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Starsector => General Discussion => Topic started by: Optymistyk on November 18, 2020, 08:57:23 AM

Title: Conquest is bad - change my mind
Post by: Optymistyk on November 18, 2020, 08:57:23 AM
In a 1v1 scenario:
vs Paragon: Paragon using Tachyon lances outranges Conquest because of Advanced Targetting Core, even if Conquest is using the Gauss Cannon build. Conquest gets outranged, outgunned and outsustained.
vs Onslaught: Onslaught can easily catch up to Conquest using the Burn Drive ability. Conquest's Manuevering Jets aren't enough to maintain distance. Forced to a close range fight conquest has no chance of winning against Onslaught's superior everything.

In a tactical scenario:
Conquest is sporting 4 large ballistic slots, but can never get to use more than 2 at once without getting in the middle of a fight - which it mustn't do due to it's weak armor and 90* shield with the worst flux/dmg ratio in the game. Resigned to a long-range support role it can never use more than half of it's weapon slots. An Onslaught would provide far more firepower and another body to tank the damage for the same Deployment Point cost while the Conquest is sitting 1000 miles away doing comparatively little.

In a strategic scenario:
I can't confirm this rn but I believe the conquest has a comparable or even higher price than the Onslaught. Also has the same maintenance of 40 supplies/mo. It has the same fuel consumption as a Paragon at 10 fuel/ly. It has 1 more maximum burn so there's at least that going for it.

All in all there seems to be no reason to buy a Conquest over Paragon/Onslaught right now.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 18, 2020, 09:08:39 AM
Conquest can be built tough enough with a good configuration, enough that a brawl against Onslaught can go about 50/50 either way in a toe-to-toe slugfest.  Conquest needs either Hardened Shields or max caps.  Not every mount needs to be filled, although the heavies should.  Build for a range band.

Paragon is worth 60 DP - it better have an advantage over weaker capitals in a slugfest.  Otherwise, why use it instead of a cheaper capital plus a cruiser?
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 18, 2020, 09:25:20 AM
Man, how many conquest threats we up to now boyz?

Anyways in my mind it's well titled as a Battlecruiser. For a midline ship it's a specialist like most of the rest in that it provides a platform for large missiles and ballistics and not much else. It's not a durable capital, outside of freighters, but it's not supposed to be. Put one loadout on one side, and another on the other Like one for long range bombardment and the other for close range assaults (or accept that like most ships in the game it doesn't have the flux to use all it's weapons all the time. Onslaughts certainly can't.) It's a better player ship then an AI ship, but even then it's a fantastic weapons platform for deploying a lot of bang in a single package that only really matched by two dominator cruisers.

And if I recall the low tech capitals are the most expensive when you account for crew/fuel costs to operate them.

It's a controversial ship because it's not a fast space station like the paragon, nor a brick with BFG's like the onslaught.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 18, 2020, 09:38:03 AM
It's a glass cannon which takes a while to "click" with new players (or even some old ones). It's easily the most controversial ship in the game since every thread gets huge and heated. Personally it's my favourite capital in the game, as it takes some skill to pilot properly.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 18, 2020, 09:38:36 AM
Oh boy, another conquest thread :P.

Paragon costs 60 DP to deploy while Conquest cost 40 so Paragon should be about 50% stronger.

I strongly disagree that the onslaught is superior to the conquest. I think in AI hands they are about equal, and in player hands, conquest is clearly superior because of mobility. The conquest has WAY better flux stats (double the dissipation!). Weapon slots really don't matter that much, dissipation/capacity is what limits how much damage you can do in most scenarios. The onslaught can mount a ton of guns, but it can only fire them for a few seconds before maxing out on flux. It also can't actually fire all its guns at the same thing (side large slots don't actually fire directly forward), and onslaught also has issues with its built in guns sucking up all its capacity so it really doesn't have that much better of a weapon setup IMO. The conquest can fire its guns for much longer because of its high dissipation and thus put out as much or more damage as the onslaught in my experience.

With regards to dueling an onslaught, the conquest may not be able to straight up run away from an onslaught, but it can easily out-maneuver it. Just wait for the onslaught to burn at you, activate maneuvering jets when it gets close and move to the side, and voila, the onslaught flies past you, you're behind it, you've knocked out its engines and are killing it with zero resistance.

I would recommend putting hardened shields and high capacitors on the conquest. That makes the shield much more manageable and lets it sit in the middle of a fight comfortably in my experience. I agree that gauss conquest is not really worth it.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 18, 2020, 09:39:11 AM
For what it is worth, I use symmetrical loadouts, and I do make Conquest use both sides at the same time whenever I can get away with it.

The only loadouts AI has trouble with when I tried them are anything with Gauss Cannons, regardless of officer type.  AI cannot seem to maintain proper range.  Aside from that, Aggressive works with Storm Needlers, and Steady works for anything with 800-900 range ballistics.
Title: Re: Conquest is bad - change my mind
Post by: Optymistyk on November 18, 2020, 10:39:29 AM
Man, how many conquest threats we up to now boyz?

Anyways in my mind it's well titled as a Battlecruiser. For a midline ship it's a specialist like most of the rest in that it provides a platform for large missiles and ballistics and not much else. It's not a durable capital, outside of freighters, but it's not supposed to be. Put one loadout on one side, and another on the other Like one for long range bombardment and the other for close range assaults (or accept that like most ships in the game it doesn't have the flux to use all it's weapons all the time. Onslaughts certainly can't.) It's a better player ship then an AI ship, but even then it's a fantastic weapons platform for deploying a lot of bang in a single package that only really matched by two dominator cruisers.

And if I recall the low tech capitals are the most expensive when you account for crew/fuel costs to operate them.

It's a controversial ship because it's not a fast space station like the paragon, nor a brick with BFG's like the onslaught.

Isn't the point of a battlecruiser that it's faster and cheaper than a battleship? Cuz Conquest is neither. Onslaught provides the same or better firepower at the same deployment cost and a comparable credit cost AND is faster than Conquest thanks to the Burn Drive while being straight up better at everything else (except flux dissipation but it doesn't make much of a difference when you factor in Conquest's horrible flux/dmg shield ratio and Onslaught's build in flux-efficient laser weapons)
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 18, 2020, 10:55:26 AM
The onslaught is really good. In one direction.  ;D

Better install those manoeuvring thrusters because one bad burn as you'll be spending half the battle turning to even use half your guns.

Ultimately your argument sounds like you are trying to fit a square into a round hole, and are then calling the square a bad shape.
Title: Re: Conquest is bad - change my mind
Post by: pairedeciseaux on November 18, 2020, 10:58:36 AM
Isn't the point of a battlecruiser that it's faster and cheaper than a battleship? Cuz Conquest is neither. Onslaught provides the same or better firepower at the same deployment cost and a comparable credit cost AND is faster than Conquest thanks to the Burn Drive while being straight up better at everything else (except flux dissipation but it doesn't make much of a difference when you factor in Conquest's horrible flux/dmg shield ratio and Onslaught's build in flux-efficient laser weapons)

As others have alluded to, there are regular "Conquest is bad" threads on this forum. Have some fun reading those previous conversations. :P

Replying to the specific point above comparing Conquest and Onslaught: it is a fact, Conquest has a much higher sustained firepower and lower defence. If you use Hardened Shields as suggested by Megas in his first reply you get acceptable defence.

Also I feel like your assessment of Conquest mobility is incomplete. It is able to outmanoeuvre many ships. And this mobility is handy against station too.
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 18, 2020, 11:12:17 AM
Onslaught provides about 2/3rds of the firepower that Conquest brings against a single target, purely because Conquest has monstrous flux stats and Onslaught does not (though even Conquest wants as much dissipation as possible, those mjolnirs aren't going to shoot themselves). Mobility isn't really a good comparison point, because in a straight line, they are probably tied, but Conquest can move sideways or backwards, unlike Onslaught. Onslaught also has to commit with its burn drive, whereas Conquest can use its manoeuvrability to kite enemies that are too strong to take head on.
And if I recall the low tech capitals are the most expensive when you account for crew/fuel costs to operate them.
About 150% to 200% as expensive in maintenance, I don't remember exactly anymore.
Title: Re: Conquest is bad - change my mind
Post by: Thaago on November 18, 2020, 11:26:23 AM
Conquests have superior mobility, firepower, and missile burst than an Onslaught, at burn 8 instead of 7. They can bring an Ion Beam alongside heavy kinetics (that might sound like a small thing, but its really not). In exchange, they have inferior armor, hull, shields, straight line speed, and point defense coverage. Both ships have their strengths and weaknesses.

Its easy to build a conquest that 1v1's any other capital. Its also easy to build a conquest that loses to everything.
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 18, 2020, 12:12:48 PM
Do you pilot, bro?

Paragon outranges only in soft flux (and a very little amount of hard flux from 2 HVDs). A player piloted Conquest can tank 4 alternating Tachyon Lances + 2 HVD + 2 Gravitons build (anything less is trivial) by proper use of shield flicker and short venting and kill the Paragon with Gauss cannons. In fact, a Conquest designed for sole task of countering Paragon can win even on autopilot (key is 2 Squalls in different groups, they pretty much choke Paragon in constant stream of hard flux. AI is too stupid to mini-vent early).

Onslaught: AI piloted ones are easy, they'll only use Burn drive if you let your own flux go high. Just keep max distance and pound away. A better piloted Onslaught could be more problematic, but that's not what we get in actual game. It's also possible to do a corrida maneuver and get behind Onslaught while it burn drives, but that would cost quite a bit of armor. Plus as I said, current Onslaught AI is too passive for that.

Odyssey is not even a contestant. AI is bad at piloting these, so Conquest wins by default. Plus it is genuinely hard (but possible) for Odyssey to win against a properly built Conquest, even if Odyssey is the one player-piloted.
Title: Re: Conquest is bad - change my mind
Post by: Schwartz on November 18, 2020, 12:26:35 PM
Ion Beam sounds like a fun idea.

So you're saying it makes a great flagship, okay. In the hands of AI it is IMO the least competent capital because it requires a match trigger pilot.

The thing is.. any ship gets quite a bit better when you "twitch pilot" it. Conquest is just the ship that requires it the most, especially because of the kind of shield it has, and the trifecta of range / mobility system / bad armor. I am not convinced that it is as good as it needs to be for its capital position, even at 40 OP. I'd rather see it cost 45 and be made better than continue its life as a paper tiger.

However I will let the arguments sink in a bit. It never felt like a flux beast to me because I actually take a hit or two on shields. Maybe the idea for this ship is that you're doing it wrong if you get hit. I dunno.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 18, 2020, 12:39:43 PM
What did I tell ya, some experienced folks also find it weak.

@Schwartz
Have you ever seen an AI Odyssey? It's basically Onslaught but without the defense.

I really don't see why you think it's not worth 40 DP, it was appropriately buffed before, now it's perfectly fine. And you definitely don't need twitchy skills, just a decent loadout coupled with good positioning in battles. You should never tank damage you absolutely don't need to, you have your fleet for that.

Re: Ion beams

Why tho? It's such a waste of flux on Conquest, your role is to flank and kill, not tickle their weapons and engines. I've found most success leaving medium energies completely empty, or just putting token PD. You could also put Phase lances for those pesky fast frigates, but again, not worth too much.

EDIT: Thinking about it, I've probably spent most time in this game piloting a Conquest, I don't think anything else comes close.
Title: Re: Conquest is bad - change my mind
Post by: Tempest on November 18, 2020, 01:06:00 PM
It would be nice if everyone that defends one thing or the other, posted some videos that show how that actually works.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 18, 2020, 01:19:02 PM
Spoiler
https://www.youtube.com/watch?v=SecJjpCirtg (https://www.youtube.com/watch?v=SecJjpCirtg)
[close]
Well there ya go, it's not my video btw. I could also post my usual build here if you want but I don't think that alone would prove much as you said.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 18, 2020, 01:24:01 PM
 ;D lol yeah all my videos are me watching the AI play. Which is unfair as who fights a battle they are going to lose, or without proper supporting elements?
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 18, 2020, 03:02:34 PM
Ion Beam is too inefficient on Conquest for what it does.  It takes too long for Ion Beam to disable enemies given the firepower Conquest can bring.  Better to put that flux toward a bigger gun (like upgrading from Hellbore to HAG or Mjolnir) or another kinetic to crush the enemy faster.

I almost always leave the medium energy and missile mounts empty (mainly because Expanded Missile Racks costs a lot of OP, but it is worth it to prolong Locust spam for nearly an entire fight).  If my Conquest packs Mjolnirs, I even leave some of the medium ballistic mounts empty too.  (Mjolnir/Heavy Needler/Mark IX/empty medium ballistic mount - on both sides are effective and can brawl both sides simultaneously for a few seconds.)

Conquest can flank, but it is good enough that is does not always need to.

Quote
Have you ever seen an AI Odyssey? It's basically Onslaught but without the defense.
Oh, yes.  Odyssey is my least favorite capital because unless I give AI a beam-and-missiles loadout (that I do not want to use if I pilot it), it always burns into the middle of a mob and dies.  Odyssey is too valuable to throw away like a Shrike.
Title: Re: Conquest is bad - change my mind
Post by: Schwartz on November 18, 2020, 03:07:58 PM
My loadout tends to leave the medium energy & missile slots empty too. I do 2x Locusts, HVDs, HAGs, maybe some large kinetics, as well as Energy PD. Trying hard to squeeze out flux efficiency because despite it being "great", flux still fills up fast both offensively and defensively because large ballistics and bad shields both put a heavy lid on it.
Title: Re: Conquest is bad - change my mind
Post by: Ripper1776 on November 18, 2020, 03:36:33 PM
Ok, here's my current build with which I killed an Onslaught.  I'm positive I've taken a Paragon in this build, but I couldn't manage it this time.  (It's been a while since I played, and my skills are a little rusty.)  But, with 59 OP, I was able to take down the Paragon.  I really like the Conquest, it's a fun ship to fly but you can't fly it like an Onslaught or Paragon, it's just not tough enough, shield or armor/hull-wise.  But if you maintain a little distance, and allow those big guns to work, it's a solid ship.

This build is asymmetrical, the right side is long range, 2 HAGs and 2 HVDs.  The left side is set to defend against swarms, Frigates and Fighters, and has 2 Devestators with 2 Thumpers.  All the small energies are Tac Lasers, with Integrated PD, the 2 bow energies are Ion Beams, the large missiles are Locust SRMs, and the medium missiles are Sabots.

One of the things I like most about this game is that there are a plethora of ships, and anyone can find a ship they like to fly and fits their style.  Personally, I enjoy flying basically all of the Capital ships, except maybe the Onslaught, but the Conquest is definitely a personal favorite.

I tried to post screenshots, but the forum doesn't like pictures, apparently.  Sorry about that, but you get the idea.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 18, 2020, 07:53:07 PM
Why HVD over HN?

TAC Laser+ IPDAI is worse than LRPD and the same.

Might help to swap those around. (I would also think that a stronger kinetic presence + MIRV is more ideal, especially if you’re piloting yourself)
Title: Re: Conquest is bad - change my mind
Post by: Ripper1776 on November 18, 2020, 11:41:00 PM
I'm not the best at managing my flux, and HNs are very flux bursty.  Also, the HVDs have better range, allowing me to kite more.  The Maneuvering Jets are great for allowing the Conquest to keep it's distance and the appropriate side turned to the enemy.  I've never tried the LRPDs, might have to give them a go, but my thinking on the Tac Lasers is they can do both, target missiles/fighters and be decent at long range against ships.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 18, 2020, 11:44:07 PM
Wow, so far 2 people put HAGs + HVDs and wonder why they don't feel it should be 40 DP, well there's your problem. You don't have nearly enough kinetic damage, seriously, 2 HVDs is destroyer level firepower. And then 2 HAGs is just overkill, I'm not a fan of it on Conquest in general but if you're going to roll with it put some actual kinetics there, might as well take Storm Needler and go bananas. Also those 2 Thumpers on the offside is such a waste, Railguns would be a better choice if you want some anti frigate weapon.

In my mind, you should either put Mjolnirs or Gauss Cannons if you're not going with the melee knife build. Everything else isn't super fitting for Conquest. Well anyways here's my build in one of the campaigns, it's not exactly perfected but I used what was available, the general idea is there tho.
Spoiler
(https://i.imgur.com/gBR0Zu7.png)
[close]
Title: Re: Conquest is bad - change my mind
Post by: Thaago on November 19, 2020, 12:12:17 AM
Ion Beam is too inefficient on Conquest for what it does.  It takes too long for Ion Beam to disable enemies given the firepower Conquest can bring.  Better to put that flux toward a bigger gun (like upgrading from Hellbore to HAG or Mjolnir) or another kinetic to crush the enemy faster.

...

A Conquest has 1700 flux dissipation with no skills: 1920 with skills. Ships should always have a reasonable amount more guns than dissipation to avoid 'dead' dissipation.

2 Guass's, 2 heavy maulers, and an ion beam is 1700 flux (sniper build). Twin mjolnirs + 2x heavy needlers + ion beam is 1934 flux. Those are reasonably sensible loadouts in 2 range bands with flux intensive large mount guns, and both are in budget. Anything using HAGs/MkIXs in the largest or flaks in the mediums for extra PD is even cheaper.

The Conquest's biggest problem is its low defense. An Ion beam reliably and accurately lowers the offense of whatever its engaging. For a player that knows to keep it firing it also acts as a wall that flames out any fighter or missile that happens to fly through it (and the AI does this by accident on occasion too).

I might be a bit weird, but I most often leave a bunch of the small energy mounts empty, especially on the off side because that side has flak anyways. The PD benefit of small energy mounts is really marginal on a ship that can mount flak.
Title: Re: Conquest is bad - change my mind
Post by: Ripper1776 on November 19, 2020, 12:23:58 AM
Hey, I'm not saying the Conquest is underpowered or too expensive OP wise, I think it's fairly well balanced.  I just really like the HAG/HVD combo, seem to work fairly well for me, as long as I don't allow myself to get overwhelmed.  Might consider dumping some Tac Lasers on the Flak side to free up some OP.  BTW, how did you get a full sized image in?  I tried some screenshots earlier, but the file cap is so low I couldn't get them downloaded.  Is that a perk of leveling up on the boards?
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 19, 2020, 12:38:38 AM
I just put the imgur url inside the spoiler thingy. Igmur url is inside its own url tags. So you just click spoiler, then the image icon and the paste your screenshot link there.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 19, 2020, 04:03:50 AM
My AI conquest setup uses 2x Gauss, Ion Beam, Tac lasers, Advanced Optics, Integrated Targeting Unit, Advanced Turret Gyros, Flux Distributor and Dedicated Point Defence AI. Don't remember if I also have enough OP left to install hardened shields (since I'm playing without commander skills giving extra OP) but it hardly makes a difference considering that even the AI plays with it well and manages to stay at range most of the time. The two ballistics on the same side of the gauss cannons are usually filled with some point defence unless you're playing with mods introducing medium ballistics with 1.2k range.

Call me heretic but I usually don't even bother filling the missile slots since the thing is plenty effective without them and I've spent all the ordinance points to
1)Have my conquest only have weapons with 1200 range
2)keep firing said weapons almost continuously
3)Have overwhelming kinetic damage(gauss), a smaller secodary type of damage to eat armor (tac lasers) and a tertiary means of paralyzing the enemy (Ion beams)

You could arguably drop hardened shields to fill the missile weapon slots if you've also got unlimited ammo large missile weapons from mods, otherwise I don't suggest it. Long range AI usually works best when it can just spam its weapons without a worry in the world with the least amount of weapon groups possible.

The result is a ship that reliably 1v1s any other 40FP unit in the whole game and is the only 40FP ship capable of clubbering a 4tach lance Paragon without taking a iota of damage when player controlled (since the AI is not reliable enough to stay at max range, eh)

Hating the Conquest is just a side-effect of not fiddling with the game enough to realize that overwhelming, ultra long range firepower combined with amazing mobility is the most powerful combination of properties in Starsector and is the best one suited for most if not all scenarios.
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 19, 2020, 06:08:02 AM
The result is a ship that reliably 1v1s any other 40FP unit in the whole game and is the only 40FP ship capable of clubbering a 4tach lance Paragon without taking a iota of damage when player controlled (since the AI is not reliable enough to stay at max range, eh)

Odyssey is technically 45 FP, but a player controlled one can defeat any Paragon build without taking more than few armor scratches as well. Key is plasma burning to Paragon's side and sticking there, out of most of it's weapon arcs.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 19, 2020, 07:13:55 AM
Ion Beam is too inefficient on Conquest for what it does.  It takes too long for Ion Beam to disable enemies given the firepower Conquest can bring.  Better to put that flux toward a bigger gun (like upgrading from Hellbore to HAG or Mjolnir) or another kinetic to crush the enemy faster.

...

A Conquest has 1700 flux dissipation with no skills: 1920 with skills. Ships should always have a reasonable amount more guns than dissipation to avoid 'dead' dissipation.

2 Guass's, 2 heavy maulers, and an ion beam is 1700 flux (sniper build). Twin mjolnirs + 2x heavy needlers + ion beam is 1934 flux. Those are reasonably sensible loadouts in 2 range bands with flux intensive large mount guns, and both are in budget. Anything using HAGs/MkIXs in the largest or flaks in the mediums for extra PD is even cheaper.

The Conquest's biggest problem is its low defense. An Ion beam reliably and accurately lowers the offense of whatever its engaging. For a player that knows to keep it firing it also acts as a wall that flames out any fighter or missile that happens to fly through it (and the AI does this by accident on occasion too).

I might be a bit weird, but I most often leave a bunch of the small energy mounts empty, especially on the off side because that side has flak anyways. The PD benefit of small energy mounts is really marginal on a ship that can mount flak.

This is similar to my fits. But I do like some regular PD lasers on the front side (and especially the back) and sometimes LR. The ability to prevent missiles hitting the shield is super nice and LR PD has the ability to pick off sabots if there aren’t intervening targets
Title: Re: Conquest is bad - change my mind
Post by: Daynen on November 19, 2020, 09:09:19 AM
The AI will use maneuvering jets to get better position and save its life.  It will use burn drives to dive stations and get itself killed.  Also the thermal pulse cannons on an onslaught are fixed and so spread out its common for one stream to miss the target when firing both simultaneously, wasting a LOT of flux and time, whereas the conquest has large turrets that can properly focus fire.  While the onslaught may have more total firepower, the conquest is much better at bringing a given quantity of guns to bear on one target with much better convergence--and if that side somehow gets knocked out by EMP or sheer damage it can flip over and fire the other broadside while the damaged guns repair themselves.  If the conquest gets flanked, it hits the jets and flips--if the onslaught gets flanked, it dies.

For station sieges, the onslaught is probably a tougher, more forceful option but for fleet engagements, the conquest has distinct tactical advantages.  The onslaught is simpler, as low tech ships are ostensibly meant to be, but the conquest can do things the onslaught simply cannot.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 19, 2020, 10:07:38 AM
Eight to ten burst PD on Conquest is handy for picking off mines from enemy Doom or star fortress.

@ Thaago: I tried Ion Beams on Conquest before, and they simply take too long to knock out something.  By the time something gets knocked out by EMP, the target is about dead from Conquest's overwhelming firepower from ballistics and Locusts.

With Eagle, I can see the point of Ion Beam, but Conquest has too much firepower to need Ion Beam.  No need to fry weapons or engines when the enemy explodes in fiery pieces.

Quote
Twin mjolnirs + 2x heavy needlers + ion beam is 1934 flux. Those are reasonably sensible loadouts in 2 range bands with flux intensive large mount guns, and both are in budget. Anything using HAGs/MkIXs in the largest or flaks in the mediums for extra PD is even cheaper.
I usually use Mjolnir + Heavy Needler + Mark IX on each side.  Sometimes, when I do not have elite weapons, I use HAG + 2x Heavy Autocannon + Mark IX instead.  If I use Ion Beam on top of that, not only extra flux use hurts when I want to use both sides at the same time, but I also need to give up Expanded Missile Racks to afford it, and that is a non-option if I want Locusts to last long enough in a fight.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 19, 2020, 10:12:44 AM
If you're running EMR you're probably better off with MIRV and ECCM. Its only 4 more OP but will hit a LOT harder in terms of killing enemy ships after you shred them of their shields
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 19, 2020, 11:03:43 AM
The result is a ship that reliably 1v1s any other 40FP unit in the whole game and is the only 40FP ship capable of clubbering a 4tach lance Paragon without taking a iota of damage when player controlled (since the AI is not reliable enough to stay at max range, eh)

Odyssey is technically 45 FP, but a player controlled one can defeat any Paragon build without taking more than few armor scratches as well. Key is plasma burning to Paragon's side and sticking there, out of most of it's weapon arcs.

Damn you TaLaR, you know I have a sweet sweet spot for the Odissey and I can't deny anything you reply with if you also mention that beauty of a capital :P

The AI will use maneuvering jets to get better position and save its life.  It will use burn drives to dive stations and get itself killed.  Also the thermal pulse cannons on an onslaught are fixed and so spread out its common for one stream to miss the target when firing both simultaneously, wasting a LOT of flux and time, whereas the conquest has large turrets that can properly focus fire.  While the onslaught may have more total firepower, the conquest is much better at bringing a given quantity of guns to bear on one target with much better convergence--and if that side somehow gets knocked out by EMP or sheer damage it can flip over and fire the other broadside while the damaged guns repair themselves.  If the conquest gets flanked, it hits the jets and flips--if the onslaught gets flanked, it dies.

For station sieges, the onslaught is probably a tougher, more forceful option but for fleet engagements, the conquest has distinct tactical advantages.  The onslaught is simpler, as low tech ships are ostensibly meant to be, but the conquest can do things the onslaught simply cannot.

I'll agree on the Onslaught being better on sieges despite being quite the insatiable flux hog.
It gets exponentially better with commander skills and officers bringing its overall flux dissipation on par with the entirety of weapons it can field but a stock, non-XIV Onslaught with no officer or any commander skills giving it more OP or even the option of getting 60 vents instead of 50 really, really struggles to properly use all of its weapon mounts without sacrificing a lot in the way of anything else, altough the version with quad Annihalator rocket launcher 1x gauss, 2x Devastator,4xHVDs can do a lot of work.

Conquest on the other hand can just barely be fitted with 2xHurricane Mirv, 2xGauss,1xIon Beam and 2xHVDs and it's simply disgusting against anything that can't move out of the way in time i.e other capitals and stations. It's devastating provided you're ok with the ship losing a lot of its bite after the Hurricane MIRVs run out of ammo, given the fact just scraping by those extra 30 Ordinance Points just to get expanded missile racks is a bit too much to ask for without level 3 Loadout Design.

And that is why I present to you my no-missile, all dakka-pew-pew Conquest without any Loadout Design shenanigans meaning it's stuck at max 50vents/Capacitors and only has 315 Ordinance Points!

I'll have to admit it took me a while to remember how my setup was AND to adjust it without loadout design. I'll advice people getting ticked off by empty weapons slots to NOT look at the following screenshot:
Spoiler
(https://i.imgur.com/HPpDjy8.png)
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The only mod-introduced feature of this setup is Automatic Orders allowing me to give it a Timid personality without...you know...using an officer or modifying my fleet doctrine and having my overridden monsters in the rest of my fleet run from a missile only Kite. It will properly stay at a distance while keeping the pressure on with all of its 1200u range weapons (plus ITU) and successfully sniping enemy fighters/missiles while at it too. Here's my weapon groups by the way, quite important for the AI:
Spoiler
(https://i.imgur.com/xSOTksl.png)
[close]

It successfully murders a Gauss/4xAnnihalator/2xHVD/2xMauler Onslaught and most Odissey/Legion variants and still gets its engine block handed to it by a 4tach lance Paragon under AI control.

bah, I went into the refit screen again and made a double hurricane mirv version work without Loadout Design. Had to axe a lot of stuff but it actually cuts thru the same onslaught a lot faster. Enjoy!
Spoiler
(https://i.imgur.com/WNYs7y1.png)
[close]
There isn't any good medium missile weapon option to directly link with the Hurricane MIRVs in vanilla so I decied to keep them empty, as much as it bothers me considering the ship already has Expanded Missile racks.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 19, 2020, 11:13:42 AM
If you're running EMR you're probably better off with MIRV and ECCM. Its only 4 more OP but will hit a LOT harder in terms of killing enemy ships after you shred them of their shields
It costs much more than 4 OP.  Locust is 18 OP, MIRV is 25?  Then multiply by two for two mounts.  ECCM costs additional OP on top of that.  MIRVs and ECCM cost too much OP, much more than Locusts alone.  Without Missile Spec., I do not even think about MIRVs (if I have Locusts available) unless loadout is primarily Gauss Cannons, and only because Locusts have less range than Gauss.  However, I generally avoid Gauss loadouts for various reasons.

I use EMR on anything that relies on missiles (except plasma Apogee due to lack of OP) because missile ammo runs out too quickly, even Locusts.  Any high-tech ship with Sabots?  EMR.  Low-tech ship with Annihilators?  EMR.  Starter Apogee with Locusts but no PC?  EMR.  Conquest with Locusts or any other missile?  EMR.

Also, two Locusts is practically an unavoidable auto-kill against enemy frigates (eats shields, armor, and hull - everything).  Destroyers will be severely hurt too.  Others need armor stripped first, but that is okay.

@ Thaago:  If I can afford Ion Beam, then I can also afford better firepower to kill things faster, or not and let the Conquest attack both sides at the same time without maxing flux too fast (which is nice against a mob of smaller ships).
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 19, 2020, 11:15:44 AM
A cheeky AM blaster on the sides is nothing to sniffle at by the way! Midline has some hilarious potential for AM Blasters where they really don't belong!
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 19, 2020, 11:25:57 AM
A cheeky AM blaster on the sides is nothing to sniffle at by the way! Midline has some hilarious potential for AM Blasters where they really don't belong!
Huh, I've never tried that. Do you have any interesting setups involving AM blasters on midline ships to showcase? For science!
If you're running EMR you're probably better off with MIRV and ECCM. Its only 4 more OP but will hit a LOT harder in terms of killing enemy ships after you shred them of their shields
It costs much more than 4 OP.  Locust is 18 OP, MIRV is 25?  Then multiply by two for two mounts.  ECCM costs additional OP on top of that.  MIRVs and ECCM cost too much OP, much more than Locusts alone.  Without Missile Spec., I do not even think about MIRVs (if I have Locusts available) unless loadout is primarily Gauss Cannons, and only because Locusts have less range than Gauss.  However, I generally avoid Gauss loadouts for various reasons.

I use EMR on anything that relies on missiles (except plasma Apogee due to lack of OP) because missile ammo runs out too quickly, even Locusts.  Any high-tech ship with Sabots?  EMR.  Low-tech ship with Annihilators?  EMR.  Starter Apogee with Locusts but no PC?  EMR.  Conquest with Locusts or any other missile?  EMR.

Also, two Locusts is practically an unavoidable auto-kill against enemy frigates (eats shields, armor, and hull - everything).  Destroyers will be severely hurt too.  Others need armor stripped first, but that is okay.

@ Thaago:  If I can afford Ion Beam, then I can also afford better firepower to kill things faster, or not and let the Conquest attack both sides at the same time without maxing flux too fast (which is nice against a mob of smaller ships).

I find EMR to be a premium luxury on anything that does not just spawn into battle just to vomit missiles, probably because it's already been a few campaign when I don't pick Loadout Design. Most of my ships that also use missiles to push their combat prowess as much as possible usually can't afford EMR due to lacking flux dissipation, capacity or important hull mods. ON a campaign run with Loadout Design? Just slap that bad boy on anything using limited ammo missiles.

I've rarely used locusts since I usually deploy smaller ships to deal with smaller enemies while I spec my bigger units to deal with enemy capitals. The only ship I regularly find myself using a Locust is the Griphon since it's a really, really good way to clog enemy point defence and just nuke them with the other missile types while they're overwhelmed.

Ion beam has the best flux/EMP damage ratio in vanilla at 0.5. It's also the only vanilla weapon that can flameout an enemy ship's engines despite said ship giving you the front/having shields raised. It's basically a direct fire Salamander that you can't shoot down provided you've got plenty of kinetic firepower and as people said before it's not only good at preventing the enemy from running away but it's also perfect for preventing the enemy to fire back at you once it starts working, wich is also really good when facing multiple, smaller opponents since they'll get paralyzed and allow the COnquest to face them mostly one by one.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 19, 2020, 12:19:03 PM
its more than 4 OP
Locust x 2 : 36 OP
Expanded Missile Racks: 30 OP
Total: 66 OP

MIRV x 2: 50 OP
ECCM: 20 OP
Total: 70 OP

70-66= 4 OP

2x MIRV is 20 MIRV each doing 5500 HE. 110,000 total HE. Enough to kill 5 onslaughts.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 19, 2020, 02:57:30 PM
@ Goumindong:  I would not want MIRVs without EMR either.  Without EMR, MIRVs run out too quickly.  AI wastes them like no tomorrow.

Quote
Ion beam has the best flux/EMP damage ratio in vanilla at 0.5. It's also the only vanilla weapon that can flameout an enemy ship's engines despite said ship giving you the front/having shields raised. It's basically a direct fire Salamander that you can't shoot down provided you've got plenty of kinetic firepower and as people said before it's not only good at preventing the enemy from running away but it's also perfect for preventing the enemy to fire back at you once it starts working, wich is also really good when facing multiple, smaller opponents since they'll get paralyzed and allow the COnquest to face them mostly one by one.
I already wrote above, Ion Beam does not work fast enough (on something that can make things dead fast).  I tried Ion Beam on Conquest (with 800-900 range ballistics) but was disappointed with the results.  I had better results re-allocating the OP and/or flux elsewhere.

I also do not want AI firing Ion Beam when none of its ballistics are in range.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 19, 2020, 03:22:48 PM
20 is a lot of MIRV. I think it takes 2 minutes to launch the entire compliment of 10 MIRV from a regular launcher that or its 100 seconds. (1 minute 40 seconds). That is a pretty decent amount of time. If you're concerned about duration then 1 MIRV, EMR, ECCM is only 9 more OP for the long duration/less waste version.

I also do not want AI firing Ion Beam when none of its ballistics are in range.

Why? Its not like it costs you anything
Title: Re: Conquest is bad - change my mind
Post by: shrek_luigi on November 19, 2020, 04:21:28 PM
its almost 2021 and modders STILL haven't made the ConSlaught, which is an Onslaught Conquest hybrid, smh my head
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 19, 2020, 06:02:49 PM
I think its funny how hotly contested the conquest is, but honestly im glad people are (continuing to) bringing up their grievances and they're being discussed openly. I respect that, can't do that everywhere these days.

To the point, I think ON AVERAGE the conquest is the worst of the three, compared to the paragon and the onslaught. However, I also think it has the highest possible potential, which is why its so hotly debated. At any rate, if I had to die on a single hill it would be if anything, it absolutely isn't consistent. The conquest is a glass cannon that's very hard to pilot and imo, essentially hopeless for the AI to use effectively unless it somehow manages to circle with the broadside correctly without over committing and dying which is extremely rare. Paragons and onslaughts have serious weaknesses that the onslaught doesn't for the most part, but that trade comes with problems that capitals typically don't have, like its infamous fragility. I would go so far as to say the conquest not only has to be minmaxed to even be good at all, but minmaxed in a specific way to really hold its own, that being total asymmetry with mandatory hardened shields and good officer skills. Even considering all this, a single mistake means near instant death, and using all those weapons continually requires some degree of relative safety, which isn't so for an onslaught or paragon.

Maybe the question isn't "is the conquest good" but more "what makes a ship good."
Title: Re: Conquest is bad - change my mind
Post by: PapaPetro on November 19, 2020, 06:16:50 PM
its almost 2021 and modders STILL haven't made the ConSlaught, which is an Onslaught Conquest hybrid, smh my head
Does the Victory-class Battleship from the Ship/Weapon Pack count?
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 19, 2020, 06:18:35 PM
its almost 2021 and modders STILL haven't made the ConSlaught, which is an Onslaught Conquest hybrid, smh my head
Does the Victory-class Battleship from the Ship/Weapon Pack count?
That's more of an OnQuest IMO  :P
Title: Re: Conquest is bad - change my mind
Post by: Hiruma Kai on November 19, 2020, 06:29:22 PM
20 is a lot of MIRV. I think it takes 2 minutes to launch the entire compliment of 10 MIRV from a regular launcher that or its 100 seconds. (1 minute 40 seconds). That is a pretty decent amount of time. If you're concerned about duration then 1 MIRV, EMR, ECCM is only 9 more OP for the long duration/less waste version.

Two minutes is essentially correct.  Refire delay on MIRV is 15 seconds. Assuming you're firing MIRV as often as you can, and have 10 reloads they'll last 135 seconds (9*15).  If you have 20 with EMR, they'll last 285 seconds (19*15).  Of course, being fired like that means a good portion of the time they'll be hitting shields, or alternatively, being shot down by PD.

Locusts have a 8.9 second refire time, with 15 reloads (but a significant fire time of like 5-6 seconds, so it ends up being about 15 seconds between the starts of salvos).  So about 210 seconds of fire, or 435 seconds with EMR.  So roughly about a factor of 3.2 in terms of flux free pressure time if you're comparing ECCM MIRV against EMR Locust.   And while 20 MIRV salvos is 110,000 HE damage, 60 Locust salvos is 480,000 fragmentation damage.

I will note base peak performance time on a Conquest is 600 seconds.  With an officer or player piloting that has Combat Endurance, that can easily hit 750 seconds. 138/750 is 18% of combat time.  435/750 is 58% of combat time.

So, the question is, what size battles are people tending to fight in and what are you using the missiles for.  I've certainly been in end game battles against multiple fleet simultaneously that go long enough to hit CR degradation on capitals.  Most of the game isn't like that, but for some players it is a consideration.  Then there's also the opposition and what you're doing with those missiles. MIRV is not as good against a carrier heavy opposition for example, while locusts will struggle against high armor by themselves.  If you're skipping flak and/or devastators in favor of additional kinetics, the Locusts can fill a valuable anti-fighter role on the Conquest.

Personally, against an Astral + Doom + phase ship fleet, I'd rather have the locusts.  Against a low tech Onslaught + Dominator fleet, I'd rather have the MIRVs - or maybe no missiles depending on how much PD there is.

As far as the Conquest itself, it is a decent ship in my mind.  Build to its strengths and it works fine.  I've used Conquests backed by fast Heron carriers and found them reasonably effective in AI hands.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 19, 2020, 06:33:39 PM
@ Goumindong:  Two minutes is not enough time in an endgame fight.  (Same problem with Annihilator pods on Onslaught, too.)  I tried no EMR, and MIRVs ran out mid-fight if fired constantly.  Of course, player can control firing, but AI will not - they fire at the earliest opportunity.  Anyway, I tried MIRVs with ECCM again, but I was not too impressed.  MIRVs do not overwhelm defenses, and small ships dodge the payload without much difficulty.  It is alright as a punisher or finisher (or long-range harassment), but as an all-purpose weapon that can be fired willy-nilly like the AI does, it is not very effective at that.

Quote
Why? Its not like it costs you anything
That assumes AI Conquest began fighting at zero flux.

I tried ion beam again, and it takes too long for EMP to spark and knockout something, and the damage is negligible.  Also recalled two other reasons why I do not like Ion Beam on Conquest.  1) It cannot always track fast enough when I spin Conquest all over the place and keep ballistics aimed at enemies, and 2) limited OP budget.  If I add Ion Beams, I need to cut something else out (missiles, flux stats, campaign mod) or downgrade my main guns (like Mjolnir down to HAG).  Ion Beams on a symmetrical loadout is not healthy when both sides on Conquest fire long enough.

essentially hopeless for the AI to use effectively unless it somehow manages to circle with the broadside correctly without over committing and dying which is extremely rare.
It helps if the main guns share the same range (maybe within 100 units) and the officer has the proper behavior.  AI can handle medium-range brawler loadouts just fine, at least symmetrical loadouts.  Storm Needler needs Aggressive+.  The only loadouts I had problems with AI are those with Gauss Cannons.  Problems include AI driving beyond Gauss range and unable to fire, AI unable to keep target within Gauss' firing arcs, or driving too close to the enemy (i.e., within range of 900 range ballistics).
Title: Re: Conquest is bad - change my mind
Post by: Orochi on November 19, 2020, 08:43:47 PM
The problem I've always had with Conquest apologists is that they inevitably defend it by insisting it's a playership that is hard to use and must be built right to be effective.

Like, I'm sorry but those are all points against it.

Ease of use is not something that can be ignored. Being harder to use makes a thing worse, regardless of how good you are with it. Why? Because if it was easier to use you would be better with it. Being 'hard to master' doesn't make something immune to criticism as so many people seem to think. It is precisely because of the difficulty involved in piloting it that makes it bad. Every bit of effort that you have to spend carefully managing the flux buildup is less effort you can put into managing your fleet. Every second it takes to properly position the ship so that it can both fire and not get immediately destroyed is another second it spends being dead weight.

The fact that it needs to be 'built right' to take on an Onslaught tells you all that you need to know about it. The default loadouts are always trash to mediocre, so if you have to 'build it right' to take on it's equivalent in dp, that means it is limited specifically to its role and/or 1v1ing against the specific loadout you built against in sims.

And if you call it a playership, that makes it even worse. You get 200 dp but only one playership, making it one of the most valuable ships in your fleet. What's more, the most valuable position for the player to take is a flexible opportunistic one. While the player can certainly see some success with long-range fire support, that's honestly better left up to the AI in the form of a carrier. If you absolutely must have ballistic support, the Dominator has plenty and is lower-dp.

So the role is set as a flexible opportunist. So what do you need? Bursty dps, enough flux to bail out a ship that's made some grave mistake, and rapid relocation. While the Conquest may fulfil this role in theory, in reality it does so very poorly.

The terrible shield and mediocre flux stats combined with broadside firing-arcs means if you don't have god-like positioning you will always be choosing between positioning yourself to tank hits and retreat or do damage and retreat, and you will rarely have the option of switching. This means that if something goes wrong, you always have to retreat. If you're positioned for firing, then no you can't save that dumb cruiser that didn't retreat in time. And if you position yourself for tanking, then you can't take advantage of that capital's unexpected overload. You can rarely salvage the situation because you must be positioned properly before taking action, and that means giving up quite a bit of flexibility.

And even if you do want to use it for tanking, you have to be extremely careful. The ai is very prone to retreating behind you despite having empty flux when you have nearly-full-flux, especially if you are a non-carrier capital ship. I've lost quite a few battlecruisers to my allies leaving me to die like ungrateful cowards, so I value speed on my battlecruisers, and the Conquest just isn't fast enough considering the speeds of most cruisers or burn drives.

In fact, the Conquest is so bad, that the Onslaught is better at it's role for the sheer fact that it's armor is so thick it can kill-confirm whenever it wants and has equivalent or better firepower. Though the Onslaught may only have one forward facing large ballistic, it's easy enough to just turn it slightly to get one of the other two on board, and the bevy of medium ballistics is honestly plenty otherwise, plus the TPCs. The Onslaught is the more valuable player ship because the burn drive allows for rapid-repositioning with about as much planning as a Conquest, and it doesn't matter if stuff abandons you to die because they can't kill you anyway. With one ship you can also fulfil the role of fire-support with the TPC's, and mainline battleship.

But that's not because the Onslaught is somehow a really good vulture, it's just that filling the same role with the Conquest is more risky and demanding and it can't do anything else worthwhile unless you gimp that role.

Honestly, the Oddyssey is a better playership in the same role, as despite it's lower firepower, the insane maneuverability and sufficient defense means it still wins out. And that's not even counting it's fighters. If you don't want to spend the extra 5 dp (which is worth what, a wolf?) then you can just use a damn Aurora, which still does the job better than a Conquest despite it's (mostly) inferior stats and firepower simply because it's firepower is on demand and the maneuverability and speed are more forgiving. Not to mention that an Aurora is also a good AI ship.
Title: Re: Conquest is bad - change my mind
Post by: Retry on November 19, 2020, 09:09:41 PM
In a 1v1 scenario:
vs Paragon: Paragon using Tachyon lances outranges Conquest because of Advanced Targetting Core, even if Conquest is using the Gauss Cannon build. Conquest gets outranged, outgunned and outsustained.
vs Onslaught: Onslaught can easily catch up to Conquest using the Burn Drive ability. Conquest's Manuevering Jets aren't enough to maintain distance. Forced to a close range fight conquest has no chance of winning against Onslaught's superior everything.
A paragon is 60 DP to the Conquest's 40 DP, so I'd certainly hope that engagement would be in favor of the Paragon.  In this case, the comparison should really be a Conquest + 20 DP of whatever vs Paragon, or 3 Conquests vs 2 Paragons.

vs Onslaught, yeah it's a bit of an uphill battle here.  Much of the main advantages of maneuverability don't crop up very well when the Onslaught fights a Battleship like the Onslaught because of the Burn Drive.  In this 1v1 scenario, the Onslaught benefits from its advantages but doesn't suffer from its disadvantages; Burn Drive is a system that makes it very easy to get into trouble but is also completely incapable of getting itself out of it.  If the Onslaught meets opposition that it can't just overpower quickly, it's up a creek if it's being pursued by ships that are faster than it (which is all of them).  Conquest's system allows for improved ability to fall back if the oncoming volume of fire is too high, though this advantage doesn't show itself very well in a theoretical 1v1 vs an Onslaught for obvious reasons.

Overall, a strict 1v1 comparison isn't particularly useful in this case, as you're (presumably) not actually fighting in 1v1 gladiator cage matches.

Quote
In a tactical scenario:
Conquest is sporting 4 large ballistic slots, but can never get to use more than 2 at once without getting in the middle of a fight - which it mustn't do due to it's weak armor and 90* shield with the worst flux/dmg ratio in the game. Resigned to a long-range support role it can never use more than half of it's weapon slots. An Onslaught would provide far more firepower and another body to tank the damage for the same Deployment Point cost while the Conquest is sitting 1000 miles away doing comparatively little.
The Onslaught's big gun arrays is deceiving, as it doesn't actually have the flux to operate them.  The Onslaught's flux throttling issues essentially force the vast majority of the guns to be less effective flux-sipping versions, and even then it falters in sustained fights if more than one firing arc is active.  Conquests on the other hand have far more flux and make great and sustainable fire-support platforms with advanced weapons like Mjolnirs.  This doesn't even get into the utility of the 2 Large missile mounts that can be trained on either broadside.

Quote
In a strategic scenario:
I can't confirm this rn but I believe the conquest has a comparable or even higher price than the Onslaught. Also has the same maintenance of 40 supplies/mo. It has the same fuel consumption as a Paragon at 10 fuel/ly. It has 1 more maximum burn so there's at least that going for it.
Paragon is something of an anomaly as it has Battlecruiser-grade fuel consumption, despite being a Battleship.  The Legion battlecarrier and Onslaught battleship both eat 15 fuel/LY, so I wouldn't be surprised if Tri-Tachyon's pet project eventually gets its logistical stats hammered to match accordingly.

Conquest's +1 maximum burn is a big boon.  When using sustained burn (and an 8-burn fleet) while skill-less, that translates to a 14% increase in speed, which is also a 14% reduction in transit time.  That 14% less time getting from Point A to Point B effectively means that you're spending less in-game time on your workload, and less time spent effectively means less supplies consumed, which means more money.  Conquest makes for a much better exploration flagship than the low-tech Capital Warships for this reason, and it can blast Pirates, Pathers, Salvagers, and anything except perhaps red-level Remnant systems just fine.

The only better combat exploration cruiser is the Odyssey, due to good cargo and fuel capacity on top of an amazing 8 fuel/LY and High-resolution sensors.  Of course, the main problem with acquiring an Odyssey is finding an Odyssey, so you'll probably be stuck with a Conquest as your best bet, anyways.
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All in all there seems to be no reason to buy a Conquest over Paragon/Onslaught right now.
I'm curious, let's flip this on its head.  Let's say you're right and the Conquest is bad.  What changes, specifically, would you make to the Conquest that would make it be a worthwhile option in your opinion?  (Specific numbers would be preferred, if possible)
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 20, 2020, 12:02:20 AM
Odyssey is a better flagship, if you don't intend to fight other capitals. Against those, Conquest brings more guns and missiles, better guns and more flux to fire the guns.
I consider the remark that you have to build Conquest well for it to do anything, unlike Onslaught, is pretty funny, since I have the opposite issue, of Onslaught performing poorly except for really good loadouts. Must be the TPCs.
Spoiler
https://www.youtube.com/watch?v=SecJjpCirtg (https://www.youtube.com/watch?v=SecJjpCirtg)
[close]
Well there ya go, it's not my video btw. I could also post my usual build here if you want but I don't think that alone would prove much as you said.
Unless you want to see how to solo ordos, this video is boring more than anything else.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 20, 2020, 12:22:03 AM
I mean people asked for Conquest piloting skills, I showed them an example, it doesn't matter if it's boring.

@Orochi
> Conquest has mediocre flux stats
> Aurora is better both as a playership and AI ship
> Onslaught fills the same role as Conquest and does it better

This is literally all I can remember from your post because it's so blatantly wrong. I mean obviously you're a new player but how did you not notice that Conquest has DOUBLE the dissipation of Onslaught, how that is mediocre is beyond me. You're not trying to fly in and shoot both sides at once? That would explain the confusion and your opinion that they have the same role.

Ok ok ok, you're free to say that AI Conquests are lackluster, but to say that Aurora AI is good in the same paragraph is insanity. Please post your Conquest build so the supreme council may evaluate it.

Oh yeah and about ships being good only in player hands. This applies to like half of the ships in the whole game, it's just more obvious on battlecruisers since they're big and cost a lot. You probably won't care much if AI Shrikes do some silly stuff, but when the AI Odyssey starts the ram party, things get tricky. I'd rather have hard to pilot capitals than small ships because most of the time you will be piloting cruisers/capitals. What's the point of a playership frigate or destroyer that becomes obsolete after you pass early game? What I'm saying is, if I have a Conquest in my fleet, I'm definitely the one piloting it.
Title: Re: Conquest is bad - change my mind
Post by: ubuntufreakdragon on November 20, 2020, 04:15:55 AM
Any decent ship can be impressive in player hands. But even if only Paragons are deployed there is one Playership and 5 AI ships, so balancing should be based on AI Performance and only care for Player Performance if it's quite a spike.
More interesting is how a well designed Conquest in AI Hands is in Comparison to a well designed Onslaught in AI Hands, not necessary against each other.
Given how quickly AI wastes an Odyssey it fells more like 40 than 45.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 20, 2020, 06:47:35 AM
If anything, Onslaught can be trickier to outfit and use than Conquest for various reasons.  Onslaught is sluggish and cannot disengage from a losing battle easily, its dissipation is terrible, AI dumps TPCs to max flux bar fast and TPCs cannot be removed, and it needs missiles to punch harder than other capitals, but missiles run out too quickly.

Onslaught has some advantages.  It can armor tank, it can brutalize opponents - even Radiants - fast while its missiles last, and it can charge and keep up with fleeing Radiants when Onslaught has the advantage.  Onslaught that relies on missiles is a quasi-SO ship.  Lastly, Onslaught has huge personnel capacity, which makes it good troop carrier for raiding (or crew for more colony building) if you do not want to bring a bunch of Starliners for that job.

Onslaught and Conquest are roughly equivalent in power in AI hands.
Title: Re: Conquest is bad - change my mind
Post by: bobucles on November 20, 2020, 08:00:31 AM
Conquest has good flux, squishy shields and okay armor. Where it really excels is having amazing mobility for a capital ship, thanks to its skill. I've had really good success using it with gauss cannons. Don't let the inefficiency of gauss fool you. The Conquest doesn't need shield power at gauss range, and it can safely vent at range for extra shooting. Gauss cannons can punch holes through moderate armor, even despite being a KE weapon. This lets the Conquest do pretty well as long range ship, punishing opponents while denying them the ability to advance or withdraw.

The main weakness of gauss cannons is due to talents. The combination of Advanced Countermeasures 1 (-50% KEpwr/dmg), impact mitigation (+150armor, 90% DR, -20% armor dmg) and evasive action 3 (+50% armor 'weight') is a triple threat of armor bonuses vs. a gun weak against armor. It is several times more difficult to punch through talents, and HE weapons don't suffer half as badly. That makes it a rough against high level enemy officers, but their talent choices tend to be more random and it's not too common to see all the defense talents stacked up.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 20, 2020, 08:44:00 AM
Ultimately even if the conquest is bad. So?

Not like it's worse then the pirate and luddite freighters.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 20, 2020, 11:52:38 AM

The main weakness of gauss cannons is due to talents. The combination of Advanced Countermeasures 1 (-50% KEpwr/dmg), impact mitigation (+150armor, 90% DR, -20% armor dmg) and evasive action 3 (+50% armor 'weight') is a triple threat of armor bonuses vs. a gun weak against armor. It is several times more difficult to punch through talents, and HE weapons don't suffer half as badly. That makes it a rough against high level enemy officers, but their talent choices tend to be more random and it's not too common to see all the defense talents stacked up.

A gauss vs all of those talents has a hit strength of 175. This is almost as much as a Heavy Mortar (220). Without AC1 its got one of the higher hit strengths in the game, at 350 almost as much as the Heavy Mauler (400... which we have discussed is a good weapon). If we add this to its 480 range advantage over other large mounted weapons should find that its weakness is not that.

Its efficiency (7/6 vs shields!), raw flux cost(600, its hard to shoot more than one on most ships and any other weapons), and fitting cost (25!)
Title: Re: Conquest is bad - change my mind
Post by: Hiruma Kai on November 20, 2020, 01:43:22 PM

The main weakness of gauss cannons is due to talents. The combination of Advanced Countermeasures 1 (-50% KEpwr/dmg), impact mitigation (+150armor, 90% DR, -20% armor dmg) and evasive action 3 (+50% armor 'weight') is a triple threat of armor bonuses vs. a gun weak against armor. It is several times more difficult to punch through talents, and HE weapons don't suffer half as badly. That makes it a rough against high level enemy officers, but their talent choices tend to be more random and it's not too common to see all the defense talents stacked up.

A gauss vs all of those talents has a hit strength of 175. This is almost as much as a Heavy Mortar (220). Without AC1 its got one of the higher hit strengths in the game, at 350 almost as much as the Heavy Mauler (400... which we have discussed is a good weapon). If we add this to its 480 range advantage over other large mounted weapons should find that its weakness is not that.

Its efficiency (7/6 vs shields!), raw flux cost(600, its hard to shoot more than one on most ships and any other weapons), and fitting cost (25!)

While its penetration power is maybe 80% of a heavy mortar, it has 25% of the fire rate though.

Let us see how that works against a fully skilled dominator.  1500 armor base.  175 vs 2250 is 7%, minimum 10%, so 17.5 per shot then another -20%, so 14 armor damage per hit against said dominator. It reaches 10% at 1575 effective armor, or 1050 real armor.  This is approximately 32 gauss shots, or 64 seconds.  To actually get through the rest of the armor, I need to run a script.

That spits out 97 shots to penetrate armor (assuming same spot is hit each time), and 138 to kill.  Since it takes 2 seconds to fire 1 shot, it takes about 194 seconds to get through armor, or 97 seconds if its a dual Gauss setup.

A single heavy mortar takes 70 shots to eliminate armor, and a total of 234 to kill.  On the other hand, it fires twice a second.  So it only takes 35 seconds to get through armor (again assuming all hit the same spot).

Dunno, seems like a Dominator with skills will stall a dual gauss setup for quite awhile.  Especially if it has heavy armor, that just bumps it to 122 shots to get through armor.  I recommend packing some MIRVs, reapers or a hellbore.
Title: Re: Conquest is bad - change my mind
Post by: Thaago on November 20, 2020, 02:08:14 PM
I can confirm - while the shot size makes Gauss decently effective vs bare hull its still a kinetic and ineffective against armor. For a 'sniper' Conquest I pair it with 2 heavy maulers to provide ranged armor cracking (and missiles tailored to the enemy, so if fighting armor bricks I'll add on 2 Hurricanes, mopping up a swarm of small enemies Locusts, Remnants get either mixed hurricane/squall or dual squalls, etc). Without missiles it is certainly a slower killer than a more close ranged build, which makes sense because it is the sniper ranged build.
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 20, 2020, 05:01:30 PM
Or just go asymmetric. Gauss + Heavy Maulers on long range side, Hellbores + Heavy Needlers on short range side. Dominator isn't a real threat for a Conquest and is safe to approach. As is a distracted Onslaught that isn't facing you (or simply doesn't have high level officer vs your maxed character).
Also have some Cobra Herons/Astrals in fleet, so that even if your Conquest mostly just drives flux up, armored+skilled enemies aren't safe anyway.
Title: Re: Conquest is bad - change my mind
Post by: FooF on November 20, 2020, 06:54:33 PM
This is a funny thread.

The Conquest fits squarely in the Midline doctrine: Good flux stats, maneuverable, mix of Ballistic/Energy/Missile, and good all-rounder. The Conquest is a bit specialized because of the broadside component and shield that is a definite liability. In theory, it has a ton of firepower available to it but you would have to severely downgrade its guns in order to have all guns fire simultaneously and not flux out quickly.

Comparing it to the Onslaught is like comparing a knife to a hammer: both are tools but they are hardly comparable and have vastly different use-cases. I don't consider one to be necessarily better than the other, though I find the Odyssey to be better than either of them. The same could be said of the Paragon but it's also 60 DP.

Once you get used to piloting a broadside ship, I don't find that style of play to be necessarily better/worse than traditional (i.e. its a wash in my book). What you do get with the Conquest is pretty good firepower on one side. I tend to go asymmetric because if I can focus most/all my flux on one side, I can necessarily put more DPS out on that side. It leaves me more vulnerable but token PD on the other side is usually enough.

I like Dual HAGs with Heavy Needlers. The Medium Energy can be about anything except a Heavy Blaster. I tend to put Gravitons or Phase Lances in there. I typically downgrade the Large Missiles for 4x Medium Sabots. MIRVs and Locusts are good but I'd rather just crack shields and let the HAGs get to work. I think this is one of the few ships I routinely put Extended/Stabilized Shields on. 90 degrees is just tiny and the 480 shield upkeep is insane.
Title: Re: Conquest is bad - change my mind
Post by: Modo44 on November 21, 2020, 12:16:17 AM
Congrats on the powerful troll, OP.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 21, 2020, 01:27:27 AM
Congrats on the powerful troll, OP.

Pllllllllllease.

We love this. we do it every week.  ;D
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 21, 2020, 01:30:00 AM
A forum tradition truly.

And at this point, I'm convinced Alex did some mumbo jumbo where half of the keys used for the game make the Conquest weaker and that's the only difference between the two versions. This is the only logical explanation.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 21, 2020, 02:52:47 AM
I think only the "Onslaught>Paragon" thread tops this one really. It's a doozie.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 21, 2020, 04:00:01 AM
I know, it's CRAZY that people think the paragon can best the onslaught!  ;D

Nah I do believe these conquest ones, topped off with an impossible challenge to change the mind of someone who has their mind ENTIRELY made up, are the top tier of the forums threads.

That there isn't a decisive thought one way or the other like with many other ships is a good sign to me that it's largely 'balanced' assuming there is such a thing.
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 25, 2020, 01:59:34 PM
If this has devolved into a forum tradition its time to spice things up some more. The Conquests biggest problem is that its Midline, because the Midline doctrine's statline is terrible.

Memes aside (that is what I truly think though) I think the idea of "Conquest apologists" saying its a player ship being purely a negative thing is only half right. I do consider whether the AI can handle a ship to be an important factor, but thats a problem with lots of things. You know why the Paragon fairs so much better in AI hands? While it is worth more DP, consider how slow and tanky it is. Its essentially mistake proof. The AI can't "stage dive" with it and die instantly. The Onslaught is less so but its MUCH larger pool of armor and health help there too. Also you won't catch me dead unironically flying a Paragon myself, its too boring.

So I would go so far as to say Midline in AI hands is the real issue. Thats (maybe?) a spicy opinion, but to counter balance it out I've also seen the AI do some nearly savant level plays with broadside ships (far better than I can control) if it manages to stay at the appropriate range. Im going to reiterate here what I said before, I think the conquest is powerful but inconsistent, and MASSIVELY dependent on how its built and the rest of your fleet. I'm sure a lot of people will consider that purely negative, which is fine. Thats the beauty of choices.

One final consideration because I'm sure someone is thinking it right now. If Midline is bad, why is the Eagle so good? Honestly I think Midline ships are little confused about their identity sometimes, the biggest problem being shields.

If LowT is slowish with linear movement abilities and good armor, and HighT is fastish with precise agile movement abilities and good shields, does that mean Midline has medium speed, a mix of armor and shields, and movement abilities that are mixed too?

Well no it doesn't. It seems to often be more glass cannon like support ships with good speed, bad shields AND questionable armor, low hull, and way too many guns for their flux. While their flux stats are admittedly (usually?) better, they don't keep up with higher cost loadouts with lots of guns. But then you have stuff like the Eagle, the quintessential icon of a sticky skirmisher in vanilla. It actually does have decent armor AND shields, good flux for its weapons, is fantastic in the AI's hands, doesn't need a slew of hullmods to work, and fits in nearly any fleet. So what went wrong with the Conquest?

Honestly I'm not sure. I'd bet just making good and interesting ships is more important than following a doctrine perfectly, but at the end of the day I feel like I don't know what Midline is supposed to be. My biggest immediate problem with the Conquest is its hilariously bad shields. Like why? Would it be be overpowered with better shields? I'm not sure, but I know I consider it unusable without Hardened Shields. But its also missing around a third of the armor and hull Onslaughts AND Paragons have. Now you're paying for Hardened Shields which certainly isn't cheap when OP is already tight just to get to a usable baseline.

That combined with a tendency to overgun and thus overload is a deadly flaw. If nothing else, the Conquest taught me that more guns is typically a liability rather than a bonus, especially in AI hands.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 25, 2020, 02:20:06 PM
Well, no, being midline has nothing to do with its "problems". In fact, the majority of midline ships perform well under AI control (except maybe Gryphon) since their systems are very forgiving and they have decent flux stats. I don't know what are you on about midline being bad, it's the one tech type which doesn't have many weak ships. Their shields are supposed to be mediocre, if they weren't, they'd just be better high tech.

Quote
If LowT is slowish with linear movement abilities and good armor, and HighT is fastish with precise agile movement abilities and good shields, does that mean Midline has medium speed, a mix of armor and shields, and movement abilities that are mixed too?
Sure this is a general idea but obviously exceptions exist. Also midline is hardest to describe clearly since they're somewhere in the middle, duh. If every ship followed the doctrine faithfully, it would make for a very boring roster of ships.

Conquest having bad shields is the whole idea behind it, it's not made to go in and brawl like a battleship. Not even mentioning that the combo of speed + firepower + defense would be hilariously broken.
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 25, 2020, 02:36:28 PM
I got *** logged out as I was typing a post.
My biggest immediate problem with the Conquest is its hilariously bad shields. Like why? Would it be be overpowered with better shields?
Conquest has second best flux stats in the game (excluding ships you can't use). It's similar to Sunder, in that better shields would make it too good at tanking, in addition to being excellent at dealing damage.
One final consideration because I'm sure someone is thinking it right now. If Midline is bad, why is the Eagle so good? Honestly I think Midline ships are little confused about their identity sometimes, the biggest problem being shields.
I think of midline as mostly specialists. Brawler — anti-big ship frigate. Centurion — brick. Vigilance — there to give you that medium missile. Hammerhead? I'd say it's a generalist, actually, but that's because shooting things is so handy. Sunder — glass cannon. Drover, Heron — dedicated carriers (though this is cheating a bit, since you don't have much of a choice when it comes to carriers). Gryphon spews missiles. Conquest combines good flux stats, good mobility, good weapons with bad shields. It's just Falcon and Eagle that are straightforward generalists (and Hammerhead, as I mentioned).
Their shields are supposed to be mediocre, if they weren't, they'd just be better high tech.
Midline and high-tech have many ships with the same 0.8 efficiency shields, but high-tech can tank more due to superior flux stats (or not so superior, as is the case with Aurora).
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 25, 2020, 02:57:19 PM
Well, no, being midline has nothing to do with its "problems". In fact, the majority of midline ships perform well under AI control (except maybe Gryphon) since their systems are very forgiving and they have decent flux stats. I don't know what are you on about midline being bad, it's the one tech type which doesn't have many weak ships. Their shields are supposed to be mediocre, if they weren't, they'd just be better high tech.
I really don't agree with that, the ONLY thing forgiving about Midlines is their systems. Notice how the Sunder is one of the worst ships in vanilla, backed by tier lists of the forums and most players. It lacks a mobility system, and like the conquest has bad shields and paper thin armor. The actually good Midline ships either have forgiving systems and/or 0.8 shields.

Sure this is a general idea but obviously exceptions exist. Also midline is hardest to describe clearly since they're somewhere in the middle, duh. If every ship followed the doctrine faithfully, it would make for a very boring roster of ships.
This just feels like a cop out to me honestly. Most of the good Midline ships follow a doctrine, and the most questionable ones don't, like the Sunder and Conquest. Nearly every HighT and LowT ships follow their doctrine in the ways that matter.

Conquest having bad shields is the whole idea behind it, it's not made to go in and brawl like a battleship. Not even mentioning that the combo of speed + firepower + defense would be hilariously broken.
Again, this doesn't make much sense. You don't have to go in to get annihilated for having THAT bad of shields. If the average shield strength of Midline is either 0.8 or 1.0, the Conquest has nearly half the shield strength, and I'm pretty sure its actually the worst ratio in vanilla at 1.4. This isn't mechwarrior, you can't outrange by that wide of a margin for that to be acceptable especially with equally bad armor and hull. Not to mention the Paragon already has its own range mod built in. The built in mod for the Conquest facilities more guns not more range, which you HAVE to get close enough to actually use or there is no point mounting them all, hence all the people talking about asymmetric builds or it being player only because of the finesse required to do so without dying.

Also, if thats the idea behind it it doesn't even fit Midline well then. Like you said its an outlier, but what makes it an outlier also makes it so much worse.

Crap, SCC posted while I was typing lol.

It's similar to Sunder, in that better shields would make it too good at tanking, in addition to being excellent at dealing damage.
This is probably the crux of it. Like I speculated, the Conquest would probably go from bad to insane if it was buffed in the wrong way. Its probably one of those things that's always going to be on the razors edge (if it ever does get changed, which I doubt) between amazing and awful. I imagine it was nerfed during its creation into its current state to avoid being too good.

I think of midline as mostly specialists. Brawler %u2014 anti-big ship frigate. Centurion %u2014 brick. Vigilance %u2014 there to give you that medium missile. Hammerhead? I'd say it's a generalist, actually, but that's because shooting things is so handy. Sunder %u2014 glass cannon. Drover, Heron %u2014 dedicated carriers (though this is cheating a bit, since you don't have much of a choice when it comes to carriers). Gryphon spews missiles. Conquest combines good flux stats, good mobility, good weapons with bad shields. It's just Falcon and Eagle that are straightforward generalists (and Hammerhead, as I mentioned).
This is how I feel too, and its probably part of why Midline seems to be confusing to me. I've also wondered if it couldn't do with some more ships being added in vanilla to round it out a little. Probably unnecessary but its the category I'd like to see expanded on more. What I'm assuming the problem is is that because each ship is a generalist, the statline works better or worse differently in every case. It just so happens to be weird on some of them and great on others, and some of them even have to be tweaked quite a bit.

Regarding the shields and flux stats, I find that High and Low tech ships USUALLY (massive disclaimer here) dont need much in the way of hullmods or crazy loadouts while Midlines, due to each ship being somewhat its own beast, need to be fitted carefully or have their weaknesses covered with expensive hullmods. This takes away from their superior flux stats because those points could have been dumped into vents on a HighT for example, which narrows the advantage Midline is supposed to have with its doctrine.

After all, what good are guns if you can't use them? Just because it has good flux stats that offset its bad shields doesn't excuse it from also having to use that flux to fire, and if it CAN'T fire, it can't stop its shield from getting pushed by more defensive builds, creating a vicious circle.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 25, 2020, 03:42:46 PM
Well, no, being midline has nothing to do with its "problems". In fact, the majority of midline ships perform well under AI control (except maybe Gryphon) since their systems are very forgiving and they have decent flux stats. I don't know what are you on about midline being bad, it's the one tech type which doesn't have many weak ships. Their shields are supposed to be mediocre, if they weren't, they'd just be better high tech.
Notice how the Sunder is one of the worst ships in vanilla, backed by tier lists of the forums and most players. It lacks a mobility system, and like the conquest has bad shields and paper thin armor.
Who has said this? I've never seen anyone rank sunder as one of the worst ships in vanilla. The only forum tier list on a recent patch that I'm aware of is this one: https://fractalsoftworks.com/forum/index.php?topic=18707.0. The OP had some questionable choices, but pretty much everyone in the thread who gave a tier list has sunder as either top tier or mid tier.

Sure this is a general idea but obviously exceptions exist. Also midline is hardest to describe clearly since they're somewhere in the middle, duh. If every ship followed the doctrine faithfully, it would make for a very boring roster of ships.
This just feels like a cop out to me honestly. Most of the good Midline ships follow a doctrine, and the most questionable ones don't, like the Sunder and Conquest. Nearly every HighT and LowT ships follow their doctrine in the ways that matter.
I don't understand the whole fixation on 'ship doctrine'. It's like 80% aesthetic. Themes are cute, but there's no law that ships have to follow rules, and variation away from a theme is what makes for interesting and diverse ships. Also the other techs definitely have ships that don't all of the trends. Lasher is not much of a low tech ship with average speed and armor and a damage boosting ships system, apogee and paragon are both slow, odyssey has a mediocre-bad shield off the top of my head.

Also, every ship can be massively improved with a good loadout, and very few ships perform well with somewhat random loadouts in my experience. The conquest can definitely perform well with a decent loadout, and I don't think that loadout has to be overly exotic.
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 25, 2020, 04:05:53 PM
I did a quick search and I can't find the one I'm thinking of. Granted it would be at least years old now, it wasn't new, so lets just say I was wrong because I dont want to dig anymore. And yeah, that list looks super questionable.

The fixation on ship doctrine is because they do follow a trend, not the other way around. Every doctrine has a couple ships that go against it, but its not about the exact number of flux ratio on the shield. Also I don't get your examples at all, the lasher is perfectly fine in LowT, its a brawler with a damage boost and well above average armor. HighT ships aren't supposed to be fast, isn't that Midlines thing? The odyssey I'll give you, and its weird because of its extreme speed.

This whole thing about "just use a good loadout" seems to go in circles in this thread, but you've misunderstood what I'm saying. Obviously hitting random is bad, that doesn't need to be said. My point is that any polarizing ship needs a polarizing loadout, and the Conquest is one of them, much like a lot of the Midline doctrine. I definitely don't think it works well with generic loadouts because it gets crushed in trades due to its terrible shield like I talked about. I guess like the rest of this thread, everyone is going to think something different from their own experiences.
Title: Re: Conquest is bad - change my mind
Post by: Retry on November 25, 2020, 04:56:39 PM
Since the question of shields keeps popping up, I should mention that there's a mod that incidentally gives you a Conquest variant, with the only new things being a hullmod and a paintjob.  The Hullmod gives such a hefty bonus to shield efficiency that it puts it on par with typical Midline shielding (.84).  Admittedly, flux stats also receive a certain boost, but flux stats aren't really the Conquest's achilles heel.

Anyways, pitting such a "hardened" Conquest under AI control up against a Onslaught is, uh... ever see a fox get into a henhouse?  It ain't pretty.  Yeah, Onslaught has a mean initial bark, and then it flux-throttles itself before it drives the upgraded Conquest's flux pool even halfway up.  Then it's in a pitiable position, unable to bite harder than a poodle against an opponent with plenty of spare shield capacity that can also keep up the full brunt of its guns and missile barrages.  Oh, and the Conquest is the one largely dictating the engagement ranges.  The question is not if, but when the Onslaught falls.

Onslaughts are fine at bullying things that are more fragile than itself.  A Conquest w/ standard midline shield efficiencies is not that.  I don't think it's advisable to improve the vanilla Conquest's base shield efficiency.  Maybe 1.2 is the lowest I'd go if the Conquest was as bad as implied.  Any lower without any other changes is going to be a recipe for disaster.
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 25, 2020, 05:08:14 PM
You know why the Paragon fairs so much better in AI hands? While it is worth more DP, consider how slow and tanky it is. Its essentially mistake proof. The AI can't "stage dive" with it and die instantly.

While Paragon is less likely to commit common mistakes (well, being the strongest ship, fewer cases are considered mistakes to begin with), it has it's own unique AI flaw that gets it killed just as well.
Over-reliance on Fortress shields. It's possible to make enemy Paragon essentially kill itself by using either insufficient soft flux weaponry (that wouldn't be able to kill it if enemy Paragon just did nothing instead of activating fortress shield) or constant Squall stream (that's how even AI-piloted Conquest can kill a Paragon).
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 25, 2020, 05:16:24 PM
...
Definitely true. Stuff like this is probably why so many people are willing to throw down in favor of the Conquest, myself included. While it has a lot more pitfalls to get caught in, it avoids the common ones capitals have.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 25, 2020, 05:27:54 PM
Also I don't get your examples at all, the lasher is perfectly fine in LowT, its a brawler with a damage boost and well above average armor. HighT ships aren't supposed to be fast, isn't that Midlines thing? The odyssey I'll give you, and its weird because of its extreme speed.
To me, low tech is slow and high armor with mediocre-bad flux stats and a weak shield (almost every ship fits that description except lasher), and high tech is fast/maneuverable, excellent flux stats and a good shield (most of the high tech ships ships follow like 2 out of 3 of these actually). Mid-tech is very nebulous, some people say its for specialized ships, some people say its for generalist ships. To me, it's just the 'miscellaneous' category for all the ships that don't quite fit. The fact that people don't even agree on these definitions demonstrates that the 'doctrine rules' aren't clearly defined and don't really mean anything. If something goes against them, that doesn't mean its bad, and if something follows them, that doesn't mean it's good. Doctrine is a just an aesthetic/fluff thing, not a serious set of rules for balance.

This whole thing about "just use a good loadout" seems to go in circles in this thread, but you've misunderstood what I'm saying. Obviously hitting random is bad, that doesn't need to be said. My point is that any polarizing ship needs a polarizing loadout, and the Conquest is one of them, much like a lot of the Midline doctrine. I definitely don't think it works well with generic loadouts because it gets crushed in trades due to its terrible shield like I talked about. I guess like the rest of this thread, everyone is going to think something different from their own experiences.
Spoiler
(https://i.imgur.com/DPg16QP.png)
[close]
Is this loadout 'polarizing'? Because it reliably kills an onslaught 1v1 under AI control by walking up and punching it in the face. There's unspent OP because I didn't want the extra OP from loadout design being a factor.

A side note on this loadout:
Under agressive fleet doctrine, it vents in the onslaughts face and eats a ton of missiles for no reason (maybe a bug if alex has time to look at it), but it still wins after doing that lol.
Title: Re: Conquest is bad - change my mind
Post by: Agalyon on November 25, 2020, 05:51:11 PM
Yes it absolutely is a polarizing loadout lol, thats exactly the kind of thing I'm talking about. Thats what people have been saying to do to make it hold up for most of the thread. Its very similar to what I've used in the past, tailor made to fight other capitals. I'm not saying its a bad thing to make inventive builds but how many other ships in the game use less than half of their weapon mounts to invest everything in shield strength and max vents and caps.

Thats what polarizing means, its minmaxed to fit a specific purpose. You don't have to go that far with the other capitals or other Midlines.

Doctrine is a just an aesthetic/fluff thing, not a serious set of rules for balance.
Doctrine isn't just fluff and its not a set of balancing rules either, its a win condition. Also I don't understand whats so confusing about comparing a ship to its doctrine. If its not going to follow it why have it at all even if its only lore. Every vanilla doctrine and modded faction is based around some kind of idea, something specific their ships do better than others they rely on to win fights. Again, you are welcome to just hand wave it all if it makes you feel better but it sounds more like you don't think they should exist at all.

I KNOW there's exceptions, no need to reiterate this again. My point about the Conquest is that if you were to make a Midline ship right now, most people would compare it to other Midline ships, use their basic statline, then make changes. There have clearly been some serious changes made to make the Conquest not OP, and IMO the Midline ships are already pretty individualized as SCC mentioned so its harder to gauge.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 25, 2020, 06:17:05 PM
Paragon should be better in AI hands than other capitals.  It costs 60 DP.  If it was not better, I probably would use Onslaught/Conquest plus Eagle/Heron instead.  Paragon is not that much better other capitals.  They live longer, but perish like the rest when overwhelmed.

Conquest does not need specialist loadouts to function.  It can brawl like a generalist ship decently enough.  It does need Hardened Shields or max capacitors to have enough tanking power.  I consider Conquest the same style as Centurion, Hammerhead, and Eagle, which is a ballistic beatstick with some agility.  Just drive up to weapons range at the front line (or near it) and shoot guns until the enemy explodes.
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 25, 2020, 11:45:13 PM
I don't get why people use Haephestus on Conquest. It has enough flux to fire Mjolnir instead, which is better than Haephestus in almost all regards, except for efficiency — which isn't that much better against big boy armour, which is when you are most likely to care about efficiency, because you're fighting other capitals.
HighT ships aren't supposed to be fast, isn't that Midlines thing? The odyssey I'll give you, and its weird because of its extreme speed.
So long you ignore Wolf, Scarab, Tempest, Hyperion, Omen, Shrike, Medusa, Aurora and Odyssey (9 of 12 high-tech combat ships, excluding phase ships), then yeah, midline is more about speed than high-tech.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 25, 2020, 11:49:52 PM
@HeartofDiscord

Look, we can fool around all you want but to say that Sunder is one of the worst vanilla ships falls directly under blasphemy. Also yeah the thing about high tech not being fast LOL. Are you playing with some total conversion maybe? I really can't see how you came up with some of your points really. Two of my favourite ships in the game you called bad :(

Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 26, 2020, 12:05:01 AM
Sunder is powerful per DP, yet almost unusable in campaign. By the time you can outfit proper AI-compatible Sunders with ITU+Adv Optics, destroyers just aren't core of the fleet anymore due to officer limit. It needs ITU even for player plasma cannon build, unlike Medusa(agile close combat can be done without ITU), Hammerhead (SO build) or Falcon(P)[just uses DTC].
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on November 26, 2020, 12:35:39 AM
Idk I just always piloted Sunders myself, even when cruisers come into play. I only let it go after I acquire real firepower like Doom or Dominator.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 26, 2020, 01:39:08 AM
I don't get why people use Haephestus on Conquest. It has enough flux to fire Mjolnir instead, which is better than Haephestus in almost all regards, except for efficiency — which isn't that much better against big boy armour, which is when you are most likely to care about efficiency, because you're fighting other capitals.
Unofficered AI is not good at managing Mjolnir in my experience. I was trying to keep it flux neutral for the AI and haephestus costs almost 200 less flux/sec. On a player ship or an officered ship with flux skills, I would use Mjolnir for sure. Maybe it would have worked with a mjolnir here too, I was just throwing something together quickly to prove my point that conquest under AI control is not weak or excessively frail and can brawl reasonably well against other capital ships.


Yes it absolutely is a polarizing loadout lol, thats exactly the kind of thing I'm talking about. Thats what people have been saying to do to make it hold up for most of the thread. Its very similar to what I've used in the past, tailor made to fight other capitals. I'm not saying its a bad thing to make inventive builds but how many other ships in the game use less than half of their weapon mounts to invest everything in shield strength and max vents and caps.

Thats what polarizing means, its minmaxed to fit a specific purpose. You don't have to go that far with the other capitals or other Midlines.
I don't consider this ship specialized for killing capitals, it might struggle a little to hit frigates, but the locusts would make up for that, and certainly an officer that improves accuracy would make it a non-issue. I wouldn't leave as many mounts empty if I was using all the OP. I generally leave some mounts empty on a lot of ships because they perform better if I do.

Here is a conquest with all mounts filled that killed the sim onslaught on my first test:
Spoiler
(https://i.imgur.com/IbFfcJi.png?1)
[close]
It's ironically actually more specialized for killing capitals because of the hellebores that it needs to use to keep flux costs manageable with all mounts filled. If you want, I can keep coming up with conquest loadouts that work reasonably well... The point is just that the ship is not weak and can hold its own against other capitals and certainly against smaller ships.


Doctrine is a just an aesthetic/fluff thing, not a serious set of rules for balance.
Doctrine isn't just fluff and its not a set of balancing rules either, its a win condition. Also I don't understand whats so confusing about comparing a ship to its doctrine. If its not going to follow it why have it at all even if its only lore. Every vanilla doctrine and modded faction is based around some kind of idea, something specific their ships do better than others they rely on to win fights. Again, you are welcome to just hand wave it all if it makes you feel better but it sounds more like you don't think they should exist at all.

I KNOW there's exceptions, no need to reiterate this again. My point about the Conquest is that if you were to make a Midline ship right now, most people would compare it to other Midline ships, use their basic statline, then make changes. There have clearly been some serious changes made to make the Conquest not OP, and IMO the Midline ships are already pretty individualized as SCC mentioned so its harder to gauge.
There are definitely themes that span between ships of the same doctrine in terms of what they are good at and bad at, but they definitely don't all win in the same way which is what makes them unique and interesting. High tech has phase ships, the paragon, the astral, ships with teleports, ships with damage boosting systems etc. All those ships do significantly different things to win. They have some underlying similarities like using energy weapons and having good flux stats (mostly), but they're not obligated to do the same thing because they're in the same tech. I'm just saying that ships not following every theme of their doctrine is not a problem.
Title: Re: Conquest is bad - change my mind
Post by: Optymistyk on November 26, 2020, 03:33:34 AM
If anyone's been wondering I am still around, I just haven't been replying much cuz nothing new has been said really. The arguments can all be pretty much sorted as follows:

Conquest has better dmg than Onslaught: False - Conquest has 2 large ballistics on one side, Onslaught has one large ballistic in the front but it also has two built -in thermal pulse cannons that together provide as much dps as an average large ballistic weapon, while having much higher alpha damage of 2500 dmg/second for a total of up to 10 000 upfront damage before reloading. Not to mention the other 2 large ballistics Onslaught has that are just facing slightly to the side

Conquest has better sustained fire: True, however it's not quite as substantial as you say it is . Yeah with no flux vents the Conquest has twice as much dissipation as the Onslaught. However, that is an unfair comparison. With 50 flux vents Conquest has 1700 to Onslaughts 1100(54% better, less with flux distributors). Add to that Onslaught's Thermal Pulse Cannons which are extremely flux-efficient at 1.25 dmg/flux while very few Large Ballistics can even reach 1 dmg/flux (certainly not the ones you'd put on a Conquest). Comparing 2 TPCs to a Conquest's Gauss Cannon TPCs have 50 more dps at 200 less flux/sec. What you get is let's say 30-40% more flux dissipation for the Conquest. However due to Conquests terrible 1.4 flux/dmg shield ratio it is ONLY when the enemy is not firing back. In the most common scenario where the enemy will be firing back, the Conquest may actually have worse flux dissipation economy than the Onslaught.

Just put all the cannons on one side: That's like flying half a ship

Conquest is a Gauss Cannon sniper: With Gauss Cannons you are loosing all the sustained fire advantage you could have had. G Cannons have bad DPS, terrible flux/dmg and are even worse against armor. Even if you drop some ships shields it will retreat behind others, vent and be back in a few seconds. Onslaught with normal build will out-dps you while providing another body to block the damage and a better kill-confirm. Not to mention an Onslaught could easily catch up to you at any moment with Burn Drive and ruin your day, the AI just sometimes decides not to do it

Conquest is better with a good pilot: Everything is better with a good pilot




That said there's one thing I have to admit Conquest is superb at, and that is destroying multiple weak ships (such as friggates, carriers and weaker cruisers) cuz then Conquest can afford to use both broadsides and doesn't have to rely on it's shields so much. If I were to balance Conquest I'd balance it around this: fighting weaker ships with both broadsides. Engaging where the enemy is weak, doing tons of damage, disengaging before the bigger ships show up. The perfect skirmisher. A high-risk high-reward ship, like it's described in-game. To that effect I'd give it the following changes:

1. Remove most energy mounts as they do not fit Conquest's new role. Leave some for point defense. change one large hardpoint on both sides to a medium hardpoint

2.Replace Heavy Ballistics Integration with a new unique hullmod(name it whatever) - increases 0-flux speed bonus by 50%(+25 top speed). - this is to improve Conquest's ability of picking fights at a cost of about 20-30 OPs(caused by not having HBI). Currently it's not any faster than an Onslaught anyway

3. Replace Manuevering Jets active ability with Accelerated Ammo Feeder -
"The Accelerated Ammo Feeder (AAF) doubles the rate of fire of ballistic weapons, and reduces their flux generation by 50%". This is to give Conquest unpararelled firepower in skirmishing when it uses both broadsides as designed. It's as if firing 4 large and 12 medium ballistics - but only when using both sides and only for a short time.

4. Keep the terrible armor and shield ratio. Ballance out by changing base stats if necessary
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 26, 2020, 05:21:24 AM
Re: HAG on Conquest
It will get the job done.  Reasons to use it is less flux cost, which is important when trying to get flux low enough to brawl with both sides at the same time for more than a few seconds; and possibly availability of weapons, not only between HAG and Mjolnir, but also the other weapons that would combine with it.  (Heavy Autocannon is easier to get than Heavy Needler.)

I prefer Mjolnir + Heavy Needler + Mark IX + empty mount, but HAG + 2x Heavy Autocannon + Mark IX works nearly as well.  The main advantage of the former is I do not need to drive up nearly as close because the rear ballistic mount is empty instead of filled with an 800 range Heavy Autocannon that I (or the AI) need to get in range for.

Re: Sunder
By the time I can acquire and properly outfit one, they are obsolete.  (Cruisers are the core of the fleet by then.)  I might get a few broken ones from some of the early deserter bounties, but they get whatever weapons I have on hand, which tend to be pulse lasers or similar mid-grade weapons.

Quote
1. Remove most energy mounts as they do not fit Conquest's new role. Leave some for point defense. change one large hardpoint on both sides to a medium hardpoint

2.Replace Heavy Ballistics Integration with a new unique hullmod(name it whatever) - increases 0-flux speed bonus by 50%(+25 top speed). - this is to improve Conquest's ability of picking fights at a cost of about 20-30 OPs(caused by not having HBI). Currently it's not any faster than an Onslaught anyway
1. The medium energy is bleh (I put more burst PD if I have OP to spare, which is rare), but the small ones are fine.  I fill all of the small ones with burst PD, which helps mitigate its bad shields.

2. Not a good idea.  That would encourage Conquest to use medium ballistics in the heavy ones (Maybe Maulers and HVDs, or Hellbore and 2-3 Heavy Needlers).  Conquest does not have much OP, and Heavy Ballistics Integration helps.  It was one of the buffs that pushed Conquest from battlecruiser to fast battleship territory.
Title: Re: Conquest is bad - change my mind
Post by: Optymistyk on November 26, 2020, 05:45:40 AM

1. The medium energy is bleh (I put more burst PD if I have OP to spare, which is rare), but the small ones are fine.  I fill all of the small ones with burst PD, which helps mitigate its bad shields.

2. Not a good idea.  That would encourage Conquest to use medium ballistics in the heavy ones (Maybe Maulers and HVDs, or Hellbore and 2-3 Heavy Needlers).  Conquest does not have much OP, and Heavy Ballistics Integration helps.  It was one of the buffs that pushed Conquest from battlecruiser to fast battleship territory.

This is just theorycrafting since I have no control over what Alex decides to do with it. If Conquest does not have enough OP he could just make it have more to balance it out. The point is, I think Conquests design screams "Use both sides!". For that to work reliably it either needs very good defensive stats or a better ability to pick fights. The first option would make it broken with that ammount of firepower. So I think the best option is to make it a skirmisher - kind of like a real battlecruiser is made for quick engagements and should not be used in the same role as a battleship
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 26, 2020, 06:06:52 AM
Quote
The point is, I think Conquests design screams "Use both sides!". For that to work reliably it either needs very good defensive stats or a better ability to pick fights.
It can use both sides and make it work.  Of course, player cannot use the biggest guns in every mount on both sides - not enough OP or flux for that.

Its base defense stats are not so great, but acceptable after boosting shields somehow.
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 26, 2020, 06:09:42 AM
Conquest has better dmg than Onslaught: False - Conquest has 2 large ballistics on one side, Onslaught has one large ballistic in the front but it also has two built -in thermal pulse cannons that together provide as much dps as an average large ballistic weapon, while having much higher alpha damage of 2500 dmg/second for a total of up to 10 000 upfront damage before reloading.
Add to that Onslaught's Thermal Pulse Cannons which are extremely flux-efficient at 1.25 dmg/flux while very few Large Ballistics can even reach 1 dmg/flux (certainly not the ones you'd put on a Conquest).
Against shields, TPCs deal need 0.8 flux to deal 1 point of damage, and the most inefficient kinetic in the game, Gauss Cannon, needs barely more, 0.86. Mark IX needs just 0.57 flux. TPCs seem efficient, but because their direct competitors are ballistic weapons, they really aren't efficient enough. There's a reason they're getting buffed to 0.6 flux/damage ratio. Against armour, TPCs only falter against Hellbore, though Mjolnirs are competitive with them against armour of about 1000 or more, because Mjolnirs hit harder than TPCs.

Conquest has better sustained fire: True, however it's not quite as substantial as you say it is . Yeah with no flux vents the Conquest has twice as much dissipation as the Onslaught. However, that is an unfair comparison. With 50 flux vents Conquest has 1700 to Onslaughts 1100(54% better, less with flux distributors). Add to that Onslaught's Thermal Pulse Cannons which are extremely flux-efficient at 1.25 dmg/flux while very few Large Ballistics can even reach 1 dmg/flux (certainly not the ones you'd put on a Conquest). Comparing 2 TPCs to a Conquest's Gauss Cannon TPCs have 50 more dps at 200 less flux/sec. What you get is let's say 30-40% more flux dissipation for the Conquest. However due to Conquests terrible 1.4 flux/dmg shield ratio it is ONLY when the enemy is not firing back. In the most common scenario where the enemy will be firing back, the Conquest may actually have worse flux dissipation economy than the Onslaught.
Firstly, Conquest-Onslaught duels are not the only fights these two ship classes get into. You can compare them like that, sure, but it's worth noting that Conquest is a battlecruiser and it's made more to capitalise on openings, than create them.
In a similar fashion, I can say that Onslaught's weapons exist only when it's not firing — after it fires for a while, then it either gets fluxed out or has its mounts disabled, then you can't do much but hope you have support. Conquest can go backwards.
Conquest's 1700 dissipation against Onslaught's 1100 is still a massive advantage, since it effectively has 54% more firepower, as you mentioned, in addition to a mobility system that isn't a suicide most of the time and similar missile firepower (less burst, because torpedoes aren't viable, but better sustained, with Hurricanes, Locusts or Squalls). If it chooses to kite other capitals to death, they either have to retreat (if they can) or rush in and hope Conquest doesn't have enough support, because that capital is encircled now.

Just put all the cannons on one side: That's like flying half a ship
Missiles and flux dissipation is still there.

3. Replace Manuevering Jets active ability with Accelerated Ammo Feeder -
"The Accelerated Ammo Feeder (AAF) doubles the rate of fire of ballistic weapons, and reduces their flux generation by 50%". This is to give Conquest unpararelled firepower in skirmishing when it uses both broadsides as designed. It's as if firing 4 large and 12 medium ballistics - but only when using both sides and only for a short time.
How to make Conquest the best ship in the game in a single step: one simple trick that game developers don't want you to know!
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 26, 2020, 06:27:25 AM
Against shields, TPCs deal need 0.8 flux to deal 1 point of damage, and the most inefficient kinetic in the game, Gauss Cannon, needs barely more, 0.86. Mark IX needs just 0.57 flux. TPCs seem efficient, but because their direct competitors are ballistic weapons, they really aren't efficient enough. There's a reason they're getting buffed to 0.6 flux/damage ratio. Against armour, TPCs only falter against Hellbore, though Mjolnirs are competitive with them against armour of about 1000 or more, because Mjolnirs hit harder than TPCs.
Also because AI loves to dump two whole clips of TPCs (and other guns if in range too) and be at max flux.  AI cannot help themselves fluxing itself out by being too trigger-happy with TPCs.  It is a bit better if TPCs are in separate groups, but not when grouped together as done by default.
Title: Re: Conquest is bad - change my mind
Post by: Optymistyk on November 26, 2020, 06:57:32 AM

Against shields, TPCs deal need 0.8 flux to deal 1 point of damage, and the most inefficient kinetic in the game, Gauss Cannon, needs barely more, 0.86. Mark IX needs just 0.57 flux. TPCs seem efficient, but because their direct competitors are ballistic weapons, they really aren't efficient enough. There's a reason they're getting buffed to 0.6 flux/damage ratio. Against armour, TPCs only falter against Hellbore, though Mjolnirs are competitive with them against armour of about 1000 or more, because Mjolnirs hit harder than TPCs.

Yeah, duh, a dedicated kinetic weapon will do more damage to shields with it's 2x damage multiplier. However TPCs will do much more damage to armor than the kinetic weapon. Against a ship with equally good armor and shields this basically cancels out. I never said TPCs or the Onslaught are OP, I said Conquest is bad. If Onslaught needs buffs then Conquest even more so, but the current iteration is difficult to balance because of it's potential sustained dps

Firstly, Conquest-Onslaught duels are not the only fights these two ship classes get into. You can compare them like that, sure, but it's worth noting that Conquest is a battlecruiser and it's made more to capitalise on openings, than create them.
In a similar fashion, I can say that Onslaught's weapons exist only when it's not firing — after it fires for a while, then it either gets fluxed out or has its mounts disabled, then you can't do much but hope you have support. Conquest can go backwards.
Conquest's 1700 dissipation against Onslaught's 1100 is still a massive advantage, since it effectively has 54% more firepower, as you mentioned, in addition to a mobility system that isn't a suicide most of the time and similar missile firepower (less burst, because torpedoes aren't viable, but better sustained, with Hurricanes, Locusts or Squalls). If it chooses to kite other capitals to death, they either have to retreat (if they can) or rush in and hope Conquest doesn't have enough support, because that capital is encircled now.
I didn't compare them in a 1v1 against each other. I just said whatever Conquest can do Onslaught can do better. I stand by that.
All ships can go backwards (and sideways in fact)
Just because you have Burn Drive does not mean you should always use it, however it is a nice and potent option to have. Comparably Manuevering Engines pretty much allow you to turn faster and not much else, which is not nearly as useful outside of fringe cases.
I just said Conquest has a 30-40% flux dissipation advantage in the fringe case the enemy does not return fire. It is a fringe case because Conquest lacks the mobility to pick fights(it's as slow as an Onslaught), so it is expected the enemy will be able to lay fire on it most of the time
If the Conquest has a fleet to retreat behind the the Onslaught should have a fleet too. However, an Onslaught is always going to do more than a Conquest that's just sniping with double Gauss Cannons. Hence in a fair fight the Onslaught and it's support would do more damage, wipe out the enemy fleet and turn on Conquest with a numbers advantage. If the Conquest uses weapons other than the G Cannons then it must get into range of Onslaught's return fire, and as we already established if Onslaught can hit the Conquest then Conquest looses all the "sustained fire advantage" it could have had

Missiles and flux dissipation is still there.
As an april fools joke I want Alex to literalry remove one half of Conquest and see if people notice any difference

How to make Conquest the best ship in the game in a single step: one simple trick that game developers don't want you to know!

I don't quite see how it would make it the best ship in the game. Firing with one broadside is much inferior, especially "sustained fire" that the current Conquest is supposedly so good at. It has less OP points because it can't use HBI. To even be able to use AFF correctly it has to put itself in a position where it's flanked, and it's still as much of a glass cannon as always. It could never stand a chance against a battleship, it can only shine by avoiding battleships and engaging groups of weaker ships. if it's still too strong at that point you can take away some base stats to compensate or make the shields even more horrendous
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 26, 2020, 07:26:59 AM
Quote
As an april fools joke I want Alex to literalry remove one half of Conquest and see if people notice any difference
It would be inconvenient.  If I do use one side in a duel, having an identical backup side to spin around and fire at the enemy is convenient.

I tried asymmetric loadouts, but they are awkward to use.  I tried asymmetric loadout with Gauss one side and other ballistics at the other, and ended up favoring the brawler side most of the time, so I dropped the Gauss side and switch to symmetric brawler loadout and I use both sides frequently.

Aside from Conquest...

Two plasma Odyssey controlled by player is an extreme case of one-side beatdown; two plasma cannons, two fighters, everything else in caps, vents, and hullmods.  Can outgun just about any single ship in a duel and run away when done, then repeat.  Annoying to pilot, and AI cannot use it (because it plasma burns into a mob and dies).


P.S.  I just tried a one-sided Conquest with dual Mjolnirs and Heavy Needlers (and other side's ballistics are empty) and it wrecks enemies faster, and the AI can handle it too.  Losing that one side hurts (no backup side to fall back on), but I suppose the faster kill times make up for it.

As for the comment about the joke of removing one side, as long as the other stats stay as they are, it would either be no difference to those who play with only one side already or it would be an adjustment (that results in improved offense) for those who fight with both sides.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 26, 2020, 10:55:15 AM
The conquest has a 1.4 shield (.84 with skills and hardened shields). Unless you have both it’s probably not worth it to attempt to fire under dissipation. Just kill things then vent.
Title: Re: Conquest is bad - change my mind
Post by: Thaago on November 26, 2020, 11:01:19 AM
Re: Sunder being obsolete by the time you get it:

To make a Sunder useful early game, put a HIL on it. No need for ITU, Advanced Optics, rarer weapons like Tach Lance or Plasma or railguns/needlers in the ballistics. Bonus points for getting proper other weapons like gravitons to go along with, but pretty much the only thing that can make a HIL Sunder useless is to mess up the weapon groups so it doesn't fire the HIL.

It won't get through shields by itself, so make sure the fleet has sufficient kinetic and/or flanking and/or broadswords/longbows to help, and it will burn down armor and hull.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 26, 2020, 12:45:27 PM
Re: Sunder being obsolete by the time you get it:

To make a Sunder useful early game, put a HIL on it. No need for ITU, Advanced Optics, rarer weapons like Tach Lance or Plasma or railguns/needlers in the ballistics. Bonus points for getting proper other weapons like gravitons to go along with, but pretty much the only thing that can make a HIL Sunder useless is to mess up the weapon groups so it doesn't fire the HIL.

It won't get through shields by itself, so make sure the fleet has sufficient kinetic and/or flanking and/or broadswords/longbows to help, and it will burn down armor and hull.

Not that a graviton/HIL ITU/Advanced Optics Sunderer isn't still good in the lategame. 1400 range is almost as good as base ballistic range on a battleship (900 x 1.6 = 1440, 1000 x 1.2 + 200 = 1400) and DPS is much higher per deployment point
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 26, 2020, 01:54:17 PM
It's unimaginable heresy to call the sunder obsolete by the time you can get it when it's no more difficult to acquire then the hammerhead.

It's essentially just an energy weapon version of the hammerhead! It also dunks on anything destroyer or frigate on it's own and with a little support can easily murder cruisers or swarm capital ships!

Outfitting one early, however, requires some work. Not that 3 phase lance builds are weak by any means as in an assault role they still kick ass.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 26, 2020, 02:33:35 PM
Hammerhead is different because it is a possible starter ship, and it can use Open Market junk and function like an Enforcer.  There is also that SO chaingun loadout (but I do not use that one).  That said, I generally do not get more than one before my fleet outgrows them too as I find more and more cruisers and possibly my first capital.

Energy version of semi-common/heavy autocannon weapons is junk like pulse lasers and maybe HIL/autopulse.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 26, 2020, 03:53:13 PM
I suppose a more succinct way of putting it would be

“It’s kind of weird calling the single best lategame capable destroyer ‘obsolete by the time you get it’”
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on November 26, 2020, 04:09:36 PM
Officer-less ships are hopeless fodder in late game and there are not enough officers to fully staff a DE-centric deployment. At best you can fit a few alongside capitals, but then they are weak links that risk dying on first mistake (especially with Sunders being the most glass cannon DEs) or run out of PPT long before capitals/cruisers. Soft flux weaponry also requires persistence that AI simply lacks, it lets enemies retreat too easily.
Title: Re: Conquest is bad - change my mind
Post by: Goumindong on November 26, 2020, 09:48:59 PM
Hardened subsystems is a thing, 450 seconds of PPT is plenty. And well. So what if it needs allies, it’s a fleet ship in a fleet.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 26, 2020, 10:04:44 PM
I'm inclined to agree that the sunder (and destroyers in general) are a bit too squishy in the late game for my taste. They fly the wrong way in combat for 2 seconds and instantly explode when capitals are in play (same with frigates). Sunder is even more squishy than the average destroyers, so it really struggles with this in my experience. I've tried using sunders (and destroyers in general) a lot and I just can't accept the high chance of them randomly dying. Other strategies have just as much combat power with much lower chance of losses.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 26, 2020, 11:08:57 PM
To be fair anything smaller then a cruiser I fit with Reinforced Bulkheads on the premise that it's probably going to die, but that's ok. Late capital ship fights have anything lesser acting as support, which the sunder does very well in my opinion.

In fact they pair very well with big ballistic spewing ships like, say.... the CONQUEST! (back on topic bby!)

Sunders get easily shredded by fighters, which is why I used to not like them, but these days I'm in a sunder craze with task groups of 8 of them escorting my late game capital fleets as they can easily catch and kill anything smaller then a capital ships notice.

They die pretty quick when shot, but what destroyer doesn't? The key is not to let them get shot by ships they aren't supposed to be fighting anyway.

And SO Sunders are the things of NIGHTMARES. If you thought SO hammerheads with chainguns were good at killing lowly armoured and defended targets, you ain't seen nothing yet!
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 27, 2020, 12:00:18 AM
Not spending supplies to recover ships because they don't die seems better than spending supplies to recover ships to me. If I use escort destroyers, I prefer something like a medusa that can get away easily (and has a super good shield). Often times carriers are good enough at the escort and kill small ships roll that I don't bother with destroyers.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 27, 2020, 04:12:12 AM
To be fair anything smaller then a cruiser I fit with Reinforced Bulkheads on the premise that it's probably going to die, but that's ok. Late capital ship fights have anything lesser acting as support, which the sunder does very well in my opinion.

In fact they pair very well with big ballistic spewing ships like, say.... the CONQUEST! (back on topic bby!)

Sunders get easily shredded by fighters, which is why I used to not like them, but these days I'm in a sunder craze with task groups of 8 of them escorting my late game capital fleets as they can easily catch and kill anything smaller then a capital ships notice.



They die pretty quick when shot, but what destroyer doesn't? The key is not to let them get shot by ships they aren't supposed to be fighting anyway.

And SO Sunders are the things of NIGHTMARES. If you thought SO hammerheads with chainguns were good at killing lowly armoured and defended targets, you ain't seen nothing yet!

I will second this. Sunders using High Intensity Lasers fit into Conquest-focused fleets like a glove, although their relatively low mobility can get them in trouble when the rest of your fleet is lighter on it's feet, wich is why I usually deploy falcons/eagles instead as they're much, much more survivable and mobile than Sunders, wich guarantees their survival in a kiting scenario against a bigger fleet than your own.

P.S: there's a mod ship from Hazard Mining Incorporated called the Scarecrow that is basically a cross between an Eagle and a Dominator wich brings 2 large ballistics, 2 medium ballistics (both on hardpoints), 2 medium missiles on hardpoints, 4 medium energy on turrets and 6 smalls. It also gets manouvering thursters instead of Burn drive and it's worth 26fP (wich I'd raise to 28 or even 30 since it's really, really good). It's the one I'm currently using in my campaign along my HMI Junker ships.
Title: Re: Conquest is bad - change my mind
Post by: Megas on November 27, 2020, 05:27:37 AM
Hardened subsystems is a thing, 450 seconds of PPT is plenty. And well. So what if it needs allies, it’s a fleet ship in a fleet.
That is generally a cost many ships cannot afford, especially if I want campaign mods, better combat power, or Reinforced Bulkheads (on officer-less ships).  The only destroyer I can afford it on is Drover, and only because it can do naked hull cheese.  I want late-game ships to have at least cruiser-level PPT.  I might make some exceptions here and there.  Aside from Drover, the only other destroyer I bring late in the game is Harbinger (as a budget Aurora to sweep small fry), but I rarely use it.  I want high PPT so that if the cowardly AI plays the stall game, it loses!

I use mostly junk ships early because ships die in battle, and if a junk ship dies, I do not care and play on.  If I lose a pristine ship early (like my starter flagship), it is an immediate game reload (and replay).  Only by endgame do I consider losing pristine ships in battle an acceptable loss (because I can build more cheaply with Orbital Works).
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 27, 2020, 08:55:54 AM
Not spending supplies to recover ships because they don't die seems better than spending supplies to recover ships to me. If I use escort destroyers, I prefer something like a medusa that can get away easily (and has a super good shield). Often times carriers are good enough at the escort and kill small ships roll that I don't bother with destroyers.

I mean, by the time you are even IN fights like that supplies have stopped being an issue, right?
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 27, 2020, 10:53:53 AM
Not spending supplies to recover ships because they don't die seems better than spending supplies to recover ships to me. If I use escort destroyers, I prefer something like a medusa that can get away easily (and has a super good shield). Often times carriers are good enough at the escort and kill small ships roll that I don't bother with destroyers.

I mean, by the time you are even IN fights like that supplies have stopped being an issue, right?
Supplies are still relevant through the cruiser and early capital portion of the game. I imagine in future releases with more endgame content/threats, the whole 'I'm so rich nothing matters' portion of the game will go away and there will still be logistical issues later on in the game. Also, dmods suck unless you take the skills to mitigate them which I don't.

My point is more that I can achieve all the same combat results with much lower chance of losing ships, so why would I take that risk? There's no benefit beyond gameplay variety which I don't find particularly compelling.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 27, 2020, 10:59:28 AM
Not spending supplies to recover ships because they don't die seems better than spending supplies to recover ships to me. If I use escort destroyers, I prefer something like a medusa that can get away easily (and has a super good shield). Often times carriers are good enough at the escort and kill small ships roll that I don't bother with destroyers.

I mean, by the time you are even IN fights like that supplies have stopped being an issue, right?
Supplies are still relevant through the cruiser and early capital portion of the game. I imagine in future releases with more endgame content/threats, the whole 'I'm so rich nothing matters' portion of the game will go away and there will still be logistical issues later on in the game. Also, dmods suck unless you take the skills to mitigate them which I don't.

My point is more that I can achieve all the same combat results with much lower chance of losing ships, so why would I take that risk? There's no benefit beyond gameplay variety which I don't find particularly compelling.

I guess? But then why use anything BUT carriers, if game play verity isn't compelling enough of a reason?

(I would suppose I am on the other end of most players, as I generally play whatever the meta of a game isn't. For the most part.)
Title: Re: Conquest is bad - change my mind
Post by: SCC on November 27, 2020, 11:21:54 AM
(I would suppose I am on the other end of most players, as I generally play whatever the meta of a game isn't. For the most part.)
Well, from my perspective, everyone else isn't playing meta, because you people aren't soloing everything you can, so don't feel so special.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on November 27, 2020, 12:05:42 PM
There's a couple different angles here lol. You can optimize based on different things. Soloing might be optimal from a pure supply cost minimization perspective assuming you execute perfectly, but if you try to account for the risk of mistakes due to your own piloting ability, then I do not personally find it to be the most effective (there's a pretty high chance I mess up and lose my flagship personally). I also personally avoid strategies that are effective because they circumvent interesting game mechanics (carrier spam, phase assassination, endless kiting). I enjoy the flux mechanics and all the associated gameplay so I usually avoid strategies that circumvent 'conventional' shield/flux mechanics completely (maybe the doom is an exception, but I think it engages a lot more with the shield mechanics than the smaller phase ships). I would use those strategies if they were necessary to win, but if I can have more fun piloting while achieving (approximately) the same results and risk level, I prefer to not use those strategies.

I also do enjoy trying new things because it is exciting to find out how well they work, but I don't enjoy doing things that I already know don't work as well just for the sake of doing them.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on November 27, 2020, 12:47:31 PM
(I would suppose I am on the other end of most players, as I generally play whatever the meta of a game isn't. For the most part.)
Well, from my perspective, everyone else isn't playing meta, because you people aren't soloing everything you can, so don't feel so special.

I usually play "themed campaigns" meaning I pick a tech level and a faction and try making it work, trying to avoid most of the meta-broken stuff (Sparks, Drovers and carrier spam in general, overridden Hammerheads and so on, I'm happy they're all getting nerfed by the way) aswell since I find the effort of trying to make things work with limitations coming with "faction roleplay" is both challenging and refreshing every time and with the boon of finding out new strategies and ways to make otherwise disappointing units work.

This is ironically how I finally realized the Conquest was good a year or so ago. It was in my third ever campaign (the last vanilla campaign I played since I think) and having already played Tri-tachyon (first campaign) and Hegemony (second campaign) I tried midline and I was stuck with the Conquest as a capital so I had to squeeze all my brain cells in an attempt to make it work, until I inevitably realized that incredible mobility, massive flux dissipation combined and more burst damage than most enemy ships could possibly handle make for an absolutely lethal ship that can be customized to fill a staggering variety of roles.

Ultra long range asymmetrical sniper? It can do that.
Disgusting Hurricane vomit? Yep.
Symmetrical brawler and frigade-destroyer-cruiser bully? Oh yeah.
Mjolnir spam for the greater good of dakka? It's going to be pretty.

The beautiful double log of absolute pain also called Conquest is up there with both Odissey and Legion as the best vanilla 40FP capitals in the game, no doubts. It's just a caesarean section to figure out for new players.
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on November 27, 2020, 02:17:45 PM
(I would suppose I am on the other end of most players, as I generally play whatever the meta of a game isn't. For the most part.)
Well, from my perspective, everyone else isn't playing meta, because you people aren't soloing everything you can, so don't feel so special.

I refuse. I AM special!  :P
Title: Re: Conquest is bad - change my mind
Post by: OmegaMan on December 05, 2020, 08:53:57 PM
I really don't agree with that, the ONLY thing forgiving about Midlines is their systems. Notice how the Sunder is one of the worst ships in vanilla, backed by tier lists of the forums and most players. It lacks a mobility system, and like the conquest has bad shields and paper thin armor. The actually good Midline ships either have forgiving systems and/or 0.8 shields.

Are we playing the same game?
Title: Re: Conquest is bad - change my mind
Post by: OmegaMan on December 05, 2020, 08:59:51 PM
Sunder is powerful per DP, yet almost unusable in campaign. By the time you can outfit proper AI-compatible Sunders with ITU+Adv Optics, destroyers just aren't core of the fleet anymore due to officer limit. It needs ITU even for player plasma cannon build, unlike Medusa(agile close combat can be done without ITU), Hammerhead (SO build) or Falcon(P)[just uses DTC].

I can destroy 20 ships with zero damage with one player controlled Safety override Sunder.....  Just let the AI control everything else and go hunting.   Only in late game against capitals does Sunder lose it's effectiveness.  Even then it's still good but fragile.     
Title: Re: Conquest is bad - change my mind
Post by: brekmehrkus on December 09, 2020, 06:32:02 AM
Player controlled everything is strong. It doesn't matter what ship player pilots, I'm fairly sure if someone is skillful enough they can solo Paragon in a Hound. Saying "But I did X with Y ship!" is not an argument towards one ship being better than others.

Ship itself is decent, but the problem is that AI can't play it well. AI actually has problems with many things, and staying out of range of chonkier but lower ranged ships is one such thing and where other ships can take the hurt - Conquest can't. I think if AI was amended Conquest could rapidly advance from ***-tier waste of money and space in your fleet to an absolute OP artillery platform, but it is what it is.
Title: Re: Conquest is bad - change my mind
Post by: Megas on December 09, 2020, 06:47:51 AM
AI seems to handle Conquest passably well, except for Gauss Cannon loadouts.  It will maintain sufficient distance and bombard the enemy with heavy gunfire.  I trust the AI to pilot Conquest competently enough (as long as it does not have Gauss Cannons).

The one ship that I see AI cannot handle is Odyssey with mostly hard-flux energy weapons.  That will imitate Onslaught burn stupidity but with much worse defenses.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on December 09, 2020, 12:30:57 PM
AI seems to handle Conquest passably well, except for Gauss Cannon loadouts.  It will maintain sufficient distance and bombard the enemy with heavy gunfire.  I trust the AI to pilot Conquest competently enough (as long as it does not have Gauss Cannons).

The one ship that I see AI cannot handle is Odyssey with mostly hard-flux energy weapons.  That will imitate Onslaught burn stupidity but with much worse defenses.

I've somewhat copied an Odissey loadout from a youtube video from Low Settings and I actually consider it the best AI controlled flagship in the game because of it.

Spoiler
https://youtu.be/Jhpllydlrdo (https://youtu.be/Jhpllydlrdo)
[close]

In short: 2x Autopulses, 3x Sabot MRMs, Hurricane MIRV, 3 antimatter blasters (I'm actually surpised by the fact he did not put any PD) and 2 sparks. Don't forget to set all sabots as "linked" for the to be properly vomited in the face of the enemy.

My version (as far as I remember) actually axes the blasters for PD and the sparks for other fighters (since they're disgusting right now) and works with an aggressive AI. I would probably cut both efficiency overhaul and solar shielding for better flux capacity and PDAI but that's just me wanting my capitals to be as tanky as possible.

My guess is that the AM blasters force even the steady AI to get in close wich makes all the other weapons on the ship basically "shotgun" the enemy with no chace for it to evade.

Edit: There's also this version by Friendly Rough AI that also works wonders and that I remember using more often since it's more versatile and has better staying power.

Spoiler
https://www.youtube.com/watch?v=0IUiK4eNsM4&t=53s (https://www.youtube.com/watch?v=0IUiK4eNsM4&t=53s)
[close]

I'm personally quite the sucker for 360 shields  but i'd personally also axe resistant flux conduits and try and squeeze in Hardened Shields no matter what.
Title: Re: Conquest is bad - change my mind
Post by: Megas on December 09, 2020, 02:02:13 PM
I remember that last one, the so-called "shotgun" loadout when it was posted some time back.  It is primarily a beam-and-missiles loadout with one autopulse.
Title: Re: Conquest is bad - change my mind
Post by: Retry on December 09, 2020, 04:14:29 PM
Both builds appear to be quasi-missile boats and heavily rely on their triple Sabot Pods, Hurricane launchers, and EMRs.  Nearly no guns in the small slots.
 The twin Autopulse build doesn't even have vents, which makes me irrationally sad.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on December 09, 2020, 05:01:48 PM
I mean small energy weapons are generally pretty weak. There's really not much reason to put anything in those slots when you can spend your flux on large energy weapons that are better in almost every way.

Also, pretty sure two auto pulse lasers is only 500 flux/sec sustained, and the odyssey has 1000 base dissipation, so there's actually no need for vents either if you're just using two auto pulse. You are wasting some dissipation (although arguably the burst flux generation of auto pulse is high enough to warrant having some to spare, but that can be better for the AI on this release. Hopefully that will change with the AI improvements in the next patch.
Title: Re: Conquest is bad - change my mind
Post by: TaLaR on December 09, 2020, 05:08:56 PM
Player controlled everything is strong. It doesn't matter what ship player pilots, I'm fairly sure if someone is skillful enough they can solo Paragon in a Hound. Saying "But I did X with Y ship!" is not an argument towards one ship being better than others.

No, there is a limit to what player piloting can do. Paragon doesn't have any weapon coverage blindspots that Hound could survive in, too squishy. Neither does Hound have any means to bring down or bypass Paragon's shield. I very much doubt even max combat skills character player piloted Hound vs no officer sim Paragon could overcome the disadvantage.
Title: Re: Conquest is bad - change my mind
Post by: Flying Birdy on December 10, 2020, 03:16:30 AM
Both builds appear to be quasi-missile boats and heavily rely on their triple Sabot Pods, Hurricane launchers, and EMRs.  Nearly no guns in the small slots.
 The twin Autopulse build doesn't even have vents, which makes me irrationally sad.

I've played a similar variation of that build before. It works reasonably effectively. Something that's not shown is that if you fire Sabot while you are plasma burning, the Sabots are accelerated and instantly reach stage two. This makes them more or less guaranteed to hit their target and hit simultaneously. Getting hit with 6 sabots simultaneously instantly max out flux for most ships. Obviously the AI can't take advantage of this, but its powerful in the player's hands.

Twin autopulse build also doesn't actually need vents; the amount of flux used while burst firing your 30 ammo isn't enough to use up Odyssey's flux. The build is shockingly not nearly as reliant on the triple Sabots as you might imagine, the autopulse flux efficiency allow you to bring done enemy shields without using the Sabots (though Sabots do help).

Main problem with the twin autopulse build is, surprisingly, gunning down heavily armored targets. Autopulse can't really chew through armor alone; A full 30 clip from autopulse doesn't have enough damage to chew through armor and then through hull. You have to backoff and reload which is incredibly annoying and it does limit how effective an Odyssey can be. You really have to land the Hurricane MIRV in order to be able to kill anything with armor.  Figuring out when to back-off to reload the 30 clip autopulse and timing the MIRV aren't issue for the player. But, in the hands of AI, they won't ever be able to kill anything with armor because they rarely time the MIRV correctly.
Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on December 10, 2020, 03:30:04 AM
That's not really surprising, it's well known Autopulses aren't great vs armour. This is why most builds either have HIL or a Tach lance, or just good ol' double Plasma. Honestly with that build, I'd scrap the Hurricane and get some torpedoes, and might even swap out that back Sabot for a Harpoon pod.
Title: Re: Conquest is bad - change my mind
Post by: Flying Birdy on December 10, 2020, 05:53:06 AM
That's not really surprising, it's well known Autopulses aren't great vs armour. This is why most builds either have HIL or a Tach lance, or just good ol' double Plasma. Honestly with that build, I'd scrap the Hurricane and get some torpedoes, and might even swap out that back Sabot for a Harpoon pod.

I've only ever used Hurricane for the large synergy mount. The way the firing arch on that mount is setup makes it crazy hard to aim; I'd have to rotate my ship and in order to fire a torpedo from that mount. Piloting broadside ships is hard enough as it is :'(

The front medium missile mounts are actually much better for putting up two reaper torpedos (or even just one) as well. The rotating firing arch of those pods make them amazing for aiming double reapers.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on December 10, 2020, 06:39:42 AM
Both builds appear to be quasi-missile boats and heavily rely on their triple Sabot Pods, Hurricane launchers, and EMRs.  Nearly no guns in the small slots.
 The twin Autopulse build doesn't even have vents, which makes me irrationally sad.

I wouldn't be sad considering the base Odissey dissipation is high enough to reasonably field them anyway if you've invested in flux capacity instead. The ship will comfortably be able to take the flux generated by both Autopulses dumping their while 45 shot clips due to its amazing flux capacity and steadily dissipate it once they're empty or the ship itself backs off to vent, also allowing the missile weapons to be ready again when it goes back on the offensive.
That's not really surprising, it's well known Autopulses aren't great vs armour. This is why most builds either have HIL or a Tach lance, or just good ol' double Plasma. Honestly with that build, I'd scrap the Hurricane and get some torpedoes, and might even swap out that back Sabot for a Harpoon pod.

As for relying on missiles, yeah. That's what capitals with 3 medium and one large missile slot usually boil down to. I don't really consider it as a malus considering the ship will have 12 6-sabot salvos and 20 Hurricane MIRV salvos and they're going to take quite a while to run out. The second version even has twin longbow wings to keep spamming sabots even after the ones on the pods run out.

Regarding Autopulse Lasers:

First: any Starsector player worth their salt uses Autopulses in combination with Extended magazines.

Second: The role of autopulses on a very missile/fighter heavy Odissey is to fill those two large energy slots with the cheapest, most efficient weapon that also generates hard flux. They're just a bonus, which is why the AI is so good at using the ship since it can just spam all weapons as soon as they're in range of the enemy and basically get the same result as a more tactical approach in the long run would.
Litterally all of the weapons on the ship actually work just fine by themselves (sabots are actually surprisingly high damaging against low-medium armor ships, even after the well deserved nerfs they got) and having a ship able to fit and use all of them at once makes for a devastatingly effective asset.

Third:Autopulses are not only cheap and flux efficent, they also double as a pretty nifty anti-fighter weapon to make up for the lack of dedicated point defence on the ship. Installing either HIL or Tach lances implies heavily investing in both vents and considerably more ordinance points to even install them on the ship, not to mention install PD to not leave the ship naked against fighters. Then there's also the additional problem of both HIL and Tach lance being nearly useless (against big targets) when the sabots run out since they don't generate hard flux and take they sweet old time against shielded targets.

I do not comprehend why anyone would axe a Hurricane Mirv out of a ship that's capable of fielding it alongside Expanded Missile Racks(unless it's for a Squall MLRS on some ships or peculiar cases like the Gryphon). It's probably the best anti-armor weapon in Vanilla Starsector, not to mention its damage potential AND ammo capacity makes it a more than competent pressure tool and hull deleter.


Title: Re: Conquest is bad - change my mind
Post by: Grievous69 on December 10, 2020, 06:57:05 AM
I do not comprehend why anyone would axe a Hurricane Mirv out of a ship that's capable of fielding it alongside Expanded Missile Racks(unless it's for a Squall MLRS on some ships or peculiar cases like the Gryphon). It's probably the best anti-armor weapon in Vanilla Starsector, not to mention its damage potential AND ammo capacity makes it a more than competent pressure tool and hull deleter.
Because AI is horrendous with it, attacks random small ships it can't ever hope to hit. AI just spams it like it's a suppression weapon, and wastes half of its ammo. It's a good weapon otherwise, with one thing that bothers me a bit and that's the uselessness without ECCM.
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on December 10, 2020, 08:05:13 AM
I do not comprehend why anyone would axe a Hurricane Mirv out of a ship that's capable of fielding it alongside Expanded Missile Racks(unless it's for a Squall MLRS on some ships or peculiar cases like the Gryphon). It's probably the best anti-armor weapon in Vanilla Starsector, not to mention its damage potential AND ammo capacity makes it a more than competent pressure tool and hull deleter.
Because AI is horrendous with it, attacks random small ships it can't ever hope to hit. AI just spams it like it's a suppression weapon, and wastes half of its ammo. It's a good weapon otherwise, with one thing that bothers me a bit and that's the uselessness without ECCM.

Oh it's even worse than that. Swarm a dual Hurricane Conquest with fighters and it will actually shoot the Hurricanes at the fighters if nothing else is in range.

I tend to solve this issue with a fleet composition built around getting rid of small threats so that my heavier units properly engage the right targets.

I'm also currently playing with no commander skills/no officers/no extra Ordinance Points and I'm quite happy with the level of accuracy the Hurricane MIRV provides on the correct target (destroyer ship size and above) even without ECCM (wich you should always use along Expanded Missile Racks if you've got the OP for it).

If the Hurricane MIRV is missing the target, then it's not shooting at the right target. Another way to try to make sure your hurricane MIRV ships are shooting at the right stuff is to set most small ship on Search And Destroy but at the same time give "Engage" orders on all targets feasible for some Hurricane loving. This will incentivize your non-Search-and-Destroy units on the field to engage those targets first. It's a kind of "soft-Eliminate" order wich I've barely used before this campaign but that I am now widely employing. Try it out and see if it helps :)
Title: Re: Conquest is bad - change my mind
Post by: Igncom1 on December 10, 2020, 09:02:20 AM
These days I value putting ECCM on any ship with decent missile mounts. Sometimes even if it means not having a range booster if the ship is a bad gunboat otherwise.

ECCM missiles are great, but with a pilot with the missile skills? They are almost broken!
Title: Re: Conquest is bad - change my mind
Post by: Arcagnello on December 10, 2020, 09:15:43 AM
These days I value putting ECCM on any ship with decent missile mounts. Sometimes even if it means not having a range booster if the ship is a bad gunboat otherwise.

ECCM missiles are great, but with a pilot with the missile skills? They are almost broken!

What's the total missile speed boost when combining both ECCM and the level 3 missile skill by the way? It honestly feels like it more or less doubles missile speed. ECCM Hurricanes, Reapers or even simply harpoons or Pilums are nasty to shoot down or evade. Definetly a must if a ship's worth is only proportional to the amount of accurate missile vomit it can put down range.

I don't think there's any vanilla weapon types that gets as massively more effective as missiles with the right skills/retrofits as missiles, the closest I remember getting to that is using shell speed retrofits from two different mods (+70% projectile speed, improved tracking) plus commander skills.
Title: Re: Conquest is bad - change my mind
Post by: oorek on December 10, 2020, 09:42:55 AM
I have tried to build a playthrough entirely around Conquests.

My playstyle revolved around putting as much DPS on both sides of the ship as possible - Storm Needlers, Heavy Needlers and Assault Chainguns - wading into the middle of multiple enemy ships (armor hullmods help) and in this way abusing the stellar overall DPS of the Conquest by exposing both sides to enemies. If you're only using one side at a time, it's worthless.

If you use both sides, it's... just OK. It works well as a player ship. At the fleet scale, like if you use ten of these and put them on escort, it doesn't work because you split the enemy fleet and then, at any given time, your Conquests are only firing with one side (at the now-independent front lines.) You can at most use one or two or these and have to literally wedge them in the middle of the enemy fleet.

With the huge Assault Chaingun nerf coming in .95A this will not work well anymore though.
Title: Re: Conquest is bad - change my mind
Post by: Retry on December 10, 2020, 12:47:43 PM
I wouldn't be sad considering the base Odissey dissipation is high enough to reasonably field them anyway if you've invested in flux capacity instead. The ship will comfortably be able to take the flux generated by both Autopulses dumping their while 45 shot clips due to its amazing flux capacity and steadily dissipate it once they're empty or the ship itself backs off to vent, also allowing the missile weapons to be ready again when it goes back on the offensive.
It makes me sad because it's a waste of the Odyssey's potential.

In the first video it has a bunch of hullmods not actually providing any real benefits: Solar Shielding (slight resistance vs energy damage, but only on hull/armor), Efficiency Overhaul (no real combat benefit), Expanded Deck Crew (It's a BC that happens to have 2 fighter slots, not a carrier) is sapping up important OP for marginal combat benefits, if any.  Those 3 themselves could easily be swapped for a bunch of vents + one gun upgraded to Plasma Cannon, which AI Odyssey seems to handle better than Autopulses for whatever reason.  Scrapping E-Mags and maybe a few caps, and you can easily get and sustain 2 Plasma Cannons.

Also, vents are just as much a defensive tool as much as an offensive one.  More vents means you can shed built-up hard-flux much faster when shields are off, and also resist the impact of soft-flux damage when you're in an offensive situation from Tactical Lasers, Graviton Beams, and Tachyon Lances.

In both cases, the build is clearly being carried by the Sabots + Hurricane MIRV + EMR (and a tiny contribution from its Sparks to prevent it from being, well, Sparked).  The Autopulses and about half the hullmods are just along for the ride.
Title: Re: Conquest is bad - change my mind
Post by: intrinsic_parity on December 10, 2020, 04:09:06 PM
My AI odyssey build is plasma cannon + auto pulse. Two plasmas is a bit too much for an unskilled AI, or even captained one sometimes. IMO, capacitors are better defensively for the AI because they give it time to react and more cushion for mistakes. They also make it more aggressive since it will evaluate itself as being further ahead on flux. I would not spend lots of OP on vents beyond weapon and shield flux costs personally. I would rather have caps. Vent speed from that one hullmod is probably still more valuable than vents defensively in addition to providing employment resistance.