Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Wyvern on April 24, 2021, 07:39:07 PM

Title: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Wyvern on April 24, 2021, 07:39:07 PM
Lasers!

Freeze Guns!

Exotic Blasters!

Missiles!


...And then there's this thing.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: tseikk1 on April 25, 2021, 01:51:19 AM
Huh. Two different playthroughs where i've cleared two or more doritos, and i dont think i've ever gotten a rift beam, reality disruptor or a torpedo launcher.

On the topic of the weapons themselves, i'd rate some differently. From my experience, the cryoweapons are by far the best of them. Especially the blaster, it just obliterates ANY hull, and does so quickly. S- for cryoflamer, S for blaster from me. If blaster was just an OP or two cheaper it'd get S+. Volatile particle driver is at its best when used as a one of on a autopulse radiant to force shields down, in that role it gets an A. Antimatter missile I find you rate too highly; yes, it does a lot of damage and is infinite ammo, but its flux cost means smaller ships can't really use it. A+.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Amoebka on April 25, 2021, 03:39:02 AM
I don't understand why everyone loves the cryoflamer so much. Extremely short-ranged ammo-limited energy with terribly low per-shot damage and 1.0 efficiency. Literally a worse pulse laser for more OP.

Antimatter SRM is surprisingly rubbish for AI because they dump it into shields on cooldown.

Rift torpedo is an overrated meme weapon. It costs far too much flux to fire and is easy to shoot down. I can't name a single situation where I would want it over a hurricane.

The only weapons I like so far are cryoblasters and minipulsers.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: bob888w on April 25, 2021, 03:47:02 AM
Huh neither in my shielded caches or my Doritos fights have I seen the rift beam or the MRM launcher. Wished the drops were more standardized in these rare cases, so I might need to CMD spawn them in I guess. These weapon evaluations otherwise seem pretty good, aside from the antimatter missiles, they are designated as anti-fighter and it seems like the AI I give it to can never use it effectively
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: AcaMetis on April 25, 2021, 03:54:18 AM
I'm still at a loss as to what I'm supposed to shoot with these weapons after I've defeated the hardest enemies in the game to get them.
Spoiler
Secret cache, I know, but all I got out of that in my game was a couple small weapons that didn't seem to do anything that regular weapons couldn't.
[close]
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Histidine on April 25, 2021, 03:54:44 AM
I don't understand why everyone loves the cryoflamer so much. Extremely short-ranged ammo-limited energy with terribly low per-shot damage and 1.0 efficiency. Literally a worse pulse laser for more OP.
?
(https://i.imgur.com/NSYRfVM.png)
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Amoebka on April 25, 2021, 03:58:51 AM
Either there was a stealth balance change or I'm dumb. Likely the latter.

Still wouldn't call it good, though. It's anemic against armor and shieldbreaking is surprisingly no longer an issue for high-tech.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Anvel on April 25, 2021, 04:04:01 AM
Either there was a stealth balance change or I'm dumb. Likely the latter.

Still wouldn't call it good, though. It's anemic against armor and shieldbreaking is surprisingly no longer an issue for high-tech.
It's not the best weapon from the last update, yes, but on some ships it's devastating.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Mordodrukow on April 25, 2021, 04:28:07 AM
Quote
Still wouldn't call it good, though.
+
Medium, 15 points, 400 range, damage split it 2 parts.
P.S. Well, if it has really big number of charges, may be it is OK...


What i really need is:
1) heavy pulse laser like one from Interstellar imperium mod
2) some good non-beam long ranged energy weapon
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Arcagnello on April 25, 2021, 04:51:45 AM
I will admit I savescummed the Dorito fights during my second campaign using Overridden Auroras not because I kept getting losses, but because they were not dropping the Cryoflamers.

Those things, plus some AM blasters on the Aurora's front hardpoints just murder stuff when under AI control. I love it.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Embolism on April 25, 2021, 06:05:23 AM
The Rift Lance is excellent for ships reliant on small energy weapons, e.g. phase frigates, Scarab, maybe Shrike. It has exactly the same DPS as a Phase Lance (and same range) in a small weapon slot, though perhaps not as much armour penetration.

The Rift Beam I think is too much OP to pay for PD.

The Cryoblaster is basically a Heavy Blaster with less punch (but deals humongous damage to bare hull), slower shot speed and superior flux efficiency at the cost of 4 more OP. Aside from its ability to quickly finish off enemies, it feels like a sidegrade to the Heavy Blaster in many cases.

The Cryoflamer is a charge-based energy weapon done right IMO. It can actually sustain its maximum DPS for a workable amount of time without Expanded Magazines, and recharges fast enough that many ships will flux out before they get to the extra charges.

Minipulser is basically a weaker light needler with less range and smaller bursts after the initial one. Like the Rift Lance it's useful for ships reliant on small energies, but it really doesn't need to be hybrid because it's inferior to most ballistic kinetics.

One of the benefits of missile weapons is that they cost no flux to fire. The new missile weapons all cost energy and all recharge slowly, which I feel makes them shittier versions of normal weapons if used in a ship-to-ship duel. Overall I think they're meant to be used on backline support ships, especially the Resonator. On the frontlines, conventional missiles and torpedoes would probably serve you better (and cost less OP).

Agree the Shock Repeater is shockingly bad.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Arcagnello on April 25, 2021, 06:16:36 AM
Agree the Shock Repeater is shockingly bad.

You could even say it does not pack nearly as much shock value as expected.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Megas on April 25, 2021, 06:36:03 AM
  • Rift Cascade Emitter: Murderous doom in a gun. Pairs well with a Tachyon Lance - they've got the same firing rate. The AI has issues aiming the thing, though; if it's under AI control, and the host ship is turning (and outside of simulator duels, the host ship is basically always turning), and the target is anything smaller than a cruiser... it's going to miss. (And then sometimes it misses the cruisers, too.) Also, if you have two of these in a linked group, they usually pick either the same or almost-the-same locations for their rifts, which just doesn't look as good as if the rifts arced in opposite directions.
    Overall Grade: A+. Only held back from S-grade by its mediocre performance on AI-controlled ships.
I was disappointed by this weapon.  Compared to Tachyon Lance, the emitter costs more OP and consumes more flux.  And what do I get from this?  A little more damage if the beam explodes gloriously.  Oh, and the explosion chance varies by distance, less at longer range, so its damage is not so great if you snipe with it, and sniping is the point of this Tachyon Lance knock-off.  Also, unlike Tachyon Lance, it lacks EMP and shield piercing.  I think Tachyon Lance is the better weapon, and it is better to get more Tachyon Lances than mix this weapon in.  It is very flashy, and fun to use, but a letdown overall.

I placed this on my Ziggurat, for one emitter and one lance.  After a few fights, I took the emitter off and placed the second lance back on Ziggurat.

I thought the burst damage from explosions would be good for overloading, and tried the beam hard-flux hullmod, but AI lowered shield in time most of the time before getting overloaded.  I was better off getting plasma cannon instead if I wanted a hard flux weapon.

With that said, it is very flashy, and it works much like a Tachyon Lance.  If I wanted a Tachyon Lance, but found this first, I would use it until I found Tachyon Lance, then replace the emitter with Tachyon Lance.  As for grade, I would rate it either the same or one less than Tachyon Lance.  I probably would give emitter a B at best.

I would not call Rift Cascade Emitter a General weapon.  It is a Tachyon Lance that does a bit more damage at the cost of no EMP, no shield pierce, and greater flux and OP costs.  In other words, it is probably a Suppression weapon.

If I was willing to pay the costs for Rift Cascade Emitter, I should get plasma cannon instead.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Ishman on April 25, 2021, 06:37:24 AM


  • Resonator MRM Launcher: Compared to a sabot pod, the Resonator is expensive and lacking in punch... but it also has better range and tracking, and never runs out of ammunition. Probably not worth using on a ship with Expanded Missile Racks and a Missile Spec officer, but still just generally a good weapon. (And I, personally, am quite fond of giving my AI-controlled ships weapons that they can't completely waste all their ammunition with.)
    Overall Grade: B, maybe B+. It's good, but not amazing, and even for the role of medium kinetic-damage missile, you won't always want to be using these.


I'm not sure how you came to this conclusion about resonators, but excepting the arc emitters (bad in dragon's HTE mod, bad here) - they're easily the worst of the triangle weapons. Yes, the barrage is longer ranged than a light needler, but that's what it is - a tracking, interceptable light needler, that you're paying 16op and a medium missile slot for. This... this is not a good trade. There's almost no ship that can afford to mount a missile slot with such low impact for such expense, except for pure carriers (which are enormously OP starved and unlikely to be able to afford something more than twice as expensive as a pilum).

You give up 36(!!) sabots for 6 more op, in exchange for infinite 80 kinetic dps.

I rate it somewhere in the neighborhood of the thumper and mining laser.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Anvel on April 25, 2021, 06:49:37 AM


  • Resonator MRM Launcher: Compared to a sabot pod, the Resonator is expensive and lacking in punch... but it also has better range and tracking, and never runs out of ammunition. Probably not worth using on a ship with Expanded Missile Racks and a Missile Spec officer, but still just generally a good weapon. (And I, personally, am quite fond of giving my AI-controlled ships weapons that they can't completely waste all their ammunition with.)
    Overall Grade: B, maybe B+. It's good, but not amazing, and even for the role of medium kinetic-damage missile, you won't always want to be using these.


I'm not sure how you came to this conclusion about resonators, but excepting the arc emitters (bad in dragon's HTE mod, bad here) - they're easily the worst of the triangle weapons. Yes, the barrage is longer ranged than a light needler, but that's what it is - a tracking, interceptable light needler, that you're paying 16op and a medium missile slot for. This... this is not a good trade. There's almost no ship that can afford to mount a missile slot with such low impact for such expense, except for pure carriers (which are enormously OP starved and unlikely to be able to afford something more than twice as expensive as a pilum).

You give up 36(!!) sabots for 6 more op, in exchange for infinite 80 kinetic dps.

I rate it somewhere in the neighborhood of the thumper and mining laser.
Agreed, to become somewhat usable it needs to restore all its ammunition not only 4, for example, if the ship has missile racks or skill let it restore 8 missiles, if the ship has perk and MR let it restore 12 missiles per tick, then it becomes worthy to use.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Wyvern on April 25, 2021, 09:04:33 AM
"80 DPS" is rather severely under-selling the Resonator.

How much DPS do you get from a sabot pod across a whole battle? That's 12,000 kinetic damage worth of missiles. If you can end the battle in 60 seconds? Then yeah, for that, case, you're looking at 400 DPS out of the thing, and should use it over the Resonator.

A battle that drags out to five minutes? Well hey, you're back down to 80 DPS - and, critically, that "DPS" is going to be heavily front-loaded onto whatever random thing your AI-controlled ships happen to focus on first. While, meanwhile, the Resonator is just consistently useful across the whole battle.

Missile Spec and EMR - as I said in the original post - do tilt things somewhat towards the sabot pod, making its ammunition limits less of a concern. On the other hand, even there, I think you're underestimating the Resonator; it regenerates pretty quickly, so you can easily have a two-or-three salvo burst ready to go if you had to back off a bit.

In general, a player can probably get better use out of a regular bursty ammo-limited missile weapon, picking the right times to use it. For the AI, though, ammo regeneration is really nice - it means that you don't need to care about whether the AI wasted its ammunition on some random frigate, it'll have more later.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Embolism on April 25, 2021, 09:29:33 AM
A major benefit of sabots is that they are a flux-free way to drive up your opponent's flux. Resonator unfortunately uses flux itself, has a significantly smaller burst and costs a extra chunk of OP.

I think Resonators are best used like Pilums, on support ships that don't have to worry about the flux war. It's considerably weaker than sabots when trading flux with an enemy ship.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: intrinsic_parity on April 25, 2021, 09:32:13 AM
Yeah resonator was super underwhelming for the OP cost. If I pay 15 OP for a kinetic missile, I expect it to contribute heavily to winning the flux war, but it feels like light pressure instead.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Ishman on April 25, 2021, 10:59:22 AM
"80 DPS" is rather severely under-selling the Resonator.

How much DPS do you get from a sabot pod across a whole battle? That's 12,000 kinetic damage worth of missiles. If you can end the battle in 60 seconds? Then yeah, for that, case, you're looking at 400 DPS out of the thing, and should use it over the Resonator.

A battle that drags out to five minutes? Well hey, you're back down to 80 DPS - and, critically, that "DPS" is going to be heavily front-loaded onto whatever random thing your AI-controlled ships happen to focus on first. While, meanwhile, the Resonator is just consistently useful across the whole battle.

Missile Spec and EMR - as I said in the original post - do tilt things somewhat towards the sabot pod, making its ammunition limits less of a concern. On the other hand, even there, I think you're underestimating the Resonator; it regenerates pretty quickly, so you can easily have a two-or-three salvo burst ready to go if you had to back off a bit.

In general, a player can probably get better use out of a regular bursty ammo-limited missile weapon, picking the right times to use it. For the AI, though, ammo regeneration is really nice - it means that you don't need to care about whether the AI wasted its ammunition on some random frigate, it'll have more later.

It's a light needler in a medium missile slot. With a 1.0 flux efficiency. That you can fit on very few things, and only acquire a limited number of them in any run. So sure, I guess you can bring a few gemini along, or one hyperion, but using 32 op for this on a conquest, dominator, aurora, or whatever - ehhhh.

A falcon P could utilize the infinite missiles, I guess - but if your battle has hypothetically gone on for 5 minutes and you've got a falcon P out, I feel like there's a fleet composition issue here.

Halfway through my finished vanilla run, once I got the gist of the new balance paradigm, every battle was already won or lost in one and a half SO hyperion PPT.

Also, it's 444 kinetic dps over 81 seconds at maximum flush rate for your sabots, if you don't conserve them at all - and ignoring the 888 emp dps.

Resonator's just really bad, except as an EXTREMELY expensive support weapon on a ship that isn't directly fighting anything.

And as a final note - I really wish my ships WOULD use sabots to force overloads and delete frigates, too often they don't use them till they get to panic-fire flux levels, shooting them at the cruiser/capital they're engaged with, where they immediately get hit by already on the way projectiles, and eat missiles from the frigate.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Retry on April 25, 2021, 11:38:32 AM
I found a Resonator from a hidden cache.  The Resonators would have been C-tier weapons at best if they were standard-issue Persean Sector equipment.  As something we're supposed to see as ultra high tech rewards from an incomprehensible foe it's F-tier.  In fact, Sabots would have made for a more convincing Omega weapon, had they not already been standard-issue missiles.

Resonators lack the EMP component that makes Sabots rough to take whether shields are on or off, they're much easier to knock out with flak than Sabots (or torpedos like Hammers, for that matter), their ammunition system is designed in such a way that they get the least amount of benefit from both FMR and Missile Autoforge (Sabot Pods can get some mileage out of either), they're exceptionally premium priced, and they produce flux at an unimpressive 1:1 efficiency on top of possessing interceptible projectiles.  Their sole advantage is technically-higher range (which almost never matters) and infinite ammunition, which is not nearly as an impressive trait as it used to be given that one can casually stack +200% ammunition through officers and SP before spending a single OP.

(many of those points are true for the other Omega missiles, but those compensate by otherwise being amazing with no real near-peer alternatives)

The Resonator wasn't good, either in theory or in practice.  I swapped that out for a real missile quite quickly.

I also received 2 Shock Repeaters from that same pod.  While they weren't great and have room for improvements, I found them fairly useful.

Shock Repeaters are energy small PD, in a world where all the energy small PD options are not actually very good.  Against missiles, they disable the engines (I kinda thought they were intended to disable the warheads entirely, but that doesn't seem to be the case), so they can be used to negate Salamanders or disable guided missile engines such as Harpoons and then move out of the way; functionally a mission kill.  They're significantly more useful alleviating fighter attacks, where one hit is sufficient to knock out their engines and leave them aimlessly drifting in the void; the other small energy weapons can't really do that well.  I used 2 of those on a mod Vale super destroyer, because those 2 small turrets were the only options, and that was the best method I had to make the most of an extremely limited PD grid.  They'd probably be decent enough on a vanilla Medusa's 2 front small energy turrets for similar reasons.

Shock Repeaters aren't fantastic, they could be better, but they have a decent niche, and they definitely don't deserve to be singled out as the ugly duckling when Resonator MRMs exist.

Also, Cryoblasters are S-tier.  No explanation needed.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Wyvern on April 25, 2021, 11:43:41 AM
Functionally, I found shock repeaters to be 100% useless against fighter attacks, because flares; if you want EMP to disable fighter engines, use ion cannons. And if you want anti-missile point defense, you're better off with burst PD or LRPD or, for a more mobile ship such as you've described, even just leaving the turrets empty would be an upgrade - spend those 14 ordnance points on something more useful than little zappy things that push your flux up more than the missiles they hit would have.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Harmful Mechanic on April 25, 2021, 12:02:57 PM
Charge-based, rapid-fire Shock Repeaters would be something to see, especially if they were timed so they appeared to arc to multiple missiles simultaneously.

From the standpoint of designing an NPC faction as a cohesive whole, I think 'has bad PD' is a good place to put a design weakness; the player can spend missiles to deal with tougher-than-expected enemies, and it's intuitive and satisfying to do so. but I think Shock Repeaters need a little love to bring them up to the level of Burst PD, which feels about right - 'weirdo Burst PD sidegrade' is a good niche.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: BGrey on April 25, 2021, 12:20:24 PM
Rift torpedo is an overrated meme weapon. It costs far too much flux to fire and is easy to shoot down. I can't name a single situation where I would want it over a hurricane.

Cant put a hurricane in an energy slot, I've rather liked it stuck in one of the Odysseys side energy slots that I had been leaving empty.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Goumindong on April 25, 2021, 12:26:30 PM
"80 DPS" is rather severely under-selling the Resonator.

How much DPS do you get from a sabot pod across a whole battle? That's 12,000 kinetic damage worth of missiles. If you can end the battle in 60 seconds? Then yeah, for that, case, you're looking at 400 DPS out of the thing, and should use it over the Resonator.

A battle that drags out to five minutes? Well hey, you're back down to 80 DPS - and, critically, that "DPS" is going to be heavily front-loaded onto whatever random thing your AI-controlled ships happen to focus on first. While, meanwhile, the Resonator is just consistently useful across the whole battle.

Missile Spec and EMR - as I said in the original post - do tilt things somewhat towards the sabot pod, making its ammunition limits less of a concern. On the other hand, even there, I think you're underestimating the Resonator; it regenerates pretty quickly, so you can easily have a two-or-three salvo burst ready to go if you had to back off a bit.

In general, a player can probably get better use out of a regular bursty ammo-limited missile weapon, picking the right times to use it. For the AI, though, ammo regeneration is really nice - it means that you don't need to care about whether the AI wasted its ammunition on some random frigate, it'll have more later.

This is not good logic. The issue is that you do not do DPS over an entire battle. You only do DPS when firing your weapons. So if you’re constantly firing that resonator for 5 full minutes you come out ahead.

But you won’t and don’t need to fire your resonator for 5 full minutes. Just like you don’t dump all your sabot all the time. You only dump sabot into shields in general. And then you can flux dump your high damage guns into their hull while they’re flux high.

With resonators you spend flux, efficiently sure, but you’re still spending it. And the damage rate is lower. So... you have less flux to dump into hull after you win the flux battle and take more incoming damage as the battle goes on.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: prav on April 25, 2021, 12:43:26 PM
I stuck a Resonator on my Aurora and very quickly started considering swapping back to a Sabot Pod. Rift Torpedo kicks a lot of ass when I put it on my battleships, on the other hand.

I find the smalls pretty hard to use since they're so OP-intensive.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Embolism on April 25, 2021, 10:34:36 PM
The Rift Lance is basically an alternative to the Antimatter Blaster. Better range, better sustain, and don't have to worry about running out of charges in long fights (I can never decide if Expanded Magazines is actually worth using on AMB-using frigates). With that in mind its OP cost is very reasonable (especially since it's, for all intents and purposes, a Phase Lance in a small slot).

The Minipulser is a Light Needler in an energy slot (ignore the Hybrid designation), but a bit worse. It's a great boon for high tech ships that can't mount conventional kinetics.

The Shock Repeater is a weird combination of Burst PD and Ion Cannon but really doesn't excel at either. I think it is generally outshined by Burst PD in most cases unless you're facing a constant flood of fighters and missiles.

Overall though I don't think the Omega smalls are particularly OP-intensive, they have the same OP cost as the conventional weapons they're meant to be counterparts to. The Antimatter SRM is the only one without a counterpart.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: SCC on April 26, 2021, 01:27:19 AM
The greatest tragedy in Starsector is that high tech gets all the interesting ships and all the interesting weapons.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Aratoop on April 26, 2021, 01:48:10 AM
Shock repeaters are shockingly good PD if several can be together, I find. I managed to snag 3 of them to put on the left side of my odyssey and I can turn off my shields when someone fires several reaper torpedos at me, which is suicide to do at anything less than long range for an entire bank of LRPDs or for burst PD when it's out of charges. Maybe I stumbled upon the best use of it somehow.

I think similar to the super redacted ships themselves, these weapons excel at being completely unlike any of the normal weapons, both visually and in terms of what they do. The rift beam could definitely do with some tweaking though because it's not very impressive to fight against at the moment.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Embolism on April 26, 2021, 02:03:48 AM
The greatest tragedy in Starsector is that high tech gets all the interesting ships and all the interesting weapons.

I mean most of the weapons are Hybrid/Synergy so technically low tech can use them too.

Shock repeaters are shockingly good PD if several can be together, I find. I managed to snag 3 of them to put on the left side of my odyssey and I can turn off my shields when someone fires several reaper torpedos at me, which is suicide to do at anything less than long range for an entire bank of LRPDs or for burst PD when it's out of charges. Maybe I stumbled upon the best use of it somehow.

That's 21 OP you've paid for PD however. Having said that Shock Repeaters are particularly good against torpedoes I think.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Draba on May 27, 2021, 06:37:10 PM
It's a light needler in a medium missile slot. With a 1.0 flux efficiency. That you can fit on very few things, and only acquire a limited number of them in any run. So sure, I guess you can bring a few gemini along, or one hyperion, but using 32 op for this on a conquest, dominator, aurora, or whatever - ehhhh.
It's a 2500 range light needler that very rarely misses and isn't blocked by allies.
Damage isn't that high, but most of your fleet can focus on any given target nearby with no downtime.
Most other missiles need ECCM and racks+skill to really shine, resonator can possibly get away with none of them (ECCM and at least skill for 1 reload buffer is always nice though).
Awesome for HIL range spec Apogees, they have extra flux and even if the resonators by themselves wouldn't be that hot enemies love to drop shields against them so HIL can go to town.
Conquest also has the flux for it and resonator is much more reliable at long range than sabots.
Pirate Falcon can spam them all day from behind the front.

Obviously not as good for brawling as sabot, a pain to get in good numbers and not as over-the-top as the other Omega weapons.
Still, I like it quite a bit. As Wyvern mentioned, it's a missile the AI can't waste and IMO squall sucks hard so there was no long range kinetic pressure option.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: robepriority on May 27, 2021, 06:56:24 PM
I've used resonators for a broadside conquest. It's nice to add to the fire-over-allies set of missiles.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Sutopia on May 27, 2021, 09:51:28 PM
I think the entire omega missile lineout is turning missile mount into gun mount.
The medium and large works surprisingly well for Odyssey and Conquest.

minipulser is phenomenal for high tech ships that are stuck with small energy struggling to bust through shields.
For example, scarab goes BRRR with that thing. Afflictor, Omen and Shade can also get the needed kinetic damage and pair with whatever finisher of their choice.
I would give it no less than A score.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Vind on May 28, 2021, 03:11:53 AM
Rift cascade emitter combined with activated plasma burn creates multiple black holes on enemy due to point of contact moving along target rapidly - try it on odyssey.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Burvjradzite on May 28, 2021, 08:49:10 AM
I vote Cry-o-Blaster to be SS+-tier. It's better in everything than heavy blaster and extremely flux-efficient. This game needs good frag damage guns, it's the best type of damage. Number one choice for hyperion.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Luuiscool4567 on May 28, 2021, 12:49:49 PM
The Voalitle one is good for just wrecking shields. Just slap it on a S-modded Onslought and you're good.
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Kohlenstoff on June 16, 2021, 06:23:22 PM
I use 4 Cryoblaster and 2 Volatile Particle Driver on my Ziggurat. This works really well on anything.

These are the very best weapons of all these new weapons, as long as they are used combined. The limited magazine of the Particle driver makes the use of both in the same weapon group useful. Fire in bursts for opening shields and fire sustained for getting through armor and hull. No need to fly to the back of the enemy anymore. Shooting through the shields is faster anyways.

https://www.youtube.com/watch?v=zwwj7icnYBM
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Deshara on June 16, 2021, 08:56:29 PM
i have to say (having not read the OP), one of my favorite thing about them is that I have a bunch of vanilla-friendly mods installed & Im a huge fan of the way I cant tell which new weapons are really ambitious mod content that's really well integrated into the campaign & which is just new vanilla content that's more ambitious in design lol


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Volatile Particle Driver: I've actually never seen this one drop in-game, so my experience is limited. Seems like a good thing to mount one of on a Radiant? The burst nature of it works against its special ability of losing shots and DPS at long range, as the AI will waste most-or-all of that burst while the target's still far away. Could benefit from something like how PD weapons hold onto charges? Make it fire at charge-regen-rate at max range and conserve ammunition until targets are closer? ...Though that would also fare poorly against stuff that's just hovering at max range, so, hm.
Overall Grade: ?. I think it's probably in the C-to-B range, but I'm not sure.

I think the way this needs to work is the AI treats it as 2 different guns, the long range gun as you say only fires at regen rate against enemies outside its affective range, and then the AI thinks it has a second gun on top of it in the same slot that has a smaller range but isn't shackled to the regen rate limitation that it sees is more powerful & can choose to move in to use the gun in its unshackled mode based on normal range decision-making that the AI makes when it has guns of different ranges/powers
Title: Re: New [Redacted] weapons thoughts (contains spoilers, you have been warned)
Post by: Undead on June 19, 2021, 03:09:44 AM
I would like to use this thread as an opportunity to pay a tribute to my favourite weapon. Out of all omega weapons the one truly amazing is the antimatter missiles. Two of them fit perfectly on afflictor. (They even look like they were designed to be in those side mounts of the afflictor). And they turn the afflictor from a weapon of war into a weapon of murder.