Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Lucky33 on October 24, 2019, 02:44:51 PM

Title: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 02:44:51 PM
First one.

Mora being a low-tech carrier.

"A venerable design the Onslaught-class battleships were first created to serve the Domain of Man eons ago, before the development of advanced strike weapons, fighter craft, modern energy weapons, and shield systems."

"The Conquest-class battlecruiser is the embodiment of concentrated firepower. Developed in the period just preceding the popularization of fighter craft, the class emphasizes firepower and speed over armor protection."

The whole fighter/carrier doctrine is almost a Fall era. After Onslaught, after Conquest. In, lets say, advanced midline era.

And yet here we go...

"This class of carrier was commissioned during the same period of carrier-centric Domain naval doctrine as the ubiquitous Talon fighter. Armored to withstand the fury of battle alongside the Onslaught, the Mora was nonetheless decommissioned en masse as doctrine shifted to favour heavier guns and capital ships flanked by line-cruisers."

I think its a clear contradiction. There shouldnt be any low-tech naval carriers with the exception of the converted freighters like Condor which I think, ideally represents how first carriers of the rebellious frontier looked like and what spiked the interest in the naval fighters in the first place which led to the development of Mora itself.

The ship is fine but its lore is not.



Second one.

Swarmer MRM.

Why for the love of everything ill-advisely modified in the era of Gauss-totting Mudskippers nobody has managed to employ these missiles in larger volleys which will give them a better chance of destroying a single Piranha bomber which is supposed to be the most typical target for said missiles for about two centuries of constant anti-fighter warfare?

Fighter version is fine and make sense. Drovers and Moras can launch 12 Talons and their 12 Swarmer launchers. Thats enough for the Piranha wing.

But shipborne version is so outwordlish useless that it destroys any resemblance of believability. Cant change the missile's blueprint for nanoforge? OK. I get it. Inability to change the launcher of said missiles to launch 8 insteed of 4 while the whole launcher looks like bunch of missiles barely strapped together and the missiles itself have so perfect autonomous guiding and maneuverability that you can literally hurl them into space from the airlock and they still be able to be effective!? Sorry but nope.


Yes the game is so good that after several years of playing it I have found only these two major flaws.
Title: Re: Things that have no sense.
Post by: Wyvern on October 24, 2019, 03:52:02 PM
I don't see the contradiction in the first one - the Onslaught is "before the development of advanced [...] fighter craft", there's just a comma where an "and" might provide more clarity.  Similarly, that suggests that the Talon is not an advanced fighter craft, or a popular one, which, well, I think is honestly a pretty fair assessment.

For the second, well, huh.  I'm not sure the swarmer is intended to do what you think it's intended to do?  Admittedly, I don't use it much, but my general use-case for the things is supplemental HE damage on early-game frigates, intended for use against other frigates.  I don't use it as anti-fighter, and in particular, it doesn't seem like it'd be well-suited for shooting down piranhas, since their bomb launches tend to shield them a bit.  That said, a lot of this comes down to gameplay issues; from a "realism" perspective, you'd think that someone would take the salamander's auto-loader and develop something that could reload, say, hammer torpedos... but that'd be terrible for game balance, so it doesn't happen.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 04:27:36 PM
I don't see the contradiction in the first one - the Onslaught is "before the development of advanced [...] fighter craft", there's just a comma where an "and" might provide more clarity.  Similarly, that suggests that the Talon is not an advanced fighter craft, or a popular one, which, well, I think is honestly a pretty fair assessment.

For the second, well, huh.  I'm not sure the swarmer is intended to do what you think it's intended to do?  Admittedly, I don't use it much, but my general use-case for the things is supplemental HE damage on early-game frigates, intended for use against other frigates.  I don't use it as anti-fighter, and in particular, it doesn't seem like it'd be well-suited for shooting down piranhas, since their bomb launches tend to shield them a bit.  That said, a lot of this comes down to gameplay issues; from a "realism" perspective, you'd think that someone would take the salamander's auto-loader and develop something that could reload, say, hammer torpedos... but that'd be terrible for game balance, so it doesn't happen.

Contradiction is in the situation that low-tech Mora was designed and built in mid-line era.

Low-tech - Onslaught - Domain Navy doesnt care about carriers and fighters whatsoever.

Midline - Conquest - Domain Navy doesnt care about carriers and fighters whatsoever.

After Conquest DN finally decided to notice whats going on and make their own specialized carriers and fighters. So Mora should be late midline just like Heron and Drover. Or have some very different story of the low-tech non-carrier ship got converted into such.

Swarmer.

"A short range guided missile launcher. The missiles are designed to intercept and destroy enemy fighters, and do little damage to heavier ships."

"it doesn't seem like it'd be well-suited for shooting down" anything.
Title: Re: Things that have no sense.
Post by: DrPhat on October 24, 2019, 04:52:03 PM
Low-tech - Onslaught - Domain Navy doesnt care about carriers and fighters whatsoever.

Cough Legion XIV cough...

A survivor of the original 14th Domain Battlegroup which founded the Hegemony, this ship is a prime specimen of the Domain Navy's 'decisive battle' doctrine, particularly exhibited by a series of radical structural modifications performed using pre-Collapse industrial technology.

After the legendary success of the Onslaught design it became clear that rebellious systems without ultraheavy industrial capacity were able to develop carrier-based strike-craft capable of countering the 'Old Man' of the Domain Armada. Alongside new weapons - nimble anti-fighter missiles and rapid-tracking point defense cannon - the Strategic Council decided that the Armada needed a carrier of its own worthy to serve alongside the Onslaught. Thus the Legion was designed to provide a mobile platform for basing interceptors and strike-craft while able to stand on the line of battle.

There is a distinction between advanced fighter craft and not so. The early Legion didn't even have an on board nanoforge for fighter replacement.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 05:10:22 PM
Legion was removed from my list due to this vagueness of the description and the hybrid nature (battleship+carrier) of the ship itself. It ("a series of radical structural modifications") could be understood just as a modification of the existing ship.
Title: Re: Things that have no sense.
Post by: DrPhat on October 24, 2019, 05:26:01 PM
From Legion description.

Proponents of the 'Cruiser School' criticized the Legion for being insufficiently specialized in its role.

From Mora description.

This class of carrier was commissioned during the same period of carrier-centric Domain naval doctrine as the ubiquitous Talon fighter. Armored to withstand the fury of battle alongside the Onslaught, the Mora was nonetheless decommissioned en masse as doctrine shifted to favour heavier guns and capital ships flanked by line-cruisers.

From this we can see the Mora came before the Legion.

What Domain capitals other than the Onslaught can replace the Mora?

Your making a big leap suggesting the Legion was ever created without having fighters to begin with. The hybrid Legion is the result of combining the Onslaught and Mora doctrines.
Title: Re: Things that have no sense.
Post by: MesoTroniK on October 24, 2019, 06:15:11 PM
Swarmer that fires a larger salvo size would be OP, the weapon is fine.
Title: Re: Things that have no sense.
Post by: Thaago on October 24, 2019, 06:21:16 PM
My 'timeline' of ships (which is purely my headcanon and probably not that well supported):

1) Onslaught, Dominator, Enforcer, Hound, Cerberus. Other ships that are lost to the mists of time.

2) 'Talon age'. Mora, Legion, perhaps other lost carriers. Perhaps warthogs/broadswords. No autofactories on carriers yet.

3) Shields developed and retrofitted onto old designs, with varying success. Modular energy weapons begin appearing. Line of battle ships built to take advantage of shields and mobility come to the fore: Conquests appear alongside other capitals. Eagle, Falcon, Hammerhead developed. Sunder developed as large modular energy test bed, proves successful.

5) Autofactories implemented on carriers. Strike fighters developed (Perdition analogs, Khopesh, perhaps now is when the heavy fighters appear). Drovers and Herons developed to deploy new autofactory fighters. 'Cruiser School' eschews the large capitals of previous generations in favor of a mobile screen of cruisers backed up by the new mobile strike carriers.

6) Breakthrough in flux and phase physics. Phase ships appear, making everyone scream continually. Phase detectors appear, making everyone unclench. High tech ships designed to exploit new weird physics and high mobility appear. Hubris leads to the developement of the super capitals.
Title: Re: Things that have no sense.
Post by: cicobuff on October 24, 2019, 07:32:51 PM
Just out of curiosity, was the domain-era a period of warfare and strife?

Typically we see massive innovation during periods of tension and conflicts. Seldom does new ship or weapon designs happen during peace times. Those that does occur are often over budget and delayed.

So it would make sense that large number of designs only enter service during crisis periods.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 11:27:44 PM
From Legion description.

Proponents of the 'Cruiser School' criticized the Legion for being insufficiently specialized in its role.

From Mora description.

This class of carrier was commissioned during the same period of carrier-centric Domain naval doctrine as the ubiquitous Talon fighter. Armored to withstand the fury of battle alongside the Onslaught, the Mora was nonetheless decommissioned en masse as doctrine shifted to favour heavier guns and capital ships flanked by line-cruisers.

From this we can see the Mora came before the Legion.

What Domain capitals other than the Onslaught can replace the Mora?

Your making a big leap suggesting the Legion was ever created without having fighters to begin with. The hybrid Legion is the result of combining the Onslaught and Mora doctrines.

Thats another evidence of the mentioned contradiction. Specialized carrier in the era before development and popularization of fighters.

Im not taking any leaps. Im giving a game's lore every excuse possible. However. If it is stated first that "before the development of ... fighter craft" and secondly that there was "carrier-centric Domain naval doctrine" in the same time... Well this is that I call the contradiction.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 11:31:19 PM
Swarmer that fires a larger salvo size would be OP, the weapon is fine.

8*75=600. Single Harpoon = 750.
Title: Re: Things that have no sense.
Post by: goduranus on October 24, 2019, 11:39:22 PM
Yeah, swarmer is one of those underwhelming weapons I never use on purpose. It is particularly terrible at anti- fighter because all the common fighters are faster than it, and it never seem to score any hits.
Title: Re: Things that have no sense.
Post by: DrPhat on October 24, 2019, 11:52:57 PM
While I agree with you lucky the damage for swarmers is terrible especially with how armor calculations work there are a couple balancing points to consider.

Harpoon does 750 but only has 3 shots, swarmer does 75 damage but has 60 shots. Ignoring armor for a second we have 2250 total damage on harpoons. For swarmer we have 4500. This is almost enough to make up for the huge amount of damage that is lost after armor is factored in.

BUT we have to consider point defence as well. How many harpoons will get shot down vs swarmer? Wouldn't it be a good bet a lot more damage would be lost this way before we even consider armor? Is this enough reason to use both at once?

The best use of each of these weapons isn't dependent on whos shooting them or what their hitting. It's about every other part of your fleet as well. If your using bombers you can bet using swarmers to defeat point defence would help out a lot more than just having a more powerfull alpha strike.

If you have 7 legions all with with harpoons on the other hand. You have a seriously deadly loadout that will trounce any fleet.

I'm not trying to burst your bubble but there are just niche uses for each weapons. I can tell that's really what the developers wanted. Not an end all be all attitude but choices that if carefully chosen lead to many viable paths.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 11:53:25 PM
Just out of curiosity, was the domain-era a period of warfare and strife?

Typically we see massive innovation during periods of tension and conflicts. Seldom does new ship or weapon designs happen during peace times. Those that does occur are often over budget and delayed.

So it would make sense that large number of designs only enter service during crisis periods.

Domain was eternal peace for the core worlds and start of the problems on the rim worlds (our whole sector is one of such areas). Those problems included creation of the whole shadow drone fleet including such  monstrosities as the Guardian.

Historically speaking, the most intense naval arms race occured in the peace time (1889-1914) with only some outer rim problems (Boer war, Boxer rebellion) for its main actor, Great Britain.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 24, 2019, 11:58:34 PM
While I agree with you lucky the damage for swarmers is terrible especially with how armor calculations work there are a couple balancing points to consider.

Harpoon does 750 but only has 3 shots, swarmer has 75 damage but has 60 shots. Ignoring armor for a second we have 2250 total damage on harpoons. For swarmer we have 4500. This is almost enough to make up for the huge amount of damage that is lost after armor is factored in.

BUT we have to consider point defence as well. How many harpoons will get shot down vs swarmer? Wouldn't it be a good bet a lot more damage would be lost this way before we even consider armor? Is this enough reason to use both at once?

The best use of each of these weapons isn't dependent on whos shooting them or what their hitting. It's about every other part of your fleet as well. If your using bombers you can bet using swarmers to defeat point defence would help out a lot more than just having a more powerfull alpha strike.

If you have 7 legions all with with harpoons on the other hand. You have a seriously deadly loadout that will trounce any fleet.

I'm not trying to burst your bubble but there are just niche uses for each weapons. I can tell that's really what the developers wanted. Not an end all be all attitude but choices that if carefully chosen lead to many viable paths.

Im completely OK if the ammo loadout of the Swarmer will be cut. Just make this thing actually resembling a special purpose weapon it is supposed to be.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 12:03:48 AM
You've never seen 15 harpoons chase a single frigate have you lucky? It's not always about damage done but about damage wasted sometimes you know?

Thinking about your point more. I would like swarmer to be faster and target frigates and fighters over other ships. That would make them much more useful. Maybe even a range increase which is a pathetic 1000. Their damage is fine though.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 12:20:29 AM
Harpoons pick another target after destruction of the first. Also AI is tuned up to not overkill too much.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 12:30:39 AM
The more we go back and forth the more convinced I am swarmers are meant to be an early game item used in smaller fleets while harpoons are better used late game.

Swarmers have no use here, even with more damage range and speed.

Spoiler
https://www.youtube.com/watch?v=TPBNAPLrLLI&t=10s (https://www.youtube.com/watch?v=TPBNAPLrLLI&t=10s)
[close]
Title: Re: Things that have no sense.
Post by: TrashMan on October 25, 2019, 12:33:52 AM
from a "realism" perspective, you'd think that someone would take the salamander's auto-loader and develop something that could reload, say, hammer torpedos... but that'd be terrible for game balance, so it doesn't happen.

but that'd be terrible for game balance

No.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 12:41:22 AM
I tried my best to make an actually usefull early game swarmer build but it all ends up the same: there is absolutely no sense in wasting 4 OP and small missile slot on Swarmers.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 12:46:54 AM
That is for you to decide, I'm not going to tell you how to fit your fleet.

As for the assumption that the Domain never used Mora or fighters at all is just wrong. Read it however you like. The Mora carrier was alongside the Onslaught before the collapse of the Domain which preceded nearly all mid line and high tech ships.

As I understand it the XIV Legion was part of the Domain navy and it replaced the Mora. You need to provide proof not conjecture to the contrary.

It is even stated the Mora was decommissioned before the collapse while the Domain was still spreading and colonizing worlds.

"After the Collapse, Mora hulls were re-militarized almost suspiciously rapidly by factions that did not possess dedicated fleet carriers. Today they are an anvil upon which many an unwary Pirate warlord is broken."

Your whole argument hinges on this statement here.

"A venerable design the Onslaught-class battleships were first created to serve the Domain of Man eons ago, before the development of advanced strike weapons, fighter craft, modern energy weapons, and shield systems."

You've taken it to understand there were no fighters, but the statement as a whole means "advanced fighters".

There were carriers and fighters before mid line and high tech. They just weren't advanced.

Here again you took a statement out of context.

"The Conquest-class battlecruiser is the embodiment of concentrated firepower. Developed in the period just preceding the popularization of fighter craft, the class emphasizes firepower and speed over armor protection."

Fighter craft clearly existed before but were not yet popular.

You seem to be unwilling to digest all of the information available. I'm beginning to suspect you are a gamma level AI
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 01:39:23 AM
Id be very glad that anybody told me how to make Swarmers work.

"but the statement as a whole means"

"before the development of fighter craft".

Dunno where the whole ""advanced" belongs to any part of series" came from. Its the "development".

"Fighter craft clearly existed before but were not yet popular" so there were no need to build specialized carriers for them.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 01:46:36 AM
I'm done trying to convince you, short of having the game makers themselves coming in here and correcting either of us. This has stopped being productive. It's up to others to hear our points and decide for themselves.
Title: Re: Things that have no sense.
Post by: Tartiflette on October 25, 2019, 01:49:10 AM
Iirc, David did mentioned that while low tech types of ships existed before high tech types, new designs fitting with any of the tech levels were still developped when the collapse occured. A bit like we have high tech turbine engines for planes but still create new propeller planes because they have their use.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 02:03:34 AM
Iirc, David did mentioned that while low tech types of ships existed before high tech types, new designs fitting with any of the tech levels were still developped when the collapse occured. A bit like we have high tech turbine engines for planes but still create new propeller planes because they have their use.

So the "tech" is not the actual design's tech level but any implementation of typical solutions optimized for given tasks.

This will make sense. Also it explains why the Guardian has low tech colored shields and drives.

Thank you for the info.
Title: Re: Things that have no sense.
Post by: Tartiflette on October 25, 2019, 02:16:15 AM
I'd say it is the tech level, but tech levels are detached from their era since old techs don't die as long as they are competitive for a specific task.
Title: Re: Things that have no sense.
Post by: MesoTroniK on October 25, 2019, 02:34:23 AM
Swarmer that fires a larger salvo size would be OP, the weapon is fine.

8*75=600. Single Harpoon = 750.
-___-
Try comparing ammo pools too.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 04:02:26 AM
I'd say it is the tech level, but tech levels are detached from their era since old techs don't die as long as they are competitive for a specific task.

Technology is the same. Orbital Works, blueprints, common resources. Product is different. For all thing considered, difference between low tech and high tech is the same as machining several blades for an airscrew and order of magnitude more for a turbine's low pressure stage on the very same CNC lathe.

However if you are trying to say that there were some special industrial base for low (mid, high) tech ships when we back to "makes no sense" part.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 04:05:14 AM
Swarmer that fires a larger salvo size would be OP, the weapon is fine.

8*75=600. Single Harpoon = 750.
-___-
Try comparing ammo pools too.

"Im completely OK if the ammo loadout of the Swarmer will be cut. Just make this thing actually resembling a special purpose weapon it is supposed to be."
Title: Re: Things that have no sense.
Post by: TrashMan on October 25, 2019, 04:27:10 AM
Bear in mind how armor works - many low damage hits are inferior to a single powerful hit
Title: Re: Things that have no sense.
Post by: Yunru on October 25, 2019, 04:52:36 AM
Bear in mind how armor works - many low damage hits are inferior to a single powerful hit
Well, up to a point.
When you reach the point where you're doing minimum damage anyway with a massive number of hits...
Title: Re: Things that have no sense.
Post by: Tartiflette on October 25, 2019, 06:53:34 AM
Technology is the same. Orbital Works, blueprints, common resources. Product is different. For all thing considered, difference between low tech and high tech is the same as machining several blades for an airscrew and order of magnitude more for a turbine's low pressure stage on the very same CNC lathe.

However if you are trying to say that there were some special industrial base for low (mid, high) tech ships when we back to "makes no sense" part.
You don't need the same industries to build a diesel tanker and a nuclear carrier. Some are common, but you better have a lot more specialized tools for the latter.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 08:09:35 AM
Technology is the same. Orbital Works, blueprints, common resources. Product is different. For all thing considered, difference between low tech and high tech is the same as machining several blades for an airscrew and order of magnitude more for a turbine's low pressure stage on the very same CNC lathe.

However if you are trying to say that there were some special industrial base for low (mid, high) tech ships when we back to "makes no sense" part.
You don't need the same industries to build a diesel tanker and a nuclear carrier. Some are common, but you better have a lot more specialized tools for the latter.

But in Starsector we do have the very same industry for anything. Best tools (nanoforges) do not add the ability to produce new products. They only change industry's productivity and quality of the products. Even AI addition have the same effect.
Title: Re: Things that have no sense.
Post by: Tartiflette on October 25, 2019, 08:17:23 AM
That says nothing about the skills and tools required to operate and maintain those ships.
Title: Re: Things that have no sense.
Post by: Megas on October 25, 2019, 08:38:27 AM
Re: Mora
It did not exist until around 0.8, making it a relatively new ship compared to others, while codex and the like has not yet been overhauled.

Re: Swarmers
They are not good anti-fighter because they do not have enough ammo for the job.  If they are supposed to be anti-fighter, they need unlimited or regenerating ammo, because ship needs unlimited shots against unlimited fighters.  Fighters are similar enough to missiles as to be nearly indistinguishable from them.  Current Swarmers are passable anti-frigate.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 08:47:15 AM
That says nothing about the skills and tools required to operate and maintain those ships.

Its usage of a product. Technology is producing it.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 08:49:50 AM
Re: Mora
It did not exist until around 0.8, making it a relatively new ship compared to others, while codex and the like has not yet been overhauled.

Re: Swarmers
They are not good anti-fighter because they do not have enough ammo for the job.  If they are supposed to be anti-fighter, they need unlimited or regenerating ammo, because ship needs unlimited shots against unlimited fighters.  Fighters are similar enough to missiles as to be nearly indistinguishable from them.  Current Swarmers are passable anti-frigate.

Thats my point. We need some codex overhaul.

They dont have the stopping power. Ammo is the second concern for which you need to survive through fighter attack.
Title: Re: Things that have no sense.
Post by: Tartiflette on October 25, 2019, 08:56:34 AM
Its usage of a product. Technology is producing it.
By that logic if I make a hammer myself it is low tech but if a nanoforge produces the exact same hammer it it is super high tech? Then all ships produced in the sector are high tech.
Title: Re: Things that have no sense.
Post by: bobucles on October 25, 2019, 09:12:28 AM
There isn't any particular need for unlimited missiles to deal with fighters. If the missile system clears the sky, then it only needs to keep the coast clear long enough to attack the carrier. A powerful front loaded massacre is all you need to win. At least that's good enough for a small battle, the situation will change and different weapons are needed for larger battles.

It might be nice to have access to a greater number of weaker missiles. The only issue is with fighter endurance. Most fighters have <50 armor, but a few rare pieces get pretty high. The broadsword has 100 armor, and the Venture's mining pod has 150 armor. That's the same as a Wolf! A smaller missile might struggle against armor ratings, unless the armor formula works differently on fighters somehow (they only have 2x2 armor chunks, and the wiki formula maxes out at 20 armor chunks). Shield fighters are also particularly nasty because their flux reserves translate directly into a rapidly regenerating health pool.

Perhaps swarmers could benefit from a change of damage type? There are still a good number of fighters with paper thin armor and most of their endurance comes from hull points. Fragmentation damage would excel against ordinary fragile fighter/bombers, while being nearly harmless to larger ships even with huge damage potential. Ships normally get down to 5% of their armor, but they can get a flat permanent +150 armor rating from skills which is huge against fragmentation damage. The big downside is the swarmer would end up useless against shield fighters, but excelling against a few types of fighters may be better than none.

edit: If I'm understanding wiki armor correctly, a 2x2 fighter with 100 armor rating will have 100/15 => 6.7 armor points x 4 armor tiles. Its full armor would be 27 points. A wolf on the other hand has 10 armor per section and at least 16 armor tiles, so at least 160 armor points. A broadsword would need roughly 3 fragmentation swarmers to slice the armor, then another 10 hits for the kill. The wolf would take chip damage instead (18.75 dmg vs ~60-80 armor zone => 3-4 damage), and need a dozen or more frag swarmers against its armor before taking hull damage.
Title: Re: Things that have no sense.
Post by: Megas on October 25, 2019, 11:18:46 AM
Swarmers used to do 300 or so fragmentation damage.  Like Locusts, they wrecked big ships that lost armor.  Old Swarmers were lethal like today's Locusts, when old Broadswords launched them.  (Old Broadswords were nearly identical to modern Talons except for LMG replacing Vulcan.)  Swarmer were changed to low HE damage we see today.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 11:23:28 AM
Its usage of a product. Technology is producing it.
By that logic if I make a hammer myself it is low tech but if a nanoforge produces the exact same hammer it it is super high tech? Then all ships produced in the sector are high tech.

Yes. Technology is a sum of certain skills and methods of using the certain tools to transform certain resources into the desired product. Handmaid hammer is a product of low tech. Nanoforged - high tech. Just as ships are.

And this is exactly why I said:

"So the "tech" is not the actual design's tech level but any implementation of typical solutions optimized for given tasks."

Fo example, in-game "low tech" = usage of low powered - low thrust engines which doesnt require powerfull reactors but make the ship fuel hungry due to low specific impulse and on the other hand provide robustness and easy of maintance to the equipment. Its more of the "heavy duty - low performance - cheap to run" versus "delicate - high performance - expensive" choice. Not how to do it since its already in the blueprint library.
Title: Re: Things that have no sense.
Post by: Yunru on October 25, 2019, 11:26:17 AM
Its usage of a product. Technology is producing it.
By that logic if I make a hammer myself it is low tech but if a nanoforge produces the exact same hammer it it is super high tech? Then all ships produced in the sector are high tech.

Yes. Technology is a sum of certain skills and methods of using the certain tools to transform certain resources into the desired product. Handmaid hammer is a product of low tech. Nanoforged - high tech. Just as ships are.

And this is exactly why I said:

"So the "tech" is not the actual design's tech level but any implementation of typical solutions optimized for given tasks."

Fo example, in-game "low tech" = usage of low powered - low thrust engines which doesnt require powerfull reactors but make the ship fuel hungry due to low specific impulse and on the other hand provide robustness and easy of maintance to the equipment. Its more of the "heavy duty - low performance - cheap to run" versus "delicate - high performance - expensive" choice. Not how to do it since its already in the blueprint library.
By your logic then, everything is low tech. After all, if A is low tech because it was made by B and B is low tech, then since everything was originally made by bashing two rocks together...
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 11:36:59 AM
Its usage of a product. Technology is producing it.
By that logic if I make a hammer myself it is low tech but if a nanoforge produces the exact same hammer it it is super high tech? Then all ships produced in the sector are high tech.

Yes. Technology is a sum of certain skills and methods of using the certain tools to transform certain resources into the desired product. Handmaid hammer is a product of low tech. Nanoforged - high tech. Just as ships are.

And this is exactly why I said:

"So the "tech" is not the actual design's tech level but any implementation of typical solutions optimized for given tasks."

Fo example, in-game "low tech" = usage of low powered - low thrust engines which doesnt require powerfull reactors but make the ship fuel hungry due to low specific impulse and on the other hand provide robustness and easy of maintance to the equipment. Its more of the "heavy duty - low performance - cheap to run" versus "delicate - high performance - expensive" choice. Not how to do it since its already in the blueprint library.
By your logic then, everything is low tech. After all, if A is low tech because it was made by B and B is low tech, then since everything was originally made by bashing two rocks together...

Your idea has nothing to do with my logic.

A is not low tech. It is a product of tech. Rock bashing is the low tech. If A is the product of rock bashing when its a low tech product. But every step apart from rock bashing makes the needed tech level higher.
Title: Re: Things that have no sense.
Post by: Goumindong on October 25, 2019, 11:52:43 AM
Swarmers are great. They dont have to be faster than fighters because fighters do not kite like frigates do. They are one of the strongest anti-fighter weapons until they run out of ammo and are a strong contender for missile fill slots (especially on ships that arent front line)
Title: Re: Things that have no sense.
Post by: bobucles on October 25, 2019, 12:04:05 PM
Swarmers used to do 300 or so fragmentation damage.  Like Locusts, they wrecked big ships that lost armor.  Old Swarmers were lethal like today's Locusts, when old Broadswords launched them.  (Old Broadswords were nearly identical to modern Talons except for LMG replacing Vulcan.)  Swarmer were changed to low HE damage we see today.
I checked that out a bit. The SRM change happened in 0.65a. The permanent 5% armor value happened in 0.8a, around 2 years later. A hard set armor minimum changes fragmentation damage in a huge way.

When a jumbo ship gets stripped, it can still retain 50-100 armor for all sorts of incoming damage. Fragmentation damage gets 25% set before doing armor calculations, so every point of armor is super effective. Even if a missile hits for 300 frag damage (which is a LOT for a 50 pack missile), it should be getting cut in half by even the most naked capital ship armor. The flat +150 armor talent would push things even further, neutering frag damage. If the missile had a frag reduction to 100-200 frag damage, that final layer of armor becomes even more pronounced. The big takeaway is that the modern armor mechanic allows frag damage to be absolutely ideal for shredding small, lightly armored targets, while still suffering greatly against big ships. It may have been wrong back then, but it would make sense for a modern fighter killing weapon to use frag damage.
Title: Re: Things that have no sense.
Post by: Thaago on October 25, 2019, 12:10:42 PM
Wait, people think swarmers are bad?! They are excellent anti-frigate missiles and good anti-fighter missiles to supplement other guns. Mounting one doesn't make you completely immune to fighters. What it does do it push your ship anti-fighter DPS significantly higher, allowing you to overcome the replacement rate of carriers for long enough to get into gun range. And as they are HE damage, they strip the armor from fighters allowing low penetration weapons like lmgs, vulcans, and pd beams damage hull faster.

Re: 300 frag vs hull. Lets see, an Eagle with 1000 armor, thats 50 after stripping. 300*(75/(75+50)) = 180. (.6 damage factor) A pretty good reduction, but I'd be more in favor of more, smaller damage shots all the same.
Title: Re: Things that have no sense.
Post by: Goumindong on October 25, 2019, 12:51:18 PM
Thaago you should have been around long enough to know that people think everything is bad :p
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 12:58:47 PM
Swarmers are great. They dont have to be faster than fighters because fighters do not kite like frigates do. They are one of the strongest anti-fighter weapons until they run out of ammo and are a strong contender for missile fill slots (especially on ships that arent front line)

I think you are talking about some heavily modded game. In vanilla they are useless. W/o top notch officer you cant handle even Talons with four launchers. Dealing with strike craft is impossible even with said officer and ECCM unless you are not the target of the strike and can act as an interceptor.

Compared to that, Lasher with LAGs/LDAa, IPDAI and the same officer can just press F to pay respect to several wings of fighters, strike or not. W/o officer it can defend itself against strike and deal some loses to bombers.
Title: Re: Things that have no sense.
Post by: bobucles on October 25, 2019, 01:13:28 PM
Quote
And as they are HE damage, they strip the armor from fighters allowing low penetration weapons like lmgs, vulcans, and pd beams damage hull faster.
Fighter armor already gets shredded in short order. Even if they have a very high armor rating, the extremely small ship size wouldn't give them enough armor tiles to provide actual armor HP. That is, if I'm understanding this tile system correctly. 30 points of armor HP is still a drop in the water against their hull points, so getting double damage against a tiny number doesn't do anything. The concept of HE weaponry is completely wasted against strike craft in this game.
Title: Re: Things that have no sense.
Post by: Goumindong on October 25, 2019, 01:29:06 PM
LaGs (5 op, 160 flux/second) plus IPDAI (4/8/12/20 OP) is indeed better at shooting down fighters than swarmers (4 OP, 0 flux/second)

It should be... you know, given the differences in OP and flux usage.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 01:32:25 PM
Put 4 warmers on a paragon and see how many flight decks it can shut down. Not intended to counter piranhas. Only fighters that swarm close to your offensive line. Swarmers are just point defence but in missile form. Using them as a close range offensive weapon to chase frigates works too.
Title: Re: Things that have no sense.
Post by: Thaago on October 25, 2019, 01:39:45 PM
Quote
And as they are HE damage, they strip the armor from fighters allowing low penetration weapons like lmgs, vulcans, and pd beams damage hull faster.
Fighter armor already gets shredded in short order. Even if they have a very high armor rating, the extremely small ship size wouldn't give them enough armor tiles to provide actual armor HP. That is, if I'm understanding this tile system correctly. 30 points of armor HP is still a drop in the water against their hull points, so getting double damage against a tiny number doesn't do anything. The concept of HE weaponry is completely wasted against strike craft in this game.

I think that when damage from a hit is applied it is spread amongst all of the contributing armor cells including the invisible cells, such that small ships don't have the kind of penalty to total armor hitpoints you are describing. Because they don't have a large area I also don't think they get any effective 'bonus' armor hitpoints as they can't spread damage out, but a Broadsword for example should have the full 100 effective armor hitpoints.

Let me see if I can do a test - a beam weapon with high tracking might be a good test platform.

[Edit] Arrg, fighters don't display damage numbers. Let me see if I can measure time to hull damage and estimate.
Title: Re: Things that have no sense.
Post by: SCC on October 25, 2019, 01:52:25 PM
Swarmers aren't all that useful in anti-fighter role. They are similar to annihilators, both being sort of regular HE guns in missile slots, but they trade damage for guiding.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 01:58:59 PM
LaGs (5 op, 160 flux/second) plus IPDAI (4/8/12/20 OP) is indeed better at shooting down fighters than swarmers (4 OP, 0 flux/second)

It should be... you know, given the differences in OP and flux usage.

Thats typical Lasher build. The only special anti-fighter thing in it is IPDAI. For 4 OP. And it works. Compared to that, effect of Swarmers is negligible. There is exactly zero reasons to mount them in place of Sabots of this very build.
Title: Re: Things that have no sense.
Post by: Thaago on October 25, 2019, 02:02:24 PM
Ok, I did the test roughly. Method: a single tactical laser on a Hammerhead, set to autofire, targeting a broadsword from a Condor. Sim, no skills. Looking at the Broadsword in targeting feed, it has 4 almost filled armor cells and 2 barely filled cells in the sprite.

Rough time until Broadsword starts taking hull damage (IE a cell has run out of armor): ~4 seconds. This is a very rough estimate: done by me watching a stopwatch next to the screen, rather than recording and timestamps, but its roughly correct.

Idealized breakthrough equation for 100 armor by a 75 damage beam, if we treat it as a single full hitpoint cell.

https://www.wolframalpha.com/input/?i=dy%2Fdt+%3D+-75*37.5%2F%2837.5%2By%29+with+y%280%29%3D100

And time given by: https://www.wolframalpha.com/input/?i=0+%3D+0.5+sqrt%2875625+-+22500+t%29+-+37.5

Answer: 28/9 seconds, or 3.1111 seconds.

This is not quite the same as the invisible cells taking damage, because the 'outermost' invisible cells only contribute half armor, but also only take half damage, so they can linger for a bit longer/contribute longer. Looking at the experimental results (~4 seconds), this is consistent.

So, while this test was extremely rough and can obviously be improved a lot, I think I can say that tiny ships/fighters like broadswords DO have full armor hitpoints, rather than a diminished amount because of low cell count, and that invisible armor cells DO take damage.
Title: Re: Things that have no sense.
Post by: Goumindong on October 25, 2019, 02:15:14 PM
LaGs (5 op, 160 flux/second) plus IPDAI (4/8/12/20 OP) is indeed better at shooting down fighters than swarmers (4 OP, 0 flux/second)

It should be... you know, given the differences in OP and flux usage.

Thats typical Lasher build. The only special anti-fighter thing in it is IPDAI. For 4 OP. And it works. Compared to that, effect of Swarmers is negligible. There is exactly zero reasons to mount them in place of Sabots of this very build.

Sure but not every ship is a lasher and 5+ OP and 160 flux/second is a large investment. Your post more or less confirms that you do not understand their purpose.

Swarmers are best on second line ships rather than front line ships. They let you get zero flux, 1000 range, anti fighter and missile cover that extends over friendly allies in exchange for minor OP. You can stack them like you stack salamanders.

They are locusts (which, i might remind you, are awesome) except in HE instead of frag and in a smaller size. Locusts do 900 DPS but this is frag, so 225 vs shields and 225 @ 50 vs armor. Swarmers do 26 dps  vs shields and 106 @ 150 vs armor. So 18 DP worth of swarmers does 117 vs shields, and 477 vs armor @ 150 and 238 vs hull @ 150.

Which is a not so bad tradeoff especially considering the power of large missile slots.
Title: Re: Things that have no sense.
Post by: Lucky33 on October 25, 2019, 02:52:53 PM
LaGs (5 op, 160 flux/second) plus IPDAI (4/8/12/20 OP) is indeed better at shooting down fighters than swarmers (4 OP, 0 flux/second)

It should be... you know, given the differences in OP and flux usage.

Thats typical Lasher build. The only special anti-fighter thing in it is IPDAI. For 4 OP. And it works. Compared to that, effect of Swarmers is negligible. There is exactly zero reasons to mount them in place of Sabots of this very build.

Sure but not every ship is a lasher and 5+ OP and 160 flux/second is a large investment. Your post more or less confirms that you do not understand their purpose.

Swarmers are best on second line ships rather than front line ships. They let you get zero flux, 1000 range, anti fighter and missile cover that extends over friendly allies in exchange for minor OP. You can stack them like you stack salamanders.

They are locusts (which, i might remind you, are awesome) except in HE instead of frag and in a smaller size. Locusts do 900 DPS but this is frag, so 225 vs shields and 225 @ 50 vs armor. Swarmers do 26 dps  vs shields and 106 @ 150 vs armor. So 18 DP worth of swarmers does 117 vs shields, and 477 vs armor @ 150 and 238 vs hull @ 150.

Which is a not so bad tradeoff especially considering the power of large missile slots.

Im just using my ship to plow through battlefield (its the same thing up to SO Dominator the only difference is that toys getting larger). It attracts fighters and missiles which got destroyed. Second line ships happily launch their greatly appreciated Harpoons. After that its capitals time and with their Devastators and Locusts they are removing fighters and missiles by screens. Damn, even with TPCs I score better results against fighters. Onslaughts TPCs. Against fighters. Compared to specialized anti-fighter missiles developed in response to inability of Onslaught to cope with the fighters. Thats absurd.

Sure I do can stack half a dozen Enforcers with Swarmers for some effect but I prefer just to destroy enemy ships.

Locust work because it is 40 missiles per left click across whole screen. I do not know why you even bother about these DPS things. Four Swarmer launchers are completely unable to defend a ship against two Piranha wings. Missiles just got stuck in the bomb stream. Every other strike craft is even worse. With Locust you will destroy those wings even before they launch their bombs.

This is why Swarmers are useless as a dedicated anti-fighter weapons.
Title: Re: Things that have no sense.
Post by: Megas on October 25, 2019, 03:00:28 PM
Locust is anti-everything finisher, especially with excellent tracking and saturation.  Fragmentation damage does not matter too much because the damage is overwhelming.  Small targets just die, big unprotected targets take a lot of damage.  With Expanded Missile Racks, Locusts also has decent ammo count.
Title: Re: Things that have no sense.
Post by: DrPhat on October 25, 2019, 03:04:24 PM
This discussion has gotten out of proportions. OP is here to push his agenda. There has been no consideration of any other viewpoint.