Fractal Softworks Forum
Starsector => General Discussion => Topic started by: majorfreak on November 01, 2019, 11:56:27 AM
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(https://i.imgur.com/vbe0Jv3.png)
i used to go with a crap tonne of vigilants &/or buffalo mk2s (both really low deployment cost medium missile boats)
i also needed to go with a tonne of officers...
both of which meant i needed to tweak the settings.json pretty hard.
now though, i find 15 razorbacks just on this side of total cheese.
i've flipped back and forth between vanilla pilum and the mod for it and i'm still on the fence which one makes the game more fun (and eliminates the grind bits)...both forms are equally deadly enmasse.
i don't think it's THAT op because when facing high tech forces with competent PD and a very aggressive one at that, i'll get my razorbacks scattered to back and beyond and focus fire becomes non existent.
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I love that this game lets players try out absurd meme strategies, and they even sometimes work.
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What do you mean by meme strategies? It's just a strategy for a fleet build. What do memes have to do with it?
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I'm sure those missiles will do a ton of damage when they reach the enemy in a few years
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What do you mean by meme strategies? It's just a strategy for a fleet build. What do memes have to do with it?
Beside obviously being slow, Pilums also have joke levels of missile hp. Any pd clears them with like 1/10th of OP investment.
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with vanilla slow they become way more accurate. the sheer amount of them can swarm even the best pd armed ship. with 15 razorbacks (or thirty buffalos/vigilance) you're looking at ninety pilum missiles bearing down on a target - not like that would happen everytime. add in those fast attack cruisers with 4 medium missiles each, plus the 5 missiles on the large battleship.
i tried it without the pilum mod and it's actually way more cheesy vanilla style since the zergling swarm becomes really nimble. you see, most of the problems with a modded fast pilum is the amount of misses it does and then loses fuel.
EDIT: just did a playthrough of a single battle using modded and vanilla pilums...the latter felt like shooting fish in a barrel. I think the only reason i'd go back to vanilla is if it gave me a better challenge vs stations.
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i'd edit the above, but this is weighty enough to add as a new bit: i just tried vanilla pilums with the above fleet deployment and the sheer weight of fire (the slower the more tightly packed echelons) combined with the swift elimination of flanking frigates who tend to distract the modded pilums alot more means that the battle station (the massive midlines with numerous PD emplacements) went down a hell of a lot faster and it didn't seem as much fun.
it's interesting. you'd think main theme of "faster" would equal a 'cheat' but from here it doesn't really feel like it at all.
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I'm sure those missiles will do a ton of damage when they reach the enemy in a few years
level 1 missile skill in the officers plus the ECCM mean even vanilla missiles move at a respectable pace ...they might even be faster - vanilla - than those energy torpedos (purple i think and went sinuous towards the enemy...it's been a while since i used them)
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Aww man, another player using all female officer avatars... ;D
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Beside obviously being slow, Pilums also have joke levels of missile hp. Any pd clears them with like 1/10th of OP investment.
the only thing that eats 141 vanilla pilums in a single volley from the above deployment (eccm + missile skill on the officers) are the blade breaker guardians. so the slower speed and "joke" hp might surprise you.
goduranus: hey, stay away from my harem. lol
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What do you mean by meme strategies? It's just a strategy for a fleet build. What do memes have to do with it?
Beside obviously being slow, Pilums also have joke levels of missile hp. Any pd clears them with like 1/10th of OP investment.
So meme strategy = joke strategy? Somehow I doubt that is what he meant.
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Ahha, have to say it is really hard for most of people to image when thousands of pilums get missile skill & ECCM support are approaching, what will happen. Because their officer number is limit in 10. ;)
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I like mass Pilums but they do stack better as a screen for carriers and other missile types.
Could be better though.
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Aww man, another player using all female officer avatars... ;D
That harem might be more dangerous than it look. If he removed the officer limit, he could have also remove the ship limit. 100+ razorbacks? I mean why not? ???
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I'm sure those missiles will do a ton of damage when they reach the enemy in a few years
This sums up my thoughts rather well on the matter.
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Aww man, another player using all female officer avatars... ;D
That harem might be more dangerous than it look. If he removed the officer limit, he could have also remove the ship limit. 100+ razorbacks? I mean why not? ???
i actually did remove both limits back when i was using vanilla vigilance/buffalomk2. i'm considering lowering the ship/officer limit now to something sane (had them both at 80) since i like a challenge. Besides, pilum spam helps rid the field of those boring AI fleets we've all had to deal with again and again.
it's only cycle 219 at the moment (iirc) so i'm sure i'll start seeing harder fleets to go up against...like that blade breaker guardian.
for arguments sakes, 15 razorbacks with as many officers as the default allows (10?) minus all the collosus freighters and phaeton tankers i have bloating the fleet, is perfectly doable with default ship/officer limits.
remember, i'm dealing with a battle size of 400 (nothign crazy) but with a full razorback fleet i'd hardly reach the OP limit. 25 razorbacks? that's 100 deployment points. that's 25*2*3 pilums in a volley.
lol. but 100 razorbacks? that's 600 pilums in the first wave, avoiding the mod for speed and you could have 2400 of them flying about