense fleet upkeeps do not exist. If each fleet cost you upkeep depending on composition, players would act differently), the abillity to cover area (patrols) and interception/speed (if you persue a fleeing enemy, only smaller, faster ships get to flank)
Title: Re: Ship classes balance
Post by: Grievous69 on September 02, 2019, 02:50:54 AM
Why is that an issue? This a FLEET game. The capital will rarely be alone. And even more reason to have your own smaller, faster ships in a fleet.
And 2 DE's might not have enough DPS to tag-team. Remember, IF range depended on mount size (a large autocannon will have a bigger range than a small one), the capital will STILL have a range advantage on the account of more bigger mounts. It only won't be as overwhelming as it is now.

This has so many flaws it isn't even funny. Yea let's completely *** up the balance by making the Tempest the most broken thing since nothing could touch it unless it had large mounts, Sunder would also be OP due to oversized mounts for its class, Aurora would be even more crap then and so on. And the worst thing, all PD would be utter garbage on capitals. Since most PD is put in smalls and capitals have mounts that are not always in the far front, it wouldn't even be able to shoot before getting hit by a missile or something. Just give this idea a rest, it wouldn't work.
Title: Re: Ship classes balance
Post by: Goumindong on September 02, 2019, 05:50:06 AM
If 8 Wolfs fought a Conquest in exactly even terms, the Wolfs would lose every single time,

If the conquest was set to kill frigates then maybe. But otherwise i put my money on the wolfs.
"Even terms" in this case meant they were simply exchanging blows as a pure DPS race rather than using mobility to avoid taking damage and micro target availability, I don't think I conveyed that properly.  Wolfs absolutely can take advantage of their mobility, especially the ship system, to win against a Conquest.  The conquest having paper-thin shields and weak armor for a capital doesn't help matters either.

But that isnt “even terms”. Its negating the frigates advantage while accentuating the capitals. You could just as well say “even terms means that the ships start at point blank range with their engines facing away from each other” and then wonder why frigates have an advantage.

The conquest also does not have paper thin armor/shields. Its armor is middle of the road for capitals and its sheilds are only a tad weaker than other lowtech options. It also has the second highest dissipation of any ship in the game. If you want to use the high armor onslaught as an example its shields are only marginally better than the conquest but it cannot protect its rear and it has less max vent dissipation than the conquest has base. If you want to compare to a paragon... well i get to bring 4 more wolves for your extra 50 dissipation
Why is that an issue? This a FLEET game. The capital will rarely be alone. And even more reason to have your own smaller, faster ships in a fleet.
a capital without a range advantage has no place in a fleet. It would always be better to take smaller, more maneuverable ships. Possibly even once you hit the fleet cap.
Title: Re: Ship classes balance
Post by: Igncom1 on September 02, 2019, 06:03:56 AM
To be fair you do get a range advantage baked into the larger weapons by default.
Title: Re: Ship classes balance
Post by: Goumindong on September 02, 2019, 06:13:12 AM
To be fair you do get a range advantage baked into the larger weapons by default.

Sometimes. But there are smaller ships that are able to mount larger weapons. Sunders can mount large energy. Mudskippers large ballistic. Medium ballistic contains the second highest range base weapons in the game...

And lets not get into the effect of safety overrides...
Title: Re: Ship classes balance
Post by: Igncom1 on September 02, 2019, 06:21:03 AM
True but I'm alright with that myself.

Those smaller ships are built around those massive guns to their own detriment.

As for smaller sniper like weapons like HVD or Tac Lasers, that's fair.... sorta, as even the larger ships can fit them if they want. But this is just me slitting hairs.

Yeah without a range advantage you'd have to build your battleships for sustainable fire rate over artillery, like fitting a conquest with those HE Gatling guns rather then their usual artillery. Which would be problematic as the guns would often not have the range to shoot past their own hull, let alone the enemy who has their sticking out the front.

I'd highly recommend giving a short range onslaught a go however, tons of fun!
Title: Re: Ship classes balance
Post by: Megas on September 02, 2019, 09:33:22 AM
I'd highly recommend giving a short range onslaught a go however, tons of fun!
It hurts.  Enough that I probably prefer three heavy needlers over one storm needler at the front, just for 800 range instead of 700.  (However, Storm Needler is brutal if enemy is in range.)  I bet 450 or so range from medium heavyweights is even worse.  (I think I tried that once and it was frustrating.)  Does not help that AI seems to love TPCs over all else and behaves accordingly.

During 0.7.1a, I kissed enemies with Dual Flak and Vulcan spam.  Onslaught was much tougher and faster back then with overpowered skills, overpowered enough to solo the whole simulator without armor damage and peak performance to spare.
Title: Re: Ship classes balance
Post by: Serenitis on September 02, 2019, 09:46:10 AM
I'd highly recommend giving a short range onslaught a go however, tons of fun!
For those using Ship & Weapon Pack, there's an IBB ship called Flamebreaker which I politely suggest you consider recovering and flying into battle at least once just for the novelty.
Title: Re: Ship classes balance
Post by: sotanaht on September 02, 2019, 11:39:33 AM
Just a thought, but if larger ships weren't built around range advantage, they could probably have their speed buffed.  Not necessarily to the point where they are equal to frigates at 150+, but the capitals could probably average in the 70-90 range, closing the gap considerably.
Title: Re: Ship classes balance
Post by: Locklave on September 02, 2019, 02:29:52 PM
Just a thought, but if larger ships weren't built around range advantage, they could probably have their speed buffed.  Not necessarily to the point where they are equal to frigates at 150+, but the capitals could probably average in the 70-90 range, closing the gap considerably.

That would be faster then an Enforcer 60 and as fast as a Hammerhead at 90.

70-90 would be Capital ships flying at destroyer speeds.

edit:

Even the Medusa is only 100 speed and it's the fastest destroyer (matched by shrike).
Title: Re: Ship classes balance
Post by: Plantissue on September 02, 2019, 03:49:19 PM
A long time ago I had written that ship ranges and ship speeds should be more normalised closer towards each other, so the kiting and outranging effect would be harder to create and gameplay would flower more nicely. Something like tempest should only be a little faster than wolfs, and slower frigates should be a bit little faster, and so forth with all the ship clases, so in the end Paragon and Onslaughts would be closer to speed 50 and small energy should be range 500 and medium ballistics 650 and so on till the "normal" weapon ranges for large ballistics would be 800.

Back then people argued that it would remove the unique relationship of ship classes. Back then Odyssey and Aurora was a lot slower.

____________

I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail.
Your preconceptions on the names of ship roles has no relevance to a discussion on game balance. In any case, the Afflictor, a frigate is used to face all other warships and quite successfully at that in the player's hands. Someone a while ago tried to mass Tempests successfully and claimed to be able to beat everything. The Omen has a place in a fleet always.

Balance-wise, faster ships SHOULD lose a shootout to bigger, slower ships; otherwise, there's no reason to ever take those bigger, slower ships. So one 30-FP capital ship should be able, all things being equal, to take on 6 5-FP frigates and come out on top.

Now, obviously a sufficiently skilled player can beat pretty much anything in the game with pretty much anything in the game, and very fast ships are ideally suited to maximize the skill differential between a player and an AI. But capital ships should absolutely be *** of the walk in combat terms, as superior combat performance is the only justification, either balance-wise or in Watsonian terms, to build a giant, slow, heavily crewed, resource-hogging capital ship instead of a group of small, fast, cheap frigates.
And what does your your preconceptions on the names of ship roles has on the relevance to a discussion on game balance? None at all, which is why you wrote something that i and others have written and where you pretend it was the point you was making.
Title: Re: Ship classes balance
Post by: Nysalor on September 02, 2019, 04:29:37 PM

I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail.
Your preconceptions on the names of ship roles has no relevance to a discussion on game balance. In any case, the Afflictor, a frigate is used to face all other warships and quite successfully at that in the player's hands. Someone a while ago tried to mass Tempests successfully and claimed to be able to beat everything. The Omen has a place in a fleet always.

Balance-wise, faster ships SHOULD lose a shootout to bigger, slower ships; otherwise, there's no reason to ever take those bigger, slower ships. So one 30-FP capital ship should be able, all things being equal, to take on 6 5-FP frigates and come out on top.

Now, obviously a sufficiently skilled player can beat pretty much anything in the game with pretty much anything in the game, and very fast ships are ideally suited to maximize the skill differential between a player and an AI. But capital ships should absolutely be *** of the walk in combat terms, as superior combat performance is the only justification, either balance-wise or in Watsonian terms, to build a giant, slow, heavily crewed, resource-hogging capital ship instead of a group of small, fast, cheap frigates.
And what does your your preconceptions on the names of ship roles has on the relevance to a discussion on game balance? None at all, which is why you wrote something that i and others have written and where you pretend it was the point you was making.

The point I was making is that this;

A long time ago I had written that ship ranges and ship speeds should be more normalised closer towards each other, so the kiting and outranging effect would be harder to create and gameplay would flower more nicely. Something like tempest should only be a little faster than wolfs, and slower frigates should be a bit little faster, and so forth with all the ship clases, so in the end Paragon and Onslaughts would be closer to speed 50 and small energy should be range 500 and medium ballistics 650 and so on till the "normal" weapon ranges for large ballistics would be 800.

. . . Is a stupid idea, which would in fact damage gameplay. Strong distinctions between ship classes, including in speed and range, are valuable and interesting. 'Normalizing' distinguishing characteristics is something to be avoided as much as is practical, not sought after; reducing variety should be an absolute last resort. I'm frankly puzzled that I even have to mention this in a strategy game forum, but here we are.
Title: Re: Ship classes balance
Post by: Plantissue on September 03, 2019, 02:18:39 AM
Come on now, Nysalor, you don't get to pretend the point you was making was to argue against a post I haven't even posted yet. Just accept that your preconceptions on the names of ship roles has no relevance to a discussion on game balance.
Title: Re: Ship classes balance
Post by: Zeeheld on September 03, 2019, 01:43:28 PM
I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail. Destroyers have

>He tried to apply antiquated naval terminology to Starsector
>Get-A-Load of this guy cam
You do realize that real world naval classification has always tried to keep up with ship development and figuring out what to do with them later? They are completely arbitrary and serve no purpose in this game, and, apart from the broadest possible definitions, in real navies, either, if we're being honest.
If I got your other points right, you would much rather prefer a literally tiered approach to ships? Where capitals would be untouchable by cruisers and down, and cruisers would be immune to destroyers and frigates and so on? Where's the fun in that? Gameplay as it is today is already pushing the player to field bigger ships the more the game progresses, and it kind of makes sense. But that doesn't mean one is limited to Paragon-only in late game.
I fail to see the point in your argument, and it might just be that there isn't really one.
Title: Re: Ship classes balance
Post by: Nysalor on September 03, 2019, 03:46:05 PM
I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail.



You do realize that real world naval classification has always tried to keep up with ship development and figuring out what to do with them later? They are completely arbitrary and serve no purpose in this game, and, apart from the broadest possible definitions, in real navies, either, if we're being honest.

No, not at all. The terminology used for things indicates how the designer is thinking of them, and the role they're supposed to analogize to - obviously not a perfect one-to-one match, but think about it. You could easily refer to spaceships by completely different terminology; they're called frigates, destroyers and cruisers in Starsector for a reason. That's a deliberate analogy.

If I got your other points right, you would much rather prefer a literally tiered approach to ships? Where capitals would be untouchable by cruisers and down, and cruisers would be immune to destroyers and frigates and so on? Where's the fun in that? Gameplay as it is today is already pushing the player to field bigger ships the more the game progresses, and it kind of makes sense. But that doesn't mean one is limited to Paragon-only in late game.
I fail to see the point in your argument, and it might just be that there isn't really one.

Obviously you didn't get my points right; you draw a hugely exaggerated and unsupported conclusion. Please point to where - anywhere - I indicated that larger classes of ships should be 'immune' to smaller ones.

What I said was that 30 FP of capital ship ought to be able to reliably outfight 30 FP of frigates in a shootout, if you stuck them in a 'white room' scenario. And of course this isn't actually a call for change; this is me maintaining that current class balance is broadly in the right place, since that's currently true, and stating that I think changing this relationship would be bad for gameplay. Larger ships being more effective in slugging matches is the whole point of larger ships; if they're not, then there's absolutely no point in having them.

If you'll recall, this whole thread started with the complaint that smaller ships need a 'gimmick' to compete with larger ones in combat, because they generally aren't tough enough to stand up to heavy firepower. Which is correct, and should remain so.

Does that clarify things for you?
Title: Re: Ship classes balance
Post by: TrashMan on September 04, 2019, 04:11:52 AM
Why is that an issue? This a FLEET game. The capital will rarely be alone. And even more reason to have your own smaller, faster ships in a fleet.
And 2 DE's might not have enough DPS to tag-team. Remember, IF range depended on mount size (a large autocannon will have a bigger range than a small one), the capital will STILL have a range advantage on the account of more bigger mounts. It only won't be as overwhelming as it is now.

This has so many flaws it isn't even funny. Yea let's completely *** up the balance by making the Tempest the most broken thing since nothing could touch it unless it had large mounts, Sunder would also be OP due to oversized mounts for its class, Aurora would be even more crap then and so on. And the worst thing, all PD would be utter garbage on capitals. Since most PD is put in smalls and capitals have mounts that are not always in the far front, it wouldn't even be able to shoot before getting hit by a missile or something. Just give this idea a rest, it wouldn't work.

What? You're not making sense.
Why would the PD suddenly not have range? How does it magically loose range?
And it sounds like you have no idea what the word "rebalance" means, like it's impossible to...let's say reduce the OP of ships that might end up stronger?
You might want to go back and re-read.
And also, no it would not be broken because I tested if for myself (by editing the hullmods)
Title: Re: Ship classes balance
Post by: TrashMan on September 04, 2019, 04:20:02 AM
Why is that an issue? This a FLEET game. The capital will rarely be alone. And even more reason to have your own smaller, faster ships in a fleet.
a capital without a range advantage has no place in a fleet. It would always be better to take smaller, more maneuverable ships. Possibly even once you hit the fleet cap.

So armor, overall firepower, shielding and flux dissipations are not advantages? Also, it's range advantage wouldn't be gone, only lessened.
Smaller ship usually rely on their mobility to get in close, do a lot of DPS with shorter ranged weapons, then get out.
So what if their one long-range weapon now had the same range as that of an onslaught?
The onslaught has more of everything. That lone weapon won't be nearely enough.

Let's take Onslught vs 2 Sunderers. For the sake of arggument let's say they have the same long-range weapon as the Onslaught. So you have a total of TWO weapons from which they can attack the onslaught - to use others they have to get closer. Meanwhile the Onslaught can use all of it's large weapons. Do you think those two weapons will be enough to flux out and destroy the onslaught?

A 120mm cannon from a cruiser doesn't magically get longer range once you install it on a battleship. Does that mean battleships are useless?
Title: Re: Ship classes balance
Post by: Grievous69 on September 04, 2019, 04:27:32 AM
Let's take Onslught vs 2 Sunderers. For the sake of arggument let's say they have the same long-range weapon as the Onslaught. So you have a total of TWO weapons from which they can attack the onslaught - to use others they have to get closer. Meanwhile the Onslaught can use all of it's large weapons. Do you think those two weapons will be enough to flux out and destroy the onslaught?
Loooooooool Onslaught can use all of its large weapons, kid stop smoking crack please. It has only 3 larges which can't even fire at the same spot so it's 2 vs 2 in your example. And even without your silly changes the Sunders easily win since Onslaught's turn rate is crap. One HIL is enough.
Title: Re: Ship classes balance
Post by: TrashMan on September 04, 2019, 04:29:19 AM
. . . Is a stupid idea, which would in fact damage gameplay. Strong distinctions between ship classes, including in speed and range, are valuable and interesting. 'Normalizing' distinguishing characteristics is something to be avoided as much as is practical, not sought after; reducing variety should be an absolute last resort. I'm frankly puzzled that I even have to mention this in a strategy game forum, but here we are.

Ships classes having distinctions is good, but there's no need to blow it out of proportion. For anyone that studies military history, you should know that many ship were hard to classify and classes overlapped. You did have nations try all sorts of "builds" - including "put the biggest gun you can on a smaller ship".
You had ships like the Iowa, that was the second largest BB ever built, but also the fastest by far (33-35knots), being able to outrun many cruisers.

None of those things made any class obsolete because they NATURALLY played a specific role. When people try too hard to force balance trough numbers rather than logical function and utility, things tend to fall apart.
Title: Re: Ship classes balance
Post by: Grievous69 on September 04, 2019, 04:37:14 AM
Hey mods, can we have a sticky somewhere saying ''Don't use real life logic on a video game''? Gotta love people normally discussing balance of a game when someone comes in and goes ''well achcktually, the US navy...''
Title: Re: Ship classes balance
Post by: Innominandum on September 04, 2019, 04:53:11 AM
   


(https://media.giphy.com/media/l3q2WKLSHUTTgJ7H2/giphy.gif)

Hey mods, can we have a sticky somewhere saying ''Don't use real life logic on a video game''? Gotta love people normally discussing balance of a game when someone comes in and goes ''well achcktually, the US navy...''

(https://media.giphy.com/media/Az1CJ2MEjmsp2/giphy.gif)
Title: Re: Ship classes balance
Post by: Zeeheld on September 04, 2019, 05:25:35 AM
Hey mods, can we have a sticky somewhere saying ''Don't use real life logic on a video game''? Gotta love people normally discussing balance of a game when someone comes in and goes ''well achcktually, the US navy...''
This.
In this game, we are not using real world armaments and fleet battles bear no resemblance to actual naval battles. Also, as one can plainly see from the title of the game alone, it is set is SPESS. By the Emprah!

[...]
Does that clarify things for you?
No, actually. I went and re-read your posts, and if your only gripe is that capitals should be able to stand up to their own DP in firepower, in a simulator, I get it. But that point is so hypothetical, it hardly matters. I mean, sure, 8 Wolves can kill an Onslaught in the sim, but are you going to field nothing but Wolves because of that? And if you do, there are many other drawbacks to that specific strat. Not least of all the fact that your staying power will drastically limited because of the frigates' Peak Operating time. Once the ship cap gets removed, I am sure frigates will become a lot more interesting, but that is a discussion for the future.

I rather think that frigates being nonviable as a line-of-battle combatant in the face of capital ship firepower and range is a feature, not a bug. Frigates have been incapable of facing proper warships as far back as the Age of Sail.

You do realize that real world naval classification has always tried to keep up with ship development and figuring out what to do with them later? They are completely arbitrary and serve no purpose in this game, and, apart from the broadest possible definitions, in real navies, either, if we're being honest.

No, not at all. The terminology used for things indicates how the designer is thinking of them, and the role they're supposed to analogize to - obviously not a perfect one-to-one match, but think about it. You could easily refer to spaceships by completely different terminology; they're called frigates, destroyers and cruisers in Starsector for a reason. That's a deliberate analogy.
Lolno. What is the modern day definition of a frigate, when compared to 70 years ago? What's a destroyer nowadays? Where have all the cruisers gone? Definitions change over time because they are arbitrary.
 
Ship classes in this game only signify hull size, not purpose.
That similar issue has come up in Hearts of Iron 3 Black Ice as well. And even for a time period so limited to the second world war, trying to strictly classify ships by purpose first, then size, has caused terrible headaches and nightmarishly obtuse fleet rosters.
All in all, it's a pointless discussion.
Title: Re: Ship classes balance
Post by: kenwth81 on September 04, 2019, 06:57:12 AM
Capital ships are basically stronger and larger ships. What is the problem? People don't want smaller and weaker ships to attack larger ships in groups?  :-\
Title: Re: Ship classes balance
Post by: Plantissue on September 04, 2019, 08:14:58 AM
By the time you are facing capitals, the fleet cap will usually mean that you cannot attack capitals with groups of non-specialised frigates.

What's the problem? Some of us like to have a role for normal frigates even when facing multiple capital ships in the "end game". A 30 ship cap disincentivise this by not being able to have enough frigates to face down capital ships so you will ever only have a few normal frigates (say 4 for example) in an "end game" fleet. Not only does fleet composition seems to be gearing up towards mass capitals and cruisers, in the battle itself, certain Hullmods gives such a range advantage, those few frigates will never get close enough to even attack the Capital ships safely.

Some of us don't see a problem with that normal frigates are essentially useless in the end game.

And that's why we argue.

That those who see no problem aren't arguing from a gameplay perspective, but their own preconceptions on ship roles is probably a separate issue.
Title: Re: Ship classes balance
Post by: Megas on September 04, 2019, 08:23:01 AM
In some previous releases, frigates were the best class of ship.  0.6.5a was the golden age for large frigate fleets (when you did combat instead of food runs).  It was a release before the fleet cap, and the Logistics cap (along with Navigation) favored small ships.  Also, the biggest fight at that release was a 200k bounty equivalent (and I do not think fleets joining in as one bigger fleet was in yet.)
Title: Re: Ship classes balance
Post by: Thaago on September 04, 2019, 08:31:47 AM
Frigates becoming obsolete at endgame is good game design. If frigates weren't obsolete, people would use the same ships for the entire game (see: wolfpack/tempestpack). There is a lot of nuance and gameplay to figuring out how to outfit and use different ship classes that would not be incentivized.
Title: Re: Ship classes balance
Post by: Grievous69 on September 04, 2019, 08:49:26 AM
Frigates becoming obsolete at endgame is good game design. If frigates weren't obsolete, people would use the same ships for the entire game (see: wolfpack/tempestpack). There is a lot of nuance and gameplay to figuring out how to outfit and use different ship classes that would not be incentivized.
Ikr, what would the point of all various ships be if frigates were equally good in all stages of the game. It's like playing an RTS and then complaining how the expensive units are too good. If a Zerg rush was effective in late game, there would be almost no strategy left.
Title: Re: Ship classes balance
Post by: Plantissue on September 04, 2019, 08:58:43 AM
You obviously don't play Starcraft, Grievous69, otherwise you would know that zerglings are used effectively as main units the entire game, all the way to the late game. That's good game design, where televised tournaments in stadiums are still held for this 20 year old game.

Anyhow, there is a whole possible range of usefulness to discuss for non-specialised frigates between as useful as they are vs other frigates in early game and being totally obsolete by the late game. Why does a whole class of ships (if such a thing can be applied to Wolf and Lasher-like frigates) need to be a total waste of DP and ship slot? How can that be regarded as good game design?

What wrong with changing a few figures so the "hard" counter is changed to be a "softer" counter?
Title: Re: Ship classes balance
Post by: Grievous69 on September 04, 2019, 09:35:40 AM
You obviously don't play Starcraft, Grievous69, otherwise you would know that zerglings are used effectively as main units the entire game, all the way to the late game. That's good game design, where televised tournaments in stadiums are still held for this 20 year old game.

Anyhow, there is a whole possible range of usefulness to discuss for non-specialised frigates between as useful as they are vs other frigates in early game and being totally obsolete by the late game. Why does a whole class of ships (if such a thing can be applied to Wolf and Lasher-like frigates) need to be a total waste of DP and ship slot? How can that be regarded as good game design?

What wrong with changing a few figures so the "hard" counter is changed to be a "softer" counter?
Starcraft was just an example because I played a bit of Zerg, and I didn't use Zerglings in late game as much as in early game (still used them tho). See it's like in Starsector, you could use frigates late game but there are better options. I don't get the need to use non-specialised frigates in late game. Why would you want let's say a Wolf then? I mean you can still use it for smaller battles and pursuits, but why the hell would you deploy a small squishy ship that can't do much damage in a huge fight? It had its uses during a large part of the game, and now it's not the best, where's the problem mate? It just doesn't make sense to weaken everything else just because a handful of people want to see Lashers and god knows what in their fleet fighting Remnants or expeditions.
Title: Re: Ship classes balance
Post by: kenwth81 on September 04, 2019, 09:45:51 AM

What wrong with changing a few figures so the "hard" counter is changed to be a "softer" counter?

I think the point is to encourage people to run mixed fleet. Not encourage people to run Spark Drover fleet or return to the glory days of frigates swarm. Did the game failed at doing that?
Title: Re: Ship classes balance
Post by: Igncom1 on September 04, 2019, 10:18:25 AM
Even if not effective, everything having some kinda purpose just feels nice.

It feels nice to escort my carriers with frigates, but it is surely more effective to escort them with battleships or super carriers. But that doesn't feel very thematic.

Which is why I love faction mods and vanillas type divisions. Low tech and their battle of jutland dreadnoughts. Midline with their BC's and fast carrier groups. High Tech with their super carrier protected by super escorts (and a for fun battleship.)

That stuff feels really cool, even if it doesn't work that way at all.
Title: Re: Ship classes balance
Post by: intrinsic_parity on September 04, 2019, 10:29:35 AM
Frigates have the role of chasing things in pursuit which is valuable enough that I always have some in my fleet. I also think omens are still good in endgame for EM bonus and good pd but you have to remember to retreat them. I sometimes deploy a little pack of 3-4 omens/wolves set to escort one tempest and they consistently go around cleaning up frigates until their cr runs out which is pretty valuable in my experience. Omens and tempests are the only frigates I use by end game though. I think they are in a decent enough spot that there is no need to do anything drastic that throws off the balance of the game.
Title: Re: Ship classes balance
Post by: Plantissue on September 04, 2019, 10:32:25 AM
You obviously don't play Starcraft, Grievous69, otherwise you would know that zerglings are used effectively as main units the entire game, all the way to the late game. That's good game design, where televised tournaments in stadiums are still held for this 20 year old game.

Anyhow, there is a whole possible range of usefulness to discuss for non-specialised frigates between as useful as they are vs other frigates in early game and being totally obsolete by the late game. Why does a whole class of ships (if such a thing can be applied to Wolf and Lasher-like frigates) need to be a total waste of DP and ship slot? How can that be regarded as good game design?

What wrong with changing a few figures so the "hard" counter is changed to be a "softer" counter?
Starcraft was just an example because I played a bit of Zerg, and I didn't use Zerglings in late game as much as in early game (still used them tho). See it's like in Starsector, you could use frigates late game but there are better options. I don't get the need to use non-specialised frigates in late game. Why would you want let's say a Wolf then? I mean you can still use it for smaller battles and pursuits, but why the hell would you deploy a small squishy ship that can't do much damage in a huge fight? It had its uses during a large part of the game, and now it's not the best, where's the problem mate? It just doesn't make sense to weaken everything else just because a handful of people want to see Lashers and god knows what in their fleet fighting Remnants or expeditions.
In Broodwar, there is no better option than to use zerglings in late game for many matchups. Your example was a really terrible analogy as it doesn't even work in the very game you derived it from. But another game strategical usage doesn't matter anyhow. We should talk about starsector, unless you really want to talk about starcraft, in which case I'll be happy to indulge you, but probably bore everyone else.

The problem is not that it is not the best. The problem is that by the end game, it is nearer to being useless than being useful.

Imagine a scale.

1 is how useful the Wolf/Lasher is in the early game.
0 is completely obsolete. A waste of a ship slot.

I think that for a nicer flow of gameplay, it should not be 1, and it should not be close to 0. Does that make more sense? By end game Wolf/Lasher should not be countered completely; they can be inefficient, but should not be almost totally ineffective as they are now that you would almost prefer almost any other ship.

Just to aid clarity and discussion I will write down what I mean by non-specialised or normal frigates. These are frigates you can and would use in an engagement battle in the early game, whether you brought them or salvaged them. They are too slow or lack special abilities that you would want to keep using them in the end game. They include Brawler, Centurion, Cerberus, Hound, Kite, Lasher, Vigilance, Wayfarer, Wolf. Lasher/Wolf is the most popular and powerful of these non-specialised ships.

The Phase ships are specialized ships as is the Monitor and Omen due to their excellent ship systems in the player's hands. Tempest is also excluded because it is unusually fast and manoeuvrable as is the rare Scarab, and so is able to get out of danger easily. These ships coincidently will always be prefered for the role of pursuit instead of non-specialised frigates.


Caveat: For all we know, once the new escort order is implemented, frigates might regain a role in the end game again. Creating the "ideal" (whose?) of mixed fleets. Brawler and Centurion in particular might become more useful when the escort order become more useful.
Title: Re: Ship classes balance
Post by: SCC on September 04, 2019, 11:12:21 AM
The Phase ships are specialized ships as is the Monitor and Omen due to their excellent ship systems in the player's hands. Tempest is also excluded because it is unusually fast and manoeuvrable as is the rare Scarab, and so is able to get out of danger easily. These ships coincidently will always be prefered for the role of pursuit instead of non-specialised frigates.


Caveat: For all we know, once the new escort order is implemented, frigates might regain a role in the end game again. Creating the "ideal" (whose?) of mixed fleets. Brawler and Centurion in particular might become more useful when the escort order become more useful.
New escort behaviour is already in 0.9.1, make of that what you will.
Scarab is fast and manoeuvrable, but only sometimes, and it always sucks, thanks to its bad weapon arcs and having to rely on small energy weapons. It might be useful as taclaser PD boat, but interceptors are going to be much better at it.

Main reason frigates are currently not good is because they either get squashed easily, or they don't last nearly long enough to be viable, both issues courtesy of capital spam (and relatively low PPT for ships). And because of inefficiency of officer use and because of the ship cap. I don't mind having smaller ships get obsolete over time, but it might be a bit overdone currently.
Title: Re: Ship classes balance
Post by: Megas on September 04, 2019, 11:59:10 AM
New escort behavior of 0.9.1a means player can cause his entire fleet to edge-camp, by having all AI ships escort the player, while player hides next to the edge.

Most combat frigates are obsolete very shortly after the game begins, like when leaving Galatia or Corvus.  Most conventional destroyers are obsolete soon after colony game begins.
Title: Re: Ship classes balance
Post by: TrashMan on September 04, 2019, 12:00:51 PM
Hey mods, can we have a sticky somewhere saying ''Don't use real life logic on a video game''? Gotta love people normally discussing balance of a game when someone comes in and goes ''well achcktually, the US navy...''

That isn't an argument either. Just because you don't like how things work in reality isn't reason enough to demand no one mentions reality. Reality is the bases for everything - and it's also good to keep in mind because reality always makes sense.

So what's the actual usage of small ships? Why do navies use them?
- Cost (menaingless, you are not really paying for the ships your planets use, nor do you have upkeep/maintanance for them. Though you do have for your own fleet, hence why they are useful early game)
- scouting
- patrol/force projection (a battleship can only be in one place at one time. A squad of corvettes can do many things)
- picket forces
- wolf pack attacks (would be useful if not for the ship number limit)

Basically a perfect desing would be one where you would WANT a mixed fleet, as each ship has a role
Title: Re: Ship classes balance
Post by: Nysalor on September 04, 2019, 03:14:49 PM
The reason frigates aren't useful in the endgame is the fleet cap. Once you have a few colonies set up, cost is largely meaningless; fuel, supplies, crew etc. are all trivialized, and you have a limited number of ships you can take with you. . . So why would you use those limited slots on the smallest kind of ship with the weakest weaponry? This is not, I think, an issue that can be solved by altering combat performance; setting everything else aside, whether it's six frigates or eight frigates that can kill a capital ship I think we all agree that if the numbers are even, the larger and more powerful ships are going to have a distinct advantage - and the fleet cap eventually enforces even numbers. As long as frigates are the smallest,lightest class of ship they are never going to able to fight cruisers or capitals one on one, and a hard fleet cap plus relatively small combat map makes wolf pack tactics basically impossible when numbers are even.

So if the issue is that frigates stop being useful in the endgame, the problem is that the game is designed to force players to upgrade. Now, I find that having a bunch of destroyers in escort roles is still useful even late game; Enforcers, for example, make excellent escorts that can hover around the rear of a capital ship and prevent it from being flanked. But frigates are too small and have too few hardpoints to be very useful in that role.
Title: Re: Ship classes balance
Post by: Plantissue on September 04, 2019, 03:17:22 PM
New escort behaviour is already in 0.9.1, make of that what you will.
Huh ok, I'm a bit disappointed then. This should be a big thing. Doesn't seem to work out as well as the gifs show. Perhaps there are rules of escort that need to be taken advantage of. Other than Megas getting his entire fleet to camp next to an edge, what are people's experience with it?



Spoiler
Hey mods, can we have a sticky somewhere saying ''Don't use real life logic on a video game''? Gotta love people normally discussing balance of a game when someone comes in and goes ''well achcktually, the US navy...''

That isn't an argument either. Just because you don't like how things work in reality isn't reason enough to demand no one mentions reality. Reality is the bases for everything - and it's also good to keep in mind because reality always makes sense.

So what's the actual usage of small ships? Why do navies use them?
- Cost (menaingless, you are not really paying for the ships your planets use, nor do you have upkeep/maintanance for them. Though you do have for your own fleet, hence why they are useful early game)
- scouting
- patrol/force projection (a battleship can only be in one place at one time. A squad of corvettes can do many things)
- picket forces
- wolf pack attacks (would be useful if not for the ship number limit)

Basically a perfect desing would be one where you would WANT a mixed fleet, as each ship has a role
[close]
Many people have misconceptions about how they think reality works. For instance one guy in this thread thinks that frigates cannot fight as warships in the Age of Sail, which must come as a bit of a suprise to the Dutch and English whose only warships were frigates in both of their Golden Ages. Even if it was true to reality, it needs to be meaningfully applied to Starsector and it has no place in a discussion about game balance, except perhaps to second guess the developer's intentions.
Title: Re: Ship classes balance
Post by: Goumindong on September 04, 2019, 03:53:33 PM
So armor, overall firepower, shielding and flux dissipations are not advantages?

Not if they dont have them. Almost all ships lose dps/DP, hull/DP, dissipation/DP, capacity/DP, as you go up in ship size.  Armor is the only thing that actually increases and its not much of an advantage given the target got a lot bigger.

Like.. do you guys not actually field frigates and destroyers et al? I use them all the time at all stages of the game. (Well destroyers less unless i have a specific purpose but everything else totally)
Title: Re: Ship classes balance
Post by: sotanaht on September 04, 2019, 05:54:04 PM
So armor, overall firepower, shielding and flux dissipations are not advantages?

Not if they dont have them. Almost all ships lose dps/DP, hull/DP, dissipation/DP, capacity/DP, as you go up in ship size.  Armor is the only thing that actually increases and its not much of an advantage given the target got a lot bigger.

Like.. do you guys not actually field frigates and destroyers et al? I use them all the time at all stages of the game. (Well destroyers less unless i have a specific purpose but everything else totally)
Frigate effective DPS goes WAY down when they can't stay within weapons range long enough to take more than a pot shot or two, if that.  The flux overhead of moving in and out of range is too high for them to have any leftover to do actual damage with.  Besides, armor is (only) a big deal vs smaller weapons, like those found on frigates.  Unless you are using the ludicrously inefficient heavy blaster, or high explosive weapons which are even less capable of breaching shields than said heavy blaster, you can spend literal minutes hammering on cruiser-level armor with frigate weapons.

It's kind of funny actually.  Against equal-size enemies, armor isn't even really worth considering.  It's gone in a flash whether they use HE or energy weapons, only against Ballistic is it even slightly good (and usually only because of Advanced Countermeasures, 50% reduction is huge).  Against smaller ships however, even if they use HE damage they are basically rendered as impotent gnats hardly worth the effort to swat.
Title: Re: Ship classes balance
Post by: Megas on September 04, 2019, 05:55:35 PM
The biggest problem with small ships is lack of PPT.  Fights are generally too big and too long.  Player needs big ships for more PPT.  Falcon is effectively a destroyer with cruiser PPT.
Title: Re: Ship classes balance
Post by: thenumber9734 on September 04, 2019, 06:17:56 PM
To add to what Nysalor mentioned about the max fleet size being 30 in vanilla, I have mine set to 100 with maximum battle size set to 900. Harass and escort missions become a vital part of the flux wars against capital ships and especially against the [REDACTED], which frigates and destroyers do best. I'm still a noob but I feel that my roughly 1.2m credits per month income from my colonies would indicate I'm nearing the late game. It is simply not possible to win large scale engagements by adding more capitals and more cruisers, usually.

I do believe that most destroyers and frigates lose a lot of value in the vanilla game very quickly, but with these settings, large scale battles see the resurgence and almost necessity of smaller ships, and not just Omens/Tempests. With so many capitals and cruisers on the field, the large flux pools can create a very dry stalemate of rotating who is tank and who is support, hoping that a few wings of bombers sync their torps perfectly to finally cause an overload on an overextended capital. Frigates are vital to create a tactical advantage by drawing fire and attention in a way that fighters cannot. This is true even of the AI where I have seen in a lot of cases that a half dozen frigates and two destroyers somehow managed to swim around the battle line and into my backline, causing the AI of my own ships to freak out and overreact, breaking what would otherwise be a stalemate. The player cannot manually pilot every ship, and unless you take the command points leadership specialization, you will actually run out of command points trying to keep your ships focused on the value targets.

My vanilla experience was very much get colonies going and get capital ships as quickly as possible. Now, with these settings, different fleets are required for different jobs, which absolutely does include a bigger role for frigates and destroyers. This was somewhat true of vanilla but the requirements with these settings are much more extreme and you cannot simply get by with a traditional deathball with light escort every fight. The AI-set Fleet Doctrine actually feels like it has a purpose with these settings and the composition of pirate raids/expeditions/AI inspections/other faction shenanigans become much more RPS-like.

This is what I have experienced so far with these settings:
Heavy fleets counter balanced fleets by simply out-muscling them
Balanced fleets counter light fleets by having the ships necessary to stop the constant harassment
Light fleets counter mass carrier by eliminating the ability to appropriately lay down concentrated fire
Mass carrier counters heavy fleets by powering through PD defenses with overwhelming concentrated fire
Heavy fleets against light fleets come down to tactical decisions on the part of the light fleet, AI battles see heavy fleets being favored
Mass carrier against balanced fleets come down to the tactical decisions made by either side, AI battles see carriers being slightly favored
Phase ship or gimmick-heavy fleets generally preform worse in the hands of the AI as the size of the battle increases, regardless of ship class, but are most often effective against mass carrier and balanced fleets
Fleets with an exceptionally low number of frigates and destroyers, less than one per capital/cruiser/carrier sufficient for escorts, fall over to any amount of frigate harassment due to the AI not appropriately ignoring or targeting these ships
Low Tech, Midline, and High Tech fleets may smooth out the strengths and weaknesses of specific fleet archetypes but are not inherently able to counter a counter, regardless of frigate and destroyer count, unless with hours and hours of fine tuning ship load-outs (often times being very unconventional, creating new weaknesses)
Conventional knowledge that losing ships early is a sign of a losing fight is generally NOT true, especially if the ships lost are frigates and destroyers (controlling the tide of the battle by completing their attention-seeking suicide missions is far more important than whether or not they live to the end of the fight, frigates rarely last for more than the middle stages of a long fight to begin with due to low PPT)
Keeping frigates within the deathball for purposes other than escorting larger ships is an absolute waste of DP, as minimal as it may be
Early game is neither more difficult nor less difficult, it is slightly more turbulent with the fortune or misfortune it can bring you


Max fleet size and max AI fleet size set to 100 with 900 max battle size is my current preferred way to play. There's almost no place for frigates in my vanilla fleets outside of the earlygame and I find to be a bit depressing. It's statistically just not viable. Ideally, instead of making one super fleet by tweaking game settings that I can have my varied gameplay with by abusing the game's target value AI, I'd like a way to use frigates and destroyers in player created task forces. I'm currently not aware of any mechanic to send my own expeditions or fleets to do things that I don't directly fly myself. I can see frigates and destroyers being chosen over cruisers etc. for a variety of reasons but I'll save that for a suggestion thread.
Title: Re: Ship classes balance
Post by: Goumindong on September 04, 2019, 07:13:08 PM
Frigate effective DPS goes WAY down when they can't stay within weapons range long enough to take more than a pot shot or two, if that
yes but the proposal was to remove the range advantage for larger ships... 
Title: Re: Ship classes balance
Post by: Null Ganymede on September 04, 2019, 08:25:38 PM
ITT a bunch of people missing out on a ton of game content, due to not experimenting with mechanics they think are weak ;D

thenumber9734's post is very good because they noticed the way frigates affect AI flocking behavior. It's visible even in vanilla with stock settings - try save-scumming a fight against a Pather fleet, or vastly outnumbering Pirate fleet, and tweaking the way you deploy and position frigate escorts.
Title: Re: Ship classes balance
Post by: intrinsic_parity on September 04, 2019, 09:31:52 PM
I have had success with flying a player frigate behind the enemy frontline with the main objective of causing the enemy fleet to turn the wrong way exposing their engines to your fleet, but also to clear out the enemy frigates and destroyers and prevent flanking to some extent. This works particularly well with a SO tempest and few escorts. This strategy can make up for a majorly lacking frontline and really lets bombers go to town. It's easy to retreat once PPT runs out and transfer command to another ship to finish the battle once you gain the initially advantage.
Title: Re: Ship classes balance
Post by: TaLaR on September 04, 2019, 09:59:52 PM
Only player piloted frigates get to do enough to justify their presence on late game capital & carrier battlefields. And only the better frigates even then.

AI frigates can distract/pd-screen for a while (Omen, Monitor) or pick few low priority targets (Tempest) at best before they run out of PPT. Even at these simple tasks they fail quite often and get killed.
Officer-ed Aggressive Tempest performed better (and surprisingly not even dying as much as I'd expect), but using officers on frigates is quite wasteful due to officer limit.

I'm not sure even player piloted Wolf(or other lesser frigate) could do much vs pure capital & carrier fleet. Survive & distract - yes, contribute to killing anything in meaningful way before running of PPT - dubious.
Title: Re: Ship classes balance
Post by: intrinsic_parity on September 04, 2019, 10:50:59 PM
Tempest can probably kill 10-20 enemy frigates and destroyers before PPT runs out (and SO tempest has no trouble bullying destroyers), that justifies it for me. I'm not sure if its really the best strategy, but it is fun to execute and definitely effective. It's definitely because the tempest is particularly strong though, not because frigates in general are good in that role. I think a PPT buff for frigates would go a long way.
Title: Re: Ship classes balance
Post by: Null Ganymede on September 04, 2019, 11:17:00 PM
Per deployment point, late game frigates absolutely justify their cost.

Maybe if you run enough mods to eventually face doom stacks that require chain-deploying multiple waves of capital ships... But at that point you're probably better off exploiting the new disengage mechanic since loot drops are no longer your objective. And again, cleanly retreating heavies gets easier if there's lighter ships to disperse the enemy.

Hell, even stamping stacks of disposable Hounds from your first colony immensely increases the combat ability of your fleet. Just from the ECM bonus alone!

You do need to transition into advanced hulls and hullmods as the game progresses, but 200 deploy points is just 5 capitals. That's 100 Kites with 400 Reapers, or a 300% ECM swing in your favor. Even with maxed out battle sizes and running up against the 30 ship limit, the DP efficiency of frigates is insane. You just have to specialize them into specific roles as the game progresses, or build them to win frigate/destroyer fights quickly and take the flanks.

If you can't get value out of them, you're not setting any fleet orders or not experimenting with light ships enough.
Title: Re: Ship classes balance
Post by: Igncom1 on September 04, 2019, 11:25:07 PM
At most that's 30 frigates, because I'm not allowed to use any more, and doesn't the ecm bonus cap at like, 15-20%?
Title: Re: Ship classes balance
Post by: TaLaR on September 04, 2019, 11:34:07 PM
And officers only for 10 of these frigates.
Absolute cap is 25%, but you'd need C&C 3 (for last 5%) and EW 3 (for 20%). Which is only practical if you plan to spam ECM hullmod or never fight EW-capable enemies. I prefer to take just EW 1 for standard 10%.
Title: Re: Ship classes balance
Post by: Null Ganymede on September 05, 2019, 01:07:27 AM
The point is hull efficiency. By deploying n-1 capitals you can get a ton more value.
Title: Re: Ship classes balance
Post by: CommandoDude on September 05, 2019, 12:43:19 PM
Are capitals really necessary?

I'm finding a lot of success using fighter/bomber + frigate swarms. I have 3 dedicated carriers and converted hangers strapped to most of my support ships so that they can be deployed if I need more ompf. My frigates are loaded with beam weapons, sabot missiles, and expanded magazines.

What usually happens is that enemy fleet screens fly into a massive deathball of cheap interceptors and my frigates and get wrecked in the first few minutes of fighting. Then when the heavier ships come forward they're picked apart due to lack of screens as they get blapped by bombers.
Title: Re: Ship classes balance
Post by: Zeeheld on September 05, 2019, 01:36:30 PM
[...]
Max fleet size and max AI fleet size set to 100 with 900 max battle size is my current preferred way to play.

Now that is an interesting point that makes me really interested in the next update, when the fleet cap will supposedly be removed.
Plus, it gets to the core of this thread's problem.
Since the enemy fleets increase so drastically over the course of the campaign, one cannot avoid being outnumbered in every engagement due to the 30 ship cap. This necessitates tougher ships with longer PPT that can reliably take punches.
That issue renders frigates obsolete and cannot be overcome. At least not consistently.
I mean, I always try to keep at least 4 Tempests in my fleet, even in endgame for the inevitable pursuit, but I rarely if ever field them in a regular battle unless it's against a smaller fleet. And keeping the Tempests does come at the price of neglecting the more efficient freighters and tankers.

The ships themselves are fine, I believe. It's just that with the fleet size limit in place, one cannot justify filling a valuable slot with an non-optimal choice.

Per deployment point, late game frigates absolutely justify their cost.

Maybe if you run enough mods to eventually face doom stacks that require chain-deploying multiple waves of capital ships... But at that point you're probably better off exploiting the new disengage mechanic since loot drops are no longer your objective. And again, cleanly retreating heavies gets easier if there's lighter ships to disperse the enemy.

Hell, even stamping stacks of disposable Hounds from your first colony immensely increases the combat ability of your fleet. Just from the ECM bonus alone!

You do need to transition into advanced hulls and hullmods as the game progresses, but 200 deploy points is just 5 capitals. That's 100 Kites with 400 Reapers, or a 300% ECM swing in your favor. Even with maxed out battle sizes and running up against the 30 ship limit, the DP efficiency of frigates is insane. You just have to specialize them into specific roles as the game progresses, or build them to win frigate/destroyer fights quickly and take the flanks.

If you can't get value out of them, you're not setting any fleet orders or not experimenting with light ships enough.
Technically, you are correct. But that fleet will be hamstrung by its tiny range and low durability. If you are fighting right next to a planet of yours, that's A-OK, but I dare you to take on a pirate/LP base with that fleet.

I suppose one could tailor one's fleet for one specific purpose and refit at base as needed. While I like to keep my fleet composition flexible and able to deal with any threat I encounter, that is just personal preference.
Therefore, I have to agree with you.

The point is hull efficiency. By deploying n-1 capitals you can get a ton more value.
I didn't get that. What does n-1 mean, exactly? One less capital?

Are capitals really necessary?
You are free to go for any fleet you like, and in the current version, Drover/Spark spam beats anything and everything.
So no, capitals aren't strictly necessary.
Title: Re: Ship classes balance
Post by: TaLaR on September 05, 2019, 01:48:59 PM
The point is hull efficiency. By deploying n-1 capitals you can get a ton more value.
I didn't get that. What does n-1 mean, exactly? One less capital?

Sure, you want 11 ships on field (player + 10 officers) or at least close to that. At max standard battlesize of 500 you have guaranteed 200 DP, that's 5 Conquests - too few ships. So make it 4 and pad with some frigates. Or swap some capitals for Drovers/Eagles/Heron.
Though some reserve could be useful too, like extra capital that is not deployed initially, but replaces shorter CR ships as they retreat.
Title: Re: Ship classes balance
Post by: Zeeheld on September 05, 2019, 02:02:49 PM
The point is hull efficiency. By deploying n-1 capitals you can get a ton more value.
I didn't get that. What does n-1 mean, exactly? One less capital?

Sure, you want 11 ships on field (player + 10 officers) or at least close to that. At max standard battlesize of 500 you have guaranteed 200 DP, that's 5 Conquests - too few ships. So make it 4 and pad with some frigates. Or swap some capitals for Drovers/Eagles/Heron.
Though some reserve could be useful too, like extra capital that is not deployed initially, but replaces shorter CR ships as they retreat.
Thanks. I was just unclear on the term n-1. I was expecting that term to be part of a function.
Title: Re: Ship classes balance
Post by: Plantissue on September 05, 2019, 02:27:13 PM
I don't understand this n-1 business either.

Anyhow, why do you need 11 ships in battle at the same time? 5 ships with 200 DP with 5 officers is equal to 10 ships with 200 DP with 10 officers from a purely DP boosting officer point of view. That is ignoring reinforcements.
Title: Re: Ship classes balance
Post by: Hiruma Kai on September 05, 2019, 02:47:15 PM
To go even beyond that, from an effective DP point of view, 4 Officers plus a player piloted ship clocking in at 200 DP is potentially more effective DP than 10 officers plus a player since the player has 3 more skill points to put into combat/fleet skills.  Lately I've been quite happy to go around with 8 Officers, for example.  And I only use the last 3 officers in intentionally difficult fights, so I could probably save myself another point without causing myself any real problems.

Or I suppose I could stick them in frigates and see how much of a difference that makes.