Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Wyvern on May 01, 2021, 11:04:28 AM

Title: Tempest Nerf Options
Post by: Wyvern on May 01, 2021, 11:04:28 AM
So right now the Tempest is a bit too good, and, as Alex has said, likely to meet with a nerf bat soon.

My suggestion would be: drop the terminator drones, replace the HEF system with something like the Apogee's Active Flare Launcher.

This keeps the Tempest's current ability to get away with not always needing to mount a PD weapon, but drastically cuts down on its offensive abilities, and leaves it far more vulnerable to fighters. It'd still be a top-tier frigate with these changes, and worth its current eight deployment cost.

...And then consider moving the terminator drones to some other high-tech ship. The Medusa, perhaps - it could use the help. Or even a pair of wings on a Paragon; that wouldn't add much to the Paragon's actual power, but it'd be thematic for the ship being something of an over-engineered white elephant.
Title: Re: Tempest Nerf Options
Post by: Amoebka on May 01, 2021, 11:20:10 AM
Drones are the iconic thing that makes the ship unique, they have to stay. Just remove HEF and replace it with something support-oriented. But NOT the flares, please stop using flares as the cookie-cutter "I don't want to decide on a system" filler.

Edit: as an idea - keep it as HEF... for the drones, not the Tempest. So instead of an offensive button it becomes a defensive one.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 01, 2021, 11:23:47 AM
Losing drones and HEF is too much. One or the other can get weakened, not both.
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 01, 2021, 11:26:45 AM
I'm kinda all right with it being OP.
Title: Re: Tempest Nerf Options
Post by: SCC on May 01, 2021, 11:50:12 AM
I think I would rather lose HEF than drones. Losing both means Tempest is both vulnerable to fighters and missiles and not that punchy. At its DP, it also has to be compared against Shrike, which is tougher.
If we are looking at high-tech frigates, it would be nice to bump Omen's DP to 6 or 7.
Title: Re: Tempest Nerf Options
Post by: Harmful Mechanic on May 01, 2021, 11:57:16 AM
I'd cut the drones down to a single one instead of total removal, but active flares are a better system than HEF, I agree. The current Tempest has too many ways to compete with destroyers for raw firepower right now.

Drones on phase-skimming ships tend to get lost; I'd say if there's another ship that would be a good candidate for Terminator drones, it would be a hypothetical high-tech destroyer carrier.
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 01, 2021, 12:00:03 PM
I mean, how many steps away is a Tempest from just BEING a destroyer anyway?
Title: Re: Tempest Nerf Options
Post by: Wyvern on May 01, 2021, 12:05:52 PM
Drones are the iconic thing that makes the ship unique, they have to stay.
I mean, for reference here, I remember playing with the Tempest back in a time where ship systems didn't exist - the Tempest back than didn't have its drones or HEF, so to me, they're not really iconic.

And yes, I found it useful back then to actually install a burst pd laser in one of the Tempest's medium energy slots.
Title: Re: Tempest Nerf Options
Post by: SCC on May 01, 2021, 12:11:26 PM
I mean, how many steps away is a Tempest from just BEING a destroyer anyway?
You guys don't already consider it to be a destroyer?
Title: Re: Tempest Nerf Options
Post by: FooF on May 01, 2021, 12:13:40 PM
Well, if it has to be done (which I'm sort of on the fence on), I think there are a few ways to do it. Since I don't tend to play with Wolfpack Tactics, your "standard" Tempest doesn't seem to be massive outlier but I can agree that if you really gear for it, a Tempest is terrifying.

1.) Replace HEF (as has been mentioned). The Active Flare Launcher makes some sense but it feels...lame. What about Reserve Deployment? Toss another Drone out to temporarily increase its anti-Fighter/Missile power with a tiny bump in overall firepower against a harder target. I really don't want to lose the Terminator Drones because they are one of the most unique additions to a ship in the game.

2.) Reduce overall firepower. Make one of the Medium Energy Mounts a Small. Part of the issue is that SO Tempest can double Heavy Blaster for some truly terrifying firepower (especially with HEF). If you take the 2nd Medium away, it simply can't match the firepower of a Destroyer.

3.) Tweak the flux stats down, or reduce its overall speed. I guess this is the most straight-forward.

4.) Increase DP/maintenance costs to 10. If it's going to have the firepower of a Destroyer, make it cost like one, too. It's still no Hyperion but if my choices are "Tempest or Hammerhead," that's a bit of a decision to make. In general, I think Tempests need to be much rarer to find, too (no matter what changes are made).
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 01, 2021, 12:14:24 PM
I mean, how many steps away is a Tempest from just BEING a destroyer anyway?
You guys don't already consider it to be a destroyer?

Frankly it's nebulous that anything is anything in SS.

The hard ship size categories we have right now are almost a little constricting.
Title: Re: Tempest Nerf Options
Post by: TaLaR on May 01, 2021, 12:31:46 PM
Tempest is good, but so are Scarab and Hyperion. If nerfed, Tempest will just be replaced by these in my fleet.
Title: Re: Tempest Nerf Options
Post by: Linnis on May 01, 2021, 12:37:19 PM
Tempest is good, but so are Scarab and Hyperion. If nerfed, Tempest will just be replaced by these in my fleet.

Both of these alterates are better than tempest in my tests.

But HEF is the most boring systems ever. Maybe if it made all energy weapon shoot at twice the damage and twice the flux cost it might be cool. Affects gameplay more and load out builds.

Title: Re: Tempest Nerf Options
Post by: Retry on May 01, 2021, 12:49:42 PM
I'm of a similar opinion to TaLaR.  A big reason that I'm using Tempests is because frigates are powerful this patch, and they can achieve respectable PPT through skills, and Tempests are fairly high yield frigates per ship.

Tempests currently cost as much as 2 mid-level frigates (ex: Lasher) or a light Destroyer (ex: Shrike).  The ship is intrinsically an outlier as the highest-performing (and costing) of frigates, while not being a true superfrigate like the Hyperion, which seems to sometimes be forgotten when comparisons between Tempests and other frigates are made.  I fully expect it to perform as well as similar-DP'd warships (given the Shrike's recent buffs to the ship, general weapon buffs and AI revision, that's a high bar).  If the reworked Tempest does not perform as well as similar-DP'd warships, I'll simply switch to something that does.
Title: Re: Tempest Nerf Options
Post by: AcaMetis on May 01, 2021, 01:16:49 PM
Too good compared to what? A Lasher? A Scarab? A Hammerhead? Tempests don't have much in the way of proper competition seeing as how it shares a weight class with the Scarab and little else. And the Scarab is a whole can of high-tech shenaniganry in it's own right.

I'd prefer the Tempest to get a rival over a broken knee. It's good, yes, but it's a frigate that's two DP short of a Hammerhead. It better be good.
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 01, 2021, 01:20:05 PM
Isn't the Enforcer the same DP as it?  :P
Title: Re: Tempest Nerf Options
Post by: Grievous69 on May 01, 2021, 01:21:19 PM
I also don't understand the need of a nerf, sure the high tech frigates are scary now but that's purely because of the skills. Scarab is also crazy good, Omen as well (now that needs a nerf), Hyperion is bonkers as hell, and so on. The furthest I'd go with a Tempest nerf is a system change from HEF to Reserve deployment as was suggested in the thread already. Anything more and I wouldn't use the ship anymore honestly, since there are better options right now.

And yes it needs competition, midline frigates are lame, low tech might as well not exist.

@Igncom1
Enforcer is 9 DP, but yeah pretty damn close.
Title: Re: Tempest Nerf Options
Post by: Soda Savvy on May 01, 2021, 01:29:58 PM
I agree with Grievous69. Tempest is fun as is, and is honestly only 'overpowered' because there's nothing else other than high tech frigates to compete with it.

Everything else needs to be brought up to par.

Skills can make it a bit silly, but skills make everything a bit silly at the moment.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 01, 2021, 01:47:11 PM
I think scarab and shrike are very similar value to the tempest at the same DP. I'd like to see other ships brought to that level instead of just nerfing tempest. It could be reigned in a little maybe (I think changing one slot to small, or removing one drone would be more appropriate), but it doesn't need to get bashed into the ground IMO. I've actually started preferring scarabs to tempests if I get a few spare Omega weapons.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 01, 2021, 01:58:57 PM
Enforcer is 9 and pretty good this patch. Its not hunting things like a Tempest is but with the buffs this version its a tough brick with low firepower and high missiles. Now if the Enforcer could get Damper field instead of burn drive... now that would be something! (It would be silly is what it would be. 12 DP?)

On Tempest topic: I suppose the question is what way is it too strong? If its too strong in raw firepower, then I like the idea of giving it reserve deployment and leaning into the drones. That would be a kind of down and sidegrade rather than pure down like flares would be.
Title: Re: Tempest Nerf Options
Post by: tseikk1 on May 01, 2021, 02:08:10 PM
Yeah, I don't think the tempest is in need of ANOTHER nerf either. it's small shield means it's surprisingly vulnerable, and the EWM nerf hit it really hard since it was one of the best users of that skill. I've actually started to prefer the scarab over the tempest in the mid to late game, simply because the scarab is just so much more survivable.

Now the omen, thats a ship in need of a nerf. It's actually insane how undercosted it is; a WOLF is more expensive than it.
Title: Re: Tempest Nerf Options
Post by: Megas on May 01, 2021, 03:24:47 PM
Joke answer:  Turn Tempest into a destroyer so that it is vulnerable to the extra damage vs. big ship skills... and no longer benefit from frigate skills.

Does Tempest really need to be nerfed?  It is pricey, and if I want something overpowered for 8 DP, there is Afflictor...
Title: Re: Tempest Nerf Options
Post by: Drone_Fragger on May 01, 2021, 04:43:31 PM
High energy focus is kinda OP on it. The drones are honestly fine - They can't fly around like fighters instantly killing everything anymore.

I guess maybe replace high energy focus with something like plasma jets like the aurora has but then reduce it's base mobility to compensate? so it's still fast a ***, but it has a cooldown to play around for it.
Title: Re: Tempest Nerf Options
Post by: Amazigh on May 01, 2021, 05:30:15 PM
I guess maybe replace high energy focus with something like plasma jets like the aurora has but then reduce it's base mobility to compensate? so it's still fast a ***, but it has a cooldown to play around for it.
I like the idea of giving it reserve deployment and leaning into the drones. That would be a kind of down and sidegrade rather than pure down like flares would be.

Either of these would be a fair change imo. (personally reserve deployment sounds like it'd be more in line with the concept of the tempest)

Regardless of what nerf (if any) is picked for the tempest, I think making it a "down and sidegrade" as Thaago said is important, wouldn't be fun to just make the ship worse, but if it's a change that makes the Tempest slightly better in some other area to compensate for whatever aspect of the ship is nerfed it'd be nice.
Title: Re: Tempest Nerf Options
Post by: Euripides on May 01, 2021, 08:06:03 PM
It's good because its fast with 2 medium energy mounts
Its ability and its drones could be removed and it wouldn't change how good it is.

Anyway this is a single player game these kinds of things dont need balance, we need more interesting features and gameplay mechanics instead of fiddling around with whether x frigate is balanced or not
Title: Re: Tempest Nerf Options
Post by: Retry on May 01, 2021, 08:40:34 PM
Uh, that would definitely change how good it is.

Without the drones, the Tempest becomes nearly defenseless against both fighters and missiles, unless 1 of the 2 medium slots are sacrificed for a (bad) energy PD gun.

HEF is a force multiplier, +50% energy damage for a short period of time, which translates to 1.5x shield damage, about 2x armor damage, and a little over 1.5x hull damage.  IOW, those 2 energy slots hit like anywhere from 3 to 4 energy slots for a short time window, and the Tempest loves short-time windows.

Plasma Jets doesn't sound like a good idea.  Tempests would become less fatal, yes.  They'd also become far slippier and more annoying to catch in the first place.  Even if I agreed with the premise that Tempests should be nerfed, I wouldn't want a change to Plasma Jets simply because that sounds almost as annoying as trying to catch and kill old Hyperions.
Title: Re: Tempest Nerf Options
Post by: Midnight Kitsune on May 01, 2021, 08:46:03 PM
I agree that this feels like we are nerfing the best instead of boosting up the worst. Like Grievous said, Midtech frigates are lame and low tech has just the lasher, which is ok after IAM is removed from the LP lasher. 
Title: Re: Tempest Nerf Options
Post by: Lucky33 on May 01, 2021, 10:32:22 PM
Stop. Nerfing. Stuff.

Like really.

Just stop.
Title: Re: Tempest Nerf Options
Post by: SCC on May 01, 2021, 11:42:50 PM
Putting plasma jets on the Tempest would make it just a more expensive Brawler (TT).
Title: Re: Tempest Nerf Options
Post by: KDR_11k on May 02, 2021, 02:37:37 AM
Nerfing the Tempest won't make people pick more cheaper frigates since everything in .95 revolves around officers and fewer, more expensive ships = more DP piloted by officers. Maybe if Wolfpack Tactics didn't require officers in those frigates to make them guaranteed recoveries then you could use some un"manned" frigates to support your fleet and recover them after they get destroyed.
Title: Re: Tempest Nerf Options
Post by: v4l0rus on May 02, 2021, 03:04:06 AM
agreed, nerfing OP things as if this was a MOBA doesn't result in more fun imo
Title: Re: Tempest Nerf Options
Post by: pairedeciseaux on May 02, 2021, 07:59:04 AM
I think it’s hard to evaluate Tempest alone, some form of comparison with the competition is necessary.

Have a look at some of the existing 0.95 frigates stats:
Spoiler
(https://i.imgur.com/TIHfHpM.png)
[close]

I find it interesting that Hound and Tempest both have 180 max speed. I we ignore phase ships and mobility-oriented ship systems, the next below are Omen at 155 and Wolf at 150. Also Shepherd and Tempest both have drones. And, IMO Tempest does not have strong weakness. Of course Hyperion has crazy flux stats.

In previous versions of the game Tempest was the de facto practical / general-purpose super-frigate of the game. What made it and still makes it so strong? It is very small and very fast, has high burst damage with appropriate weapons used together with its ship system, has good sustained damage with appropriate weapons (which is was mostly unique for a high-tech frigate), it comes with 2 good “free” drones, AI is quite good at managing it.

I can’t stress enough how small size and high speed are important both offensively and defensively. This with the free drones, high burst damage and no weakness (see above) seem quite unfair to most other ships.

Now in 0.95 the new Hyperion is king. But there are other high performance frigates: Omen, Scarab, Shade and Afflictor. And arguably, all those 5 DP to 15 DP high-tech frigates over-perform in various ways. Mainly because of their mobility and high burst damage potential. Omen worth 6 or 7 DP? Scarab and Tempest worth 9 or 10 DP? Shade at 11 DP and Afflictor at 12 DP?

High-tech frigates used to have a true downside: lower peak performance time. But through officers and various skills, and possibly built-in Hardened Subsystems, the downside has mostly vanished. I do not consider the higher DP a downside, considering current performance.

(not to mention the boost given to Pulse Laser, IR Pulse Laser and Ion Pulser)

Trying to answer the initial question, as an alternative to or in addition to removing/reducing drones and the ship system, IMO another acceptable option would be to reduce Tempest max speed to 160 and downgrade the other mobility stats. Also, consider applying a peak performance time reduction to all high-tech frigates and then adjust the DP so that DP is better aligned with actual performance. An alternative to this would be to reduce the effect of the various PPT boosts. This could be viewed as an indirect buff to low-tech and midline, by asserting that they are the ones that can stay longer on the battlefield.

Direct buffs could also be applied to low-tech and midline. +10 or +20 max speed here and there. A deeper flux pool without changing dissipation could also be appropriate, especially for Hound, Lasher and Vigilance. Actually, thinking aloud here, maybe equalling or even reversing the max flux situation with respect to the various tech levels could help bring some balance: bigger flux pool for low-tech, leading to longer sustained damage output. Though that would mean tweaking shield stats. Hmm, maybe I’m just crazy.
Title: Re: Tempest Nerf Options
Post by: Megas on May 02, 2021, 09:00:35 AM
Absolutely not on less PPT.  Frigates (except maybe Lumen/Glimmer) do not have enough PPT without skills, especially if they need Safety Override to use their weapons (or teleporter in case of Hyperion).  Frigates should not need to min-max for PPT just to make them last long enough in a fight.

It is bad enough that carriers are mediocre without skills.  No need to make more ships gimp unless player hyper-specializes into them.
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 02, 2021, 09:10:18 AM
Stop. Nerfing. Stuff.

Like really.

Just stop.

Preach I say! Preach!

But yeah, over balancing is a thing and we can see it clearly here, excessive nerfing makes things boring, and trying to balance everything results in nothing balanced.
You can't male things equal in efficiency or effectiveness, that doesn't happen, won't happen, even an alpha AI core wouldn't be able to make that happen, so instead lets try to make the choice interesting.
The Tempest is fun, don't ruin it. Nerfing the Tempest won't make you use a Lasher, won't make you use a Hound, won't take attention away from high tech because other tech frigates are usually boring as hell. If the Hound had the capability to survive any confrontation at all maybe it would get used, if the Lasher didn't outflux itself the moment you strap some decent firepower in it, it would get used (make a ship system that reduces its flux instead, it already has enough firepower), if midline frigates weren't a weird attempt at a mini tank that in the end cannot stay, they would get used.
High tech frigates are used because they are what a frigate should be, fast and dangerous but fragile. Except they aren't so fragile anymore since skills make them able to have staying power, it would be understandable for a thing like the Monitor, but its just not reasonable for a high damage, high speed ship.
And now, instead of looking into other ships and revising these weird skill behaviors, we want to go around breaking stuff, see if the "too goodness" that came out of entirely different factors, goes away by disfiguring one of the coolest ship concepts we have.

If anything, at most touch its flux stats and shield efficiency, anything else will ruin the ship, leaving the place it occupied empty, we would lose something without winning anything.

tl;dr: Most frigates are uninteresting and skills interact with them in weird ways, the Tempest itself is actually perfectly fine.
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 02, 2021, 09:28:53 AM
I'd also say be cautious of balancing the fun out of a game.

If everything is equivalent, then why bother using anything different?
Title: Re: Tempest Nerf Options
Post by: Rauschkind on May 02, 2021, 09:30:40 AM
tempest is quite strong, but also quite squishy. so nerf has hit it really hard too because it does not have a lot of op but benefits greatly from a lot of tank modules.

at 8 dp the only reason to pick it over the medusa at 12 is the fact that it is a frigate.
dunno. certainly one of the better frigates but i dont think to the point where it becomes a problem because it outclasses everything else.
Title: Re: Tempest Nerf Options
Post by: Rauschkind on May 02, 2021, 09:32:27 AM
If everything is equivalent, then why bother using anything different?
of course, the opposite is true as well. if one is just plain better then everything else, why bother using anything else?
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 02, 2021, 09:58:13 AM
If everything is equivalent, then why bother using anything different?
of course, the opposite is true as well. if one is just plain better then everything else, why bother using anything else?

Not sure that applies as much to a SP game, but I do get what you mean.

Of course how often is it that people use fleets of nothing but Dooms despite them being the best ship in the game?
Title: Re: Tempest Nerf Options
Post by: SapphireSage on May 02, 2021, 10:04:44 AM
First, I will start by saying that I am running a pure combat frigate playthrough at the moment, so I am somewhat biased, but I will say that I think balancing focus should look more toward the extreme outliers like Phase (Afflictor can kill all capitals in real-time seconds, Harbinger can solo Ziggs, and Doom can literally solo anything it wants to with little to no counterplay possible), Derelict Contingent destroyers tanking a fleet's worth of reapers, or Carriers that are unable to handle end-game due to all the anti-fighter skills and weapons added before looking at stuff that's on the top end of regular effectiveness.

For my playthrough Tempests are my general go-to for officers mostly because, aside from phase frigate and scarab, they seem to receive the most bonuses from officer skills and WolfPack Tactics. Omens are mostly there for EMP, PD, and shield efficiency but it gets very strong shields even without officers and can't do as much long-term with only two light weapons and the only skill that seems decent on a monitor is Point Defense. Arguably Brawlers might be a decent contender shelling from a distance with Ranged Specialization and Gunner Implants, but Tempests make the best general "line" ships for the frigate force due to a combination of their high speed and strong, bursty firepower.

Terminators, alongside Monitors and Omens, can help hold off nasty fighter swarms until their carriers get nuked by an Afflictor or Hyperion, but will falter if the parent carriers aren't dealt with soon enough and the two medium weapons allow them to pressure larger ships with backup to keep the pressure on while they back off for round two, but are limited on their own since a Tempest will only get a couple rounds off on a shield at best before having to retreat letting the target recover its flux. The officer tempests do decent against the officer spam so long as they have backup or other tempests to assist, but are limited against what they can do to other larger targets on their own unlike the other 8 cost ship, the Afflictor, which is able to effectively crush large bounties mostly unassisted.
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 02, 2021, 10:18:26 AM
If everything is equivalent, then why bother using anything different?
of course, the opposite is true as well. if one is just plain better then everything else, why bother using anything else?

Not sure that applies as much to a SP game, but I do get what you mean.

Of course how often is it that people use fleets of nothing but Dooms despite them being the best ship in the game?

I'd think the focus should be about "flavor". To explain this because its a very subjective notion, I'd look at how capitals compare to one another, what you see are relatively competitive ships to one another but with clear gameplay differences which make them fun (if you like piloting capitals that is).
When contrasted to this, we don't see the same with frigates because aside from high tech, other frigates are very often useless to deploy, after there is certain amount of firepower in the field, a low or mid tech frigate will disappear the moment it gets into firing range. Armor tanking and low mobility are good for differentiating bigger ships, frigates can't afford either of those, so trying to make it happen is what gets us into this mess.
Title: Re: Tempest Nerf Options
Post by: SCC on May 02, 2021, 10:36:53 AM
By the way, is it just me, or are Tempest's drones more fragile in this version?
Not sure that applies as much to a SP game, but I do get what you mean.

Of course how often is it that people use fleets of nothing but Dooms despite them being the best ship in the game?
Fleets of nothing but Dooms don't seem common, but a lot of people seem to be using Doom(s) in the endgame, (https://fractalsoftworks.com/forum/index.php?topic=20699.0) some are saying they (https://fractalsoftworks.com/forum/index.php?topic=21354.0) are the answer to everything (https://fractalsoftworks.com/forum/index.php?topic=20476.0) and there are people (like me) who refuse to use Doom on the principle. It certainly is an outlier, hardly any other ship seems to find its way into so many fleets.
Fury might need a look into, too...

When contrasted to this, we don't see the same with frigates because aside from high tech, other frigates are very often useless to deploy, after there is certain amount of firepower in the field, a low or mid tech frigate will disappear the moment it gets into firing range. Armor tanking and low mobility are good for differentiating bigger ships, frigates can't afford either of those, so trying to make it happen is what gets us into this mess.
Centurion is doing okay later in the game, though it indeed is no Omen. Highlighted bit in particular is interesting, because high-tech capitals are doing fine, despite being at odds with their design philosophy. Paragon gets by with cheating high-tech (low range? ATC lol) and Odyssey gets by with its incredible mobility (caps are supposed to be slow? maybe yours). Small low-tech ships could likewise cheat/"cheat", similarly to the Centurion with its damper field.
Title: Re: Tempest Nerf Options
Post by: Amoebka on May 02, 2021, 10:45:53 AM
I feel there's a difference between "overpowered" and "broken". Tempest might be outclassing all other frigates (don't think even that is the case), but that makes it merely overpowered, which is fine for a SP game. You can't beat every challenge the game throws at you by spamming Tempests (inb4 high tech best tech video, which had the author mod the ship limit and also use Doom, Aurora and pre-nerf Astral).

It's broken stuff like Doom (all phase ships, really) that needs adjustments.
Title: Re: Tempest Nerf Options
Post by: Hiruma Kai on May 02, 2021, 11:37:55 AM
By the way, is it just me, or are Tempest's drones more fragile in this version?

More officers means any given enemy is more likely to pick up the PD skill, which will in turn increase damage against fighters and drones by 100%.  There's also the loss of the fleet wide -15% damage to fighters skill and 15% replacement rate that most player likely took.  Those would seem to be the major contributors (unless you had officers in tempests with carrier skills).

More on topic, it's a bit hard to separate the frigates from the skills in 0.9.5a.  It strikes me, if ships are balanced in the absence of officers and skills, then the skills aren't scaling properly with the base ship.  Of course, it becomes more pronounced if it requires an officer to get the benefit.  Assuming a ship is perfectly balanced without officers and skills, as soon as you introduce them, the high DP ships become more valuable, simply because officers are a finite resource.  10 officers in 80 DP worth of ships is better than 10 officers in 40 DP worth of ships.

Imagine if Wolfpack tactics did not require an officer but instead was a 60 DP limit skill not unlike Phase Corps, but applying to frigates. Suddenly 2 LP Lashers without officers against a Tempest without officer doesn't look quite so bad in that comparison.  At which point, the higher DP cost would be a downside.

Then there's the peak performance time.  With 3 (or 4 if phase) skills that can provide flat PPT bonuses (as opposed to the percentage bonuses on Hardened subsystems), they're naturally going to provide a larger benefit to ships with already low PPT.  One question to Alex might be, how does he choose when to use flat bonuses versus % based.  Crew Training is flat, presumably to help bias towards smaller ships (although at +30 is a smaller effect).  Reliability Engineering applies to a single ship at a time, so presumably is flat to help convince you to put officers in a 4 or 8 DP frigate instead of a 15 DP cruiser.

As far as I can tell, Wolf pack tactics has no need to be a flat PPT bonus.  It only applies to a single class of ship already, frigates with officers in them, and could just as easily been % based.  Making it flat simply biases it towards low PPT frigates, which are the high tech ones.

240 vs 180 seconds is a noticeable difference (Lasher vs Tempest, 33% more time).  Wolfpack + Reliability means  420 vs 360, which is less noticable (16.7% more time, and more importantly, both are starting to get close to cruiser PPT).  But you could replace the +120 seconds of Wolfpack with +67%.  180 still gets +120 seconds, but 240 gets +160. 400 vs 300 base, then the flat bonuses come in for 460 vs 360.  Now 27% more time.

So, I would probably be asking different questions than this thread.

One, are Tempests balanced well enough around their DP in the absence of skills and officers (keeping in mind a 1 DP shift is a 12.5% effectiveness swing - which is a lot in AI vs AI match ups).   Two, how do we make skills which are intended to help a category of ships (i.e. frigates) help them roughly equally?
Title: Re: Tempest Nerf Options
Post by: Megas on May 02, 2021, 11:44:59 AM
Quote
Fleets of nothing but Dooms don't seem common, but a lot of people seem to be using Doom(s) in the endgame, some are saying they are the answer to everything and there are people (like me) who refuse to use Doom on the principle. It certainly is an outlier, hardly any other ship seems to find its way into so many fleets.
I like Doom, and I would like one or two in my fleets, just like last release.

However, since it can solo (or rather, cheese with chain-flagships) three Radiant Ordos that a more conventional fleet would wipe against, I have no qualms stuffing my fleet with eight or more Dooms to deal with endgame fleets, which I just did after confronting large Ordos with Radiants.  Full Ordos with Radiants are significantly stronger than normal human endgame (300k+ bounty) fleets or even the duo Tesseract bruiser brothers.

And my Dooms are not optimized.  Only one s-mod (Hardened Systems) and a 5/5/5 in Combat/Tech/Industry.

And this is all due to Systems Expertise and elite Phase Mastery.

There's also the loss of the fleet wide -15% damage to fighters skill and 15% replacement rate that most player likely took.  Those would seem to be the major contributors (unless you had officers in tempests with carrier skills).
Also, Expanded Deck Crew got hit hard even though it is still must-have for carriers.

Carriers become a lost cause once objectives start appearing and officers are on most ships.  Before then, they are okay at beating up weak pirates.  I dumped carriers completely late in the game.
Title: Re: Tempest Nerf Options
Post by: Amoebka on May 02, 2021, 11:48:20 AM
how do we make skills which are intended to help a category of ships (i.e. frigates) help them roughly equally?

Instead of tying skill bonuses to ship sizes, make them scale based on the individual ship's DP.

So 5 DP frigates receive full bonus, 8 DP frigates receive a smaller bonus, 8 DP destroyers receive the same bonus as 8 DP frigates, 15 DP Hyperions receive almost nothing.
Title: Re: Tempest Nerf Options
Post by: SafariJohn on May 02, 2021, 12:59:27 PM
Between Ad Astra and Hiruma Kai I am getting a "nerf skills, buff non-high tech frigates" vibe? That seems reasonable to me.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 02, 2021, 01:55:39 PM
Of non-high tech frigates, I actually think centurions are in a good (read: powerful) place. Not quite as good as omens and slower, but nearly so, especially with SO (there's a reason they are favorite tournament power ships). If not for the officer density issues that Hiruma Kai raised, I'd say that Centurions at 4DP are significantly more powerful than Tempests at 8DP.

I haven't played with Brawlers enough to know if they are really worth 6DP, but I used a few of them and they were quite effective escorts due to the range. Vigilances are weird in that they are terrible early game, but ok in mid game fleets that care about missile/DP density (though at that point just take a few Gryphons). They could stand to be cheaper DP wise to enhance the missile spam strength... hell, give them autoforge instead of fast racks and make them proper mini-gryphons. Monitor is a meme its so effective, Shepherds are excellent exploration ships and early game escorts (and turn into decent freighters with a hullmod), though not really true combat ships.

Anything without a shield I don't count, as those are not real combat ships.

Really its only the Lasher that stands out to me as being meant to be a combat ships but a step below other ships. It has enough flux to run an efficient set of ballistic guns (a mixture of railguns/light needlers, light mortars, and lags has significantly better firepower/flux than energy options for small scale fights), a firepower booster, good missiles for a frigate, and excellent point defense... its just really slow for having such weak defenses. Its the same speed as the Centurion, but has an entire ship class weaker defenses. Its closer in speed to the Brawler, but Brawlers are actually faster because of the system while having better range, shields, armor, hull, and flux.

If we want to go crazy and possibly overbuff: boost the lasher all the way up to 180 speed. It would still be a glass cannon, but suddenly it could swoop in and out of combat and would make for a nasty torpedo ship. With a railgun/needler, they would be able to keep up with and kite an omen, wolf, or other energy frigate from out of range unless the enemy had beams. SO Lashers would (like SO energy ships) be terrors.
Title: Re: Tempest Nerf Options
Post by: WeiTuLo on May 02, 2021, 03:04:27 PM
If it does get nerfed, can it get bigger shields in exchange? The current 120 omnishield just asks for trouble. It feels like they die more often than Wolves.
Title: Re: Tempest Nerf Options
Post by: FooF on May 02, 2021, 03:45:46 PM
Thing is, I think I'd take a Lasher over a Wolf and I'd definitely take a Centurion over one, despite the Wolf costing more DP. The Wolf is ok early game but it drops off hard past that. Yes, it can escape, but it really can't pressure anything by itself. At least a Lasher can put the hurt on something.

Like I said in my original post on this subject, I don't think standard, non-Wolfpack Tempests are too strong. It's only when skills get involved (and really, specific gearing of skills) where Tempests become monsters but other frigates (like the Hyperion, Scarab, etc.) also get huge boosts. As Hiruma Kai pointed out, I think the issue is with Frigate skills, not the Tempest itself.
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 02, 2021, 09:35:40 PM
Imagine if Wolfpack tactics did not require an officer but instead was a 60 DP limit skill not unlike Phase Corps, but applying to frigates. Suddenly 2 LP Lashers without officers against a Tempest without officer doesn't look quite so bad in that comparison.  At which point, the higher DP cost would be a downside.

As far as I can tell, Wolf pack tactics has no need to be a flat PPT bonus.  It only applies to a single class of ship already, frigates with officers in them, and could just as easily been % based.  Making it flat simply biases it towards low PPT frigates, which are the high tech ones.

240 vs 180 seconds is a noticeable difference (Lasher vs Tempest, 33% more time).  Wolfpack + Reliability means  420 vs 360, which is less noticable (16.7% more time, and more importantly, both are starting to get close to cruiser PPT).  But you could replace the +120 seconds of Wolfpack with +67%.  180 still gets +120 seconds, but 240 gets +160. 400 vs 300 base, then the flat bonuses come in for 460 vs 360.  Now 27% more time.

So, I would probably be asking different questions than this thread.

One, are Tempests balanced well enough around their DP in the absence of skills and officers (keeping in mind a 1 DP shift is a 12.5% effectiveness swing - which is a lot in AI vs AI match ups).   Two, how do we make skills which are intended to help a category of ships (i.e. frigates) help them roughly equally?

There's a lot of accurate insight right there. I feel like once again, the limited number of skills makes the difference between a ship that happens to benefit fully and one that doesn't quite considerable. Officers only continue to exacerbate this, by pushing you towards placing them again, were they create the biggest benefit, these factors combined is what is funneling players towards certain hulls.

We could say that it isn't a problem that certain ships won't get used in lategame, you could consider it a normal progression from older cheaper tech towards expensive shiny disco ships (kinda like when you change swords in an RPG). Some argue that tech levels don't reflect how advanced or powerful a ship is, but DP and supply cost disagree with that notion quite a bit. If a ship isn't more powerful when its more expensive why would I ever use it? Do I like throwing money away?
If more expensive ships start appearing in the lower tech levels then the high tech supremacy will naturally disappear (no more high tech best tech). But as long as they remain more expensive than others and DP is limited, well...they just have to be better.

If having said all that the idea is still "but I want low tech frigates to be viable late game" well fear not! For I have the solution!
Make them survive longer than 0,5 seconds the moment a Radiant decides to zap zap pewpewpew on them. Just that, that's all that needs to be done, make 'em better, make 'em stay alive long enough to actually fire their guns.
Domain era top-secret superfrigates enter the bout! (truimphant music). They exist, they just never used them because Domain fellas armor tank, shields and flux stats are for cowardly lil' *** who don't marry 400mm cannons and eat torpedoes with milk in the morning.
Title: Re: Tempest Nerf Options
Post by: BreenBB on May 03, 2021, 10:27:22 AM
Why nerf stuff? Tempest, Doom, Paragon, etc? They are ships with interesting subsystems and such, I don't want to see them removed or nerfed to the ground, so nobody will use them which is equal to just removing them altogether.

I mean if you think what they over-perform why not buff under-performers then? High-Tech and Midline is okay, but Low Tech heavily under-perform in 095 in my opinion, especially considering nerf of skill which gives armor and new zero-flux bonus from Helmsmanship, in player hands it might be more powerful that one from 091, but for AI its nerf because every PD laser will disable this zero flux and he will be always kitted, AI can't just disable all weapons and try catch the enemy, and he will cover with shield against non treating weapons such as anti-fighter missiles and tactical laser which also won't let it catch things. Low Tech have bad flux stats and low mobility, but theoretically armor should tank for some time if ship need to flush flux but can't retreat to safety, but again AI will suffer under heavy fire by disabling-enabling shield when flux is almost maxed, and he will sustain more damage or even get overload than if he just flushed flux under fire.

I think skills and AI need more work instead of nerfing good ships, since skills are heavily affecting balance and some new skills instead of making game more diverse on the contrary shifted focus to High Tech and Safety Overrides, especially new zero flux because from my personal feel everything without SO become slowpoke, and AI still do many silly thing which hurt its combat efficiency.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 03, 2021, 10:58:54 AM
Its a lot more work to buff everything below an outlier than to nerf the outlier, or vice versa.

If we want to buff every ship up to doom level... we need to buff every ship. But not every ship needs an equal buff - just an across the board increase wouldn't do the job right. So every ship needs a custom buff, and not all of those buffs are going to be right. Then there's a new outlier... etc. Thats so much more work! And what if those buffs change the balance of weapons: example is if a buff to armor to make low tech better makes a high tech gun not have enough penetration, then that needs to be buffed, but that changes the balance of...

So to get everything else balanced to Doom levels, there would need to be dozens of changes and every single one of those changes carries the potential for side effects. Meanwhile changing skills so phase ships are less good... makes phase ships less good. Changing the mine strike system to have less charges on a Doom makes the Doom less good. Its still possible to get those changes wrong and overnerf, but at least thats only changing a small set of things.

There's also power creep. It wouldn't be the end of the world if everything in SS were inching up in power and lets be real: it has been. Ships have more base OP and available flux, weapons are more efficient, ships are faster, have longer PPT, etc etc then they did many years ago. Skill changes have reduced total OP... except not really as free hullmods are actually a higher total, just in a different form. But thats honestly ok, a little bit of slow power creep is fine.

But sudden large changes to balance really hurts mods that are trying to adhere to vanilla balance standard (and that is a major and difficult goal that the best modders are all trying to do!). Like if every vanilla ship went to Doom levels, then suddenly every mod is filled with weak ships! All those modders need to rebalance everything. Its just a mess.

I don't think we should just nerf things: the buffs to Enforcers were fantastic. Not only are Enforcers viable now, but they have a distinct role instead of just being slow Hammerheads. I think Lashers could use a major buff, Medusas maybe a little help, Drovers a little help (might be a bug with the ship system and bombers instead of balance), Dominators could use a little help, Falcons could use a little help unless the skill system is changed again to not have an effective HP penalty against cruiers class. But all those are singular changes instead of wide sweeping changes.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 03, 2021, 11:21:00 AM
I think maybe specifically in the case of frigates, it might be better to buff the mid/low tech frigates a little rather than nerf all the high tech frigates. It might actually be a similar amount of work considering that hyperion, scarab, tempest and omen are all on a similar power level/DP now IMO. The alternative to nerfing those is to buff lasher/centurion/wolf/brawler primarily? It doesn't seem that unreasonable and several of those frigates probably want a buff anyway. I also don't think the disparity is that bad.
Title: Re: Tempest Nerf Options
Post by: WeiTuLo on May 03, 2021, 11:29:47 AM
Perhaps it can be given quantum disruptor so it can better fulfill its purpose as a pursuit/patrol craft.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 03, 2021, 11:31:36 AM
I think maybe specifically in the case of frigates, it might be better to buff the mid/low tech frigates a little rather than nerf all the high tech frigates. It might actually be a similar amount of work considering that hyperion, scarab, tempest and omen are all on a similar power level/DP now IMO. The alternative to nerfing those is to buff lasher/centurion/wolf/brawler primarily? It doesn't seem that unreasonable and several of those frigates probably want a buff anyway. I also don't think the disparity is that bad.

Sure, thats a case where the disparity is pretty small and the number of ships on each side is pretty equal, so it could go either way. If the goal is for frigates as a class to get stronger relative to destroyers/cruisers/caps, then buffing up the underperformers is a good way to go. I disagree only with Centurions - those things are really good already for 4 DP. Though that brings up the question: with the existence of Wolfpack Tactics and limited officer count, are low DP frigates viable? I do think 2 4 DP Centurions are slightly better than 1 8DP Tempest in the absence of officers... but costing 2 officers instead of 1 is not worth it at all.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 03, 2021, 11:32:47 AM
I think maybe specifically in the case of frigates, it might be better to buff the mid/low tech frigates a little rather than nerf all the high tech frigates. It might actually be a similar amount of work considering that hyperion, scarab, tempest and omen are all on a similar power level/DP now IMO. The alternative to nerfing those is to buff lasher/centurion/wolf/brawler primarily? It doesn't seem that unreasonable and several of those frigates probably want a buff anyway. I also don't think the disparity is that bad.

Sure, thats a case where the disparity is pretty small and the number of ships on each side is pretty equal, so it could go either way. If the goal is for frigates as a class to get stronger relative to destroyers/cruisers/caps, then buffing up the underperformers is a good way to go. I disagree only with Centurions - those things are really good already for 4 DP. Though that brings up the question: with the existence of Wolfpack Tactics and limited officer count, are low DP frigates viable? I do think 2 4 DP Centurions are slightly better than 1 8DP Tempest in the absence of officers... but costing 2 officers instead of 1 is not worth it at all.
I definitely agree that a big part of why tempest/scarab/hyperion are good is that they get the most value out of limited officers. I have some crazy ideas floating around about having an officer on every ship, but having a finite number of skills to distribute between them, but I'm not sure if it would work.
Title: Re: Tempest Nerf Options
Post by: SCC on May 03, 2021, 11:41:05 AM
It might actually be a similar amount of work considering that hyperion, scarab, tempest and omen are all on a similar power level/DP now IMO.
Omen's overall package (tank, EMP, PD, distraction, ECM, campaign utility) is undercosted at the moment.
The alternative to nerfing those is to buff lasher/centurion/wolf/brawler primarily?
Wolf, Hound (?), Lasher, Brawler, Vigilance, Cerberus, Kite, Shepherd (?), Centurion, Wayfarer (?), Lumen and Glimmer.
Then we also potentially have to buff destroyers so that there's a point to them.

Drovers a little help (might be a bug with the ship system and bombers instead of balance)
There's something specific to Reserve Deployment and bombers? I thought Drover's replacement keeled over and died no matter what fighters it used.

Sure, thats a case where the disparity is pretty small and the number of ships on each side is pretty equal, so it could go either way. If the goal is for frigates as a class to get stronger relative to destroyers/cruisers/caps, then buffing up the underperformers is a good way to go. I disagree only with Centurions - those things are really good already for 4 DP. Though that brings up the question: with the existence of Wolfpack Tactics and limited officer count, are low DP frigates viable? I do think 2 4 DP Centurions are slightly better than 1 8DP Tempest in the absence of officers... but costing 2 officers instead of 1 is not worth it at all.
I definitely agree that a big part of why tempest/scarab/hyperion are good is that they get the most value out of limited officers. I have some crazy ideas floating around about having an officer on every ship, but having a finite number of skills to distribute between them, but I'm not sure if it would work.
I wouldn't mind Wolfpack Tactics' bonus scaling depending on DP, with 4 DP frigs getting current bonus and 8 DP ones getting only a half of it.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 03, 2021, 11:45:05 AM
...
Drovers a little help (might be a bug with the ship system and bombers instead of balance)
There's something specific to Reserve Deployment and bombers? I thought Drover's replacement keeled over and died no matter what fighters it used.

...

I used it with interceptors and it worked fine - replacement kept up ok through a bunch of battles. Bombers with RD have this weird thing where they take forever to rearm and during that time the rate is ticking down. I had thought that was the main problem, though I could be wrong.
Title: Re: Tempest Nerf Options
Post by: WeiTuLo on May 03, 2021, 01:16:46 PM
...
Drovers a little help (might be a bug with the ship system and bombers instead of balance)
There's something specific to Reserve Deployment and bombers? I thought Drover's replacement keeled over and died no matter what fighters it used.

...

I used it with interceptors and it worked fine - replacement kept up ok through a bunch of battles. Bombers with RD have this weird thing where they take forever to rearm and during that time the rate is ticking down. I had thought that was the main problem, though I could be wrong.

I noticed that in earlier release candidates, but it seemed okay in RC15. The Drover was a bit slow though, so sometimes two of the Cobras head back before launching their Reapers.
Title: Re: Tempest Nerf Options
Post by: BreenBB on May 03, 2021, 02:05:38 PM
Its a lot more work to buff everything below an outlier than to nerf the outlier, or vice versa.

I think is still better idea than nerf stuff, that way its actually gives new options rather that forces them, I don't understand why everybody here see Tempest, Doom and etc as bad things, I usually don't use frigates, not my thing as carriers, but Tempest and Omen are few exceptions, Doom is still have drawback as Phase ship, which means what its AI isn't that good and it more a player ship, I usually don't use more that one phase ship because phase ship AI often commit suicide or too afraid to attack enemy.

About mod balance overall, I think vanilla game must not rely on their balance at all, except cases where modded content get integrated in the game.

And for ship strength and overall survivability, its more AI issue by my observation, Low Tech often tend to get surrounded, where High Tech ships especially with SO have enough mobility to get away, Low Tech often suffer by disabling-enabling shield on full flux, ships like very much to scatter and get killed by one, if they not controlled, but command points is limited and not always possible to keep an eye on them when piloting own flagship, ship like Dominator or Onslaught especially vulnerable when they alone, AI also tend to be afraid to attack, Doom mines can exploit omni shields, but again, its more an AI issue, and again, this work only if doom piloted by player, AI randomly spawn mines around target.
Title: Re: Tempest Nerf Options
Post by: Igncom1 on May 03, 2021, 02:08:20 PM
If I wasn't doing a high tech fleet in my game right now I'd give (using enforcers as my frigates) a go to compare  ;D

Deployment point wise, every low tech ship is half a high tech counter part.
Title: Re: Tempest Nerf Options
Post by: SapphireSage on May 03, 2021, 03:41:25 PM
I don't wonder if this issue with Tempests is because Frigates are finding more use from people in 0.95 whereas they were left by the wayside for most players in 0.9.1 due to Objectives being important to capture and the game including many skill buffs for frigates via Gunner Implant Elite, Coordinated Maneuvers, Wolfpack tactics, and Targeting Analysis. Now that frigates are being used people are putting more focus on the strong outliers the Tempest and Omen, but the main detail to look at is what frigates are best at and what doctrines are best at.

It makes sense that the Omen and Tempest are considered best because High-tech's doctrine of high mobility and burst damage is in line with what a frigate can do best, move quickly into range, flux out and hit the target hard, and then back off and recover. Conversely, Low-tech doctrine of high armor and sustained ballistics doesn't work out so well when you can only have so much armor and guns on you compared to what a Dominator or Onslaught can field. Mid-tech frigates meanwhile might outrun anything larger sure, but its rather hard for say a brawler to strike at arms length when it can get two 1100 range weapons at best compared to capitals fielding many 1600 range (or more with Gauss/ATC) weapons or Eagles and Falcons running them down with many more medium mounts. The Kite is a meme because even though its otherwise very weak, its a 3 DP frigate that can sometimes get close enough with weapons that can really ruin your day. It won't do it very often and more often than not its just a punching bag for all of a second, but you will remember those times when a Kite Reaper gets through your notice and cripples you. Getting close and bursting is something that frigates can do to keep up against late game larger capital and cruiser spam and getting close and bursting is something that the Tempest is able to do regularly thanks to its fast speed, two Medium mounts, and HEF. Anything different and you take it away from what frigates can do to compete.

Its also what makes other stronger frigates considered so strong as well due to their capability to threaten capitals and cruisers, Afflictors, Hyperions, and Scarabs are all very capable of moving themselves into a position and with enough burst power to threaten a capital, the difference is that they have tricks to do so, while Tempest only has its raw speed and so can't strike with as much impunity as the above.

Other frigates that are considered strong or outliers do so in a manner different from the ones that people are most concerned about because they're strong at different things then taking down big ships. Omens, Monitors, and Centurions are great at holding out and taking down missiles/fighters and being a temporary shield to take up something's time. Anything else is considered either too strong because it can effectively hit against something larger than destroyer or forgotten about past the early game because they get taken out too easily by said big ships or their fighter complements while being unable to effectively threaten them. Aside from Afflictor and other phase frigates needing adjustments because their only real threat is getting caught by their target exploding, the Tempest is one of few frigates that's able to keep up with larger ships threat-wise when the main fleets clash together and it seems weird to want to nerf it now that frigates are starting to be something other than road bumps you kinda just run over when you start fighting the enemy fleet.
Title: Re: Tempest Nerf Options
Post by: SafariJohn on May 03, 2021, 05:28:05 PM
About mod balance overall, I think vanilla game must not rely on their balance at all, except cases where modded content get integrated in the game.

Yeah, but if vanilla goes around creating a bunch of work for modders over and over for no good reason, all the good modders will say **** it and go mod some other game.
Title: Re: Tempest Nerf Options
Post by: Sutopia on May 03, 2021, 06:01:02 PM
Could you fix freaking wolfpack before touching tempest?

I don't care about tempest nerf since they've all retired anyways.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 03, 2021, 11:10:50 PM
... I just upgraded from a Wolf to a Tempest in a new game and the difference in power is like 3:1. I think that upgrade in particular gives people the impression the Tempest is more OP than it really is, as its a common early game progression.

Wolves are a 5 DP ship that are on the weak side, more like 3.5 DP actual worth (definitely worse than Centurions, about the same as a Lasher just faster but weakly armed). Tempests are a strong 8 DP ship, probably worth 10 DP. Neither is too crazy out of balance for their DP (I'd argue the wolf needs a bigger change than the Tempest), but that transition makes the gulf feel huge, especially magnified by player skills.
Title: Re: Tempest Nerf Options
Post by: SCC on May 04, 2021, 12:41:06 AM
I would look at Omen and Wolf (I sometimes forget it exists...) sooner than Tempest.
Title: Re: Tempest Nerf Options
Post by: prav on May 04, 2021, 01:38:50 AM
If you just add at random two Tempests or three Wolves to my fleet at the start of battle I don't particularly care which ones I get. Give me two officers to go with the ships and the choice is easy, however.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 04, 2021, 04:46:15 PM
Playing some more with a frigate fleet: Tempests and high performance frigates are excellent small and medium ship hunters, but comparatively awful at taking down stations for their DP cost, and are very slow at killing isolated capitals too. Not nearly enough missiles/dp to be efficient at taking out a limited number of heavy targets. Hyperion is a bit of an exception as it does have that medium universal.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 04, 2021, 05:23:17 PM
Heavy blasters are the solution to killing heavy targets. SO Hyperion with 2x HB does not need missiles, SO tempest can also mount HB easily. Without SO, things are definitely slower.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 04, 2021, 05:32:59 PM
Mm, I'm doing things without SO at the moment (not because I think its better, but to try), so I'm only mounting 1 heavy blaster (plus ion pulser) and that involves a lot of active venting. The more I play, the more I think tempest balance is in a good spot vs other ships.

Example: fighting a multi cruiser pirate with 3 tempests (only 1 officer other than me, bad luck so far) and 2 wolves. A falcon P, 4 collusus Mk II (the one with fighters), maybe 3 enforcers, 2 shrikes, a dozen assorted frigates maybe? I didn't bother counting smaller ships. Its interesting because the small ships go down incredibly fast, but the larger ships take a long time. The lack of both sustain (from flux without SO) and missiles means that raw hull takes a while to chew through. Meanwhile I know from my last playthrough that this is the kind of fleet that 4 (non SO) Enforcers would just smash all the heavy ships on contact but then take a while to clean up all the frigates.
Title: Re: Tempest Nerf Options
Post by: WeiTuLo on May 04, 2021, 06:28:58 PM
4 (non SO) Enforcers would just smash all the heavy ships on contact but then take a while to clean up all the frigates.

What Enforcer build did you use? I used to have a pack of Phase Lance Wolves with reckless pilots that would easily kill frigates and pick apart heavier ships where assault chainguns would take too long.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 04, 2021, 07:29:29 PM
For non-SO I use Heavy needler + 2 heavy mortars + 2 vulcans for guns for pressure, but its the missiles that kill things like stations quickly. I've settled on half sabots half reapers in linked groups, for most fights, so for the officered ships 18 sabots and 6 reapers. They aren't the best at hunting but they are very tough and have decent overall DPS (250 kinetic at .8 efficiency, 440 he at .82 efficiency) to support the missile bursts.
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 04, 2021, 08:35:16 PM
Its a lot more work to buff everything below an outlier than to nerf the outlier, or vice versa.

Well...yes, buuuut, buuuut...it's not "everything". I'm not going to sit here straight faced and tell you to make the kite (P) endgame capable (wheezing) but if people don't want endgame frigates to be dominated by high tech then you have to make low and mid tech frigates viable, yeaah monitor and centurion survive, I use them, but they won't be doing any damage and PPT still bleeds son! So instead of an unreliable distractor you slap a couple of high tech frigates and if they don't go "pop" 20 seconds into the engagement, they might just actually do some damage. Now do that with a Hound? A Lasher? (wheezing).
To play words on your quote, I believe its either buff what you want players to use or nerf the entirety or the game see if they end up using a freaking Buffalo (P). Personally, I believe High Tech best Tech 4 Ever! So I don't mind if they remain as such, after all, low tech is for poor peasants who can't afford the Regal Blue we refined ladies and gentlemen enjoy.
Imagine sitting there in space tech era and still not having weapons that go PEW PEW, these people got no standards I tell you, ugly brown colored poopy rustbuckets they fly!
Title: Re: Tempest Nerf Options
Post by: TaLaR on May 05, 2021, 12:27:35 AM
0.95 changes made frigates viable, but not all of them - only officer-ed ones. Which implies that frigate in question must be worth an officer. And weaker DP-cheap frigates just aren't.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 05, 2021, 09:56:07 AM
0.95 changes made frigates viable, but not all of them - only officer-ed ones. Which implies that frigate in question must be worth an officer. And weaker DP-cheap frigates just aren't.

I agree with you that the weaker DP frigates aren't worth officers.

But I have an unpopular opinion that frigates were viable lategame without officers last version as distractions, escorts, and torpedo boats. The change to target analysis makes them take a bit less damage this version, and coordinated maneuvers + flux regulation + crew training apply even without officers, so I think they have come out a bit ahead and are still viable. Once properly built and buffed, I've found that my un-officered frigates can usually win or tie vs an officered enemy frigate of equal DP unless I get unlucky and it has an unusually good build/set of skills (bit of RNG there). And as a player I have the power to tip the duel in their favor, either by swapping command or by sending an interceptor strike.

But officered high performance frigates are way above viable, they are excellent, and the contrast is pretty stark. Something like an unofficered Brawler plinking away with HVDs: helping, but unlikely to do any heroics. An officered Tempest, Scarab, or Hyperion? I expect it to kill 4 times its weight or more (if there are enough targets).
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 05, 2021, 11:27:32 AM
0.95 changes made frigates viable, but not all of them - only officer-ed ones. Which implies that frigate in question must be worth an officer. And weaker DP-cheap frigates just aren't.

I agree with you that the weaker DP frigates aren't worth officers.

But I have an unpopular opinion that frigates were viable lategame without officers last version as distractions, escorts, and torpedo boats. The change to target analysis makes them take a bit less damage this version, and coordinated maneuvers + flux regulation + crew training apply even without officers, so I think they have come out a bit ahead and are still viable. Once properly built and buffed, I've found that my un-officered frigates can usually win or tie vs an officered enemy frigate of equal DP unless I get unlucky and it has an unusually good build/set of skills (bit of RNG there). And as a player I have the power to tip the duel in their favor, either by swapping command or by sending an interceptor strike.

But officered high performance frigates are way above viable, they are excellent, and the contrast is pretty stark. Something like an unofficered Brawler plinking away with HVDs: helping, but unlikely to do any heroics. An officered Tempest, Scarab, or Hyperion? I expect it to kill 4 times its weight or more (if there are enough targets).

Yeah, frigates aren't bad at distracting, I'd guess the lack of interest came from loss aversion from players and the way that combat is often balanced economically around flawless victories (or at least seems like it). If facing a multiple capital fleet cost you a couple of your own capitals you'd be operating at net loss all day every day, expecting such efficient handling is a little strange but it could be considered a harder difficulty encounter not meant to a beginner.

All in all I believe all of these discussions and opinions come from all of us finding mechanics weird and wanting to give our views about the state of things. You could say the easiest way to fix the game right now is to disappear officers, that would solve all sort of enemy advantage by making them weaker, turning your own skills into buffs instead of "how to be a little more equal to the enemy".

Officers make it so that (almost)every combat buffing skill you give to the player, you give to the enemy without fail, disparity in the number of officers only accentuates this difference, the side with more of them is at an advantage not as easily seen as ship hull disparity. So all this adds both a very interesting complexity but also a difficulty problem that later sprouts the need to feel like other things need to be balanced beyond what they are at first sight, but instead how everything interacts with everything, and that is an exponential difficulty increase, nothing to scoff at.

Balancing hulls and weapons without officers? Difficult but feasible.
Balancing hulls and weapons along with their interaction with fleet+officer skills in optimal and suboptimal combinations? Yeaaah, imma head out fellas...
I think we either accept some level of lack of balance (and end up either forced to optimal play, or have OP stuff) or end up forced to simplify the game systems considerably. The choice is there to be made.
Title: Re: Tempest Nerf Options
Post by: Megas on May 06, 2021, 04:07:12 AM
Yeah, frigates aren't bad at distracting, I'd guess the lack of interest came from loss aversion from players and the way that combat is often balanced economically around flawless victories (or at least seems like it). If facing a multiple capital fleet cost you a couple of your own capitals you'd be operating at net loss all day every day, expecting such efficient handling is a little strange but it could be considered a harder difficulty encounter not meant to a beginner.
Those bounties eventually become all the player gets to fight eventually aside from the once-in-a-blue-moon 50k bounty nobody cares about.  Sometimes, before the player is ready to fight them.

After player becomes powerful enough to flawlessly win nearly every time, he can rack up money and story points (or move on to Radiant grinding).  Until then, he is miserable because he cannot fight them without taking devastating losses, and needs to rely on other easy money tricks like raiding or drug running to earn money.
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 06, 2021, 08:19:46 AM
Those bounties eventually become all the player gets to fight eventually aside from the once-in-a-blue-moon 50k bounty nobody cares about.  Sometimes, before the player is ready to fight them.

After player becomes powerful enough to flawlessly win nearly every time, he can rack up money and story points (or move on to Radiant grinding).  Until then, he is miserable because he cannot fight them without taking devastating losses, and needs to rely on other easy money tricks like raiding or drug running to earn money.

Yeah, that is true, the bounty system sticks you up there often far before you are ready to take them on, 100k bounties seem to appear very rarely or in short windows of time after beating a few 50k but they go up to 200k really soon.
Contacts somewhat help you alleviate that now at least.

The fact that this game is essentially a strategy game, and fleet composition and loadouts are the most important of all factors seems to be forgotten by most, it's only natural that once you have a perfected fleet and build you are nigh unstoppable, but to get there you have a lot of learning to do. The line between phyrric victories and "too easy" no losses is very thin in this game, people who have a perfected fleet comp and find it too easy should just try other ones and see how they fare, otherwise we risk ending up with both combat and campaign earnings balanced around the best possible compositions, that's not exactly reasonable for the vast majority of players.

Personally for money I do survey, scan missions in bulk, while running around with a ridiculously small fleet only decked out to deal with derelicts, I don't fight anything else, and I make buddies with the path and the pirates, you stay well under 3 supplies/day for the fleet and have a substantial logistic efficiency, when I need to fight I pick up the fleet I built up in time by getting cheap ship sales and pristine derelicts if they were around, and of course some trading since after all no one ever stops me for anything, I can just run around with only cargo ships without an issue if I wanted.
Title: Re: Tempest Nerf Options
Post by: Wywern on May 06, 2021, 09:21:05 AM
Personally, I think a good start would be making it rarer than it currently seems to be. It feels like I see one in almost every developed shipyard, which feels weird for such a powerful high-tech ship.
Title: Re: Tempest Nerf Options
Post by: AcaMetis on May 06, 2021, 09:32:48 AM
Personally, I think a good start would be making it rarer than it currently seems to be. It feels like I see one in almost every developed shipyard, which feels weird for such a powerful high-tech ship.
I don't think making them rarer would really accomplish anything. It'd just force people to do several more loops around the core worlds trying to get ships that are as (supposedly) "overpowerded" as before, and afterwards encourages reloading a save if one is lost in battle because it'd be a painful bit of RNG to replace it otherwise.
Title: Re: Tempest Nerf Options
Post by: Megas on May 06, 2021, 09:33:59 AM
Personally, I think a good start would be making it rarer than it currently seems to be. It feels like I see one in almost every developed shipyard, which feels weird for such a powerful high-tech ship.
It was too rare before.  I think it is fine if player can buy the ship.  If Tempest is common in NPC fleets, it should not be so hard for the player to buy one.

In any case, limiting availability in shops just delays it until player can build them himself, and Tempest is one known by Independents, the easiest faction to raid for blueprints.  (New Maxios is still a low defense world in a system with no patrols.  Its only defense is Commerce, which can give it stability problems, and a reason not to raid if stability is too low.)
Title: Re: Tempest Nerf Options
Post by: Wywern on May 06, 2021, 10:22:16 AM
Personally, I think a good start would be making it rarer than it currently seems to be. It feels like I see one in almost every developed shipyard, which feels weird for such a powerful high-tech ship.
I don't think making them rarer would really accomplish anything. It'd just force people to do several more loops around the core worlds trying to get ships that are as (supposedly) "overpowerded" as before, and afterwards encourages reloading a save if one is lost in battle because it'd be a painful bit of RNG to replace it otherwise.
There are other ships like that, though, like the paragon. Most high-tech ships in general are pretty rare, but I got a squadron of tempests almost right away, since they seem to be very common and cheap. I think removing high-energy focus would be a very real nerf, and probably still keep the ship pretty good, if it was actually meant to not be as powerful as it is. My two cents are that at the end of the day, it's a frigate and can easily get nuked by a bigger ship even at it's power level.
Title: Re: Tempest Nerf Options
Post by: WeiTuLo on May 06, 2021, 01:11:35 PM
For non-SO I use Heavy needler + 2 heavy mortars + 2 vulcans for guns for pressure, but its the missiles that kill things like stations quickly. I've settled on half sabots half reapers in linked groups, for most fights, so for the officered ships 18 sabots and 6 reapers. They aren't the best at hunting but they are very tough and have decent overall DPS (250 kinetic at .8 efficiency, 440 he at .82 efficiency) to support the missile bursts.

Thanks, I'll try that out sometime!
Title: Re: Tempest Nerf Options
Post by: Thaago on May 06, 2021, 03:01:20 PM
You're very welcome! Works well with built in heavy armor, expanded missile racks and an officer with elite IM and missile spec.

If I'm being totally honest its not the best ship ever and certainly not a monster, but its works.
Title: Re: Tempest Nerf Options
Post by: Megas on May 07, 2021, 05:57:10 AM
Those bounties eventually become all the player gets to fight eventually aside from the once-in-a-blue-moon 50k bounty nobody cares about.  Sometimes, before the player is ready to fight them.

After player becomes powerful enough to flawlessly win nearly every time, he can rack up money and story points (or move on to Radiant grinding).  Until then, he is miserable because he cannot fight them without taking devastating losses, and needs to rely on other easy money tricks like raiding or drug running to earn money.

Yeah, that is true, the bounty system sticks you up there often far before you are ready to take them on, 100k bounties seem to appear very rarely or in short windows of time after beating a few 50k but they go up to 200k really soon.
Contacts somewhat help you alleviate that now at least.

The fact that this game is essentially a strategy game, and fleet composition and loadouts are the most important of all factors seems to be forgotten by most, it's only natural that once you have a perfected fleet and build you are nigh unstoppable, but to get there you have a lot of learning to do. The line between phyrric victories and "too easy" no losses is very thin in this game, people who have a perfected fleet comp and find it too easy should just try other ones and see how they fare, otherwise we risk ending up with both combat and campaign earnings balanced around the best possible compositions, that's not exactly reasonable for the vast majority of players.
The problem with compositions is during the earlier stages player may struggle at, he may not have unlimited access to weapons or hullmods.  He may not have Expanded Missile Racks or Hardened Shields.  He may lack the energy weapons or other big or elite guns he needs to bring the best out of his ships.
Title: Re: Tempest Nerf Options
Post by: Pappus on May 07, 2021, 06:53:08 AM
I just want the low or midline variants to amount to anything useable.

It isn't exactly the tempests fault, that the other small ones are just so garbage. Scarab and Hyperion might be good, but they are high tech aswell and not exactly normal ships in any way.
Title: Re: Tempest Nerf Options
Post by: J3R on May 07, 2021, 01:42:18 PM
It's so rare I don't really see a problem. Also HEF doesn't have many kinectic options so it requires support. Balancing around min maxers and those who spam one ship hull is a mistake. One Tempest still has less of an impact than many of the phase frigates.
Title: Re: Tempest Nerf Options
Post by: Wywern on May 07, 2021, 04:24:51 PM
I just want the low or midline variants to amount to anything useable.

It isn't exactly the tempests fault, that the other small ones are just so garbage. Scarab and Hyperion might be good, but they are high tech aswell and not exactly normal ships in any way.
Hyperion is definitely very, VERY powerful, but requires you or an officer with 0-flux speed boost when not making flux talent, if you want to get the most of it. It's still extremely durable and high-flux for a frigate, being able to fight most destroyers. Catch is, it's as expensive as a cruiser to maintain, so I don't think it really counts. From what I remember scarab has a very good system but struggles with dealing with shields and in general can't punch above it's weight at all. Good for harassment and flanking.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 07, 2021, 04:32:59 PM
New IR pulse lasers are pretty good anti shield, so scarab is just all around good now IMO.
Title: Re: Tempest Nerf Options
Post by: Sutopia on May 07, 2021, 04:39:27 PM
New IR pulse lasers are pretty good anti shield, so scarab is just all around good now IMO.
Isn’t scarab just worse lasher?
Small ballistic has railgun and needler both has superior range and efficiency over ir pulse.
Not to mention accelerated ammo feed enhancing the flux efficiency one step further.
Admittedly scarab has much better flux and 5 more OP but that’s what you get paying double DP.
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 07, 2021, 04:47:52 PM
Scarab is much better than lasher. Its system is like plasma jets and accelerated ammo feeder mashed into one system, plus it has .6 shields which makes it way way (way) more resilient. Also AM blaster is way better armor damage than anything lasher can manage outside of torpedoes (that scarab can also mount).
Title: Re: Tempest Nerf Options
Post by: Thaago on May 07, 2021, 05:29:49 PM
I think its mainly speed holding Lashers back at this point... for their price they have good firepower, though far from the firepower that the true high performance frigates bring. Scarabs have speed from their system like intrisic_parity said.

I'm now on the "give lashers 180 speed!" ultrabuff train. Why not eh?
Title: Re: Tempest Nerf Options
Post by: Ad Astra on May 07, 2021, 05:43:51 PM
I think its mainly speed holding Lashers back at this point... for their price they have good firepower, though far from the firepower that the true high performance frigates bring. Scarabs have speed from their system like intrisic_parity said.

I'm now on the "give lashers 180 speed!" ultrabuff train. Why not eh?

I'd say 140-150 might be enough, I feel that the Lasher mainly suffers from its lack of flux the most, tuning its flux a little bit might provide interesting results, I'd give it a buff in Cap and vents, though nothing out of this world, just a little bit to see how it manages to perform. With the added speed it should be both capable of finding good opportunities and make use of its considerable firepower, without being too fast or too tanky. Making it worth more DP would be alright with these buffs as well, so that we have a slightly more expensive but lategame viable low tech frigate (It would kinda ruin its place as "the pirates favourite" however, maybe making an entire new ship to fill in that lategame viable gap might be what Alex is thinking.
Title: Re: Tempest Nerf Options
Post by: SapphireSage on May 07, 2021, 09:12:54 PM
Increasing the Lasher's speed would greatly help its survival ability, its threat, and put it more in line away from "low-tech" doctrine and closer to combat frigate doctrine of quickly moving in, bursting flux for damage on target, then speeding away and recovering for the next strike. If Lasher speed were increased it could possibly be brought up to strong end-game generalist which would be a decent contender for officer skills in terms of frigates. LAGs and Railguns are both very good against fighters as well allowing the Lasher to defend itself against fighters with its weapons and AAF in a low-tech spin of how the Tempest covers itself from fighters with the terminator drones.
Title: Re: Tempest Nerf Options
Post by: Badger on May 15, 2021, 06:23:45 PM
For the love of God don't give the Tempest active flare launcher! It's an attack frigate not a tanker and it's called a Tempest  :P . Nerf its survivability further if it must have a nerf. Shield arc or efficiency / armor / hull / remove a drone. Make it more of a glass cannon imo.
Title: Re: Tempest Nerf Options
Post by: Megas on May 15, 2021, 08:56:37 PM
For the love of God don't give the Tempest active flare launcher!
It used to have that.  It more recent versions, Active Flare Launcher is... not that bad.  It is reliable anti-missile.  Good for a ship without PD, if a Tempest nerf means no more drones with PD.
Title: Re: Tempest Nerf Options
Post by: Badger on May 17, 2021, 07:48:16 PM
Just clashes with the theme of the ship, as I interpret it at least.
Title: Re: Tempest Nerf Options
Post by: Megas on May 18, 2021, 07:12:47 AM
There is always "no system".

Its original system was the Terminator Drone itself (one with phase cloak), when fighters were ships.  Then, when it became a built-in fighter, it had Active Flares when the drone at the time had an Ion Pulser and a shield.  Then, it changed to what we have now, High Energy Focus and two PD drones.
Title: Re: Tempest Nerf Options
Post by: Burvjradzite on May 18, 2021, 01:53:05 PM
After two campaigns of testing frigates with wolfpack I've came into a conclusion that officered scarab>officered tempest, but regular scarab<regular tempest. 3x speed on scarab is just bonkers, it received a huge buff, i must say i was a fan of scarab even before then it has only 150 flux dissipation and considered by many a very meh pick. Most other unofficered frigates do not even worth a try. Tempest do not really have two free ir blasters, target analysis, wolfpack tactics, energy focus them all do not affect drones, so it felt like wasted potential putting officer on tempest imo. in the previous version I've even tried putting green skill on a tempest officer, worked well tbh.
Title: Re: Tempest Nerf Options
Post by: Thaago on May 18, 2021, 01:58:31 PM
Could you share your Scarab build + officer? I haven't played around with them much but that sounds very strong.
Title: Re: Tempest Nerf Options
Post by: Burvjradzite on May 18, 2021, 08:30:07 PM
Could you share your Scarab build + officer? I haven't played around with them much but that sounds very strong.
You've already watched the video it seems, but here you have it.
Spoiler
(https://i.imgur.com/VyPWYTl.png?1)(https://i.imgur.com/O08RAR5.png?1)
[close]
Title: Re: Tempest Nerf Options
Post by: Thaago on May 18, 2021, 08:40:51 PM
Thanks so much! Yeah I hadn't watched the video (amazing) when I'd posted it :)
Title: Re: Tempest Nerf Options
Post by: intrinsic_parity on May 18, 2021, 11:39:52 PM
I think the reason scarab is so strong is that it's system increases dissipation and fire rate by 3x. While the system is active, 2 IR pulse lasers become 900 DPS at .8 efficiency, and then you add wolfpack + target anaysis + energy weapon mastery and you some really high damage numbers. I prefer to lean into the system by increasing uptime with system mastery and spending OP on other hullmods instead of missiles and expanded missiles racks. I don't think it really needs to rely on sabots, although I'm sure it's very effective that way too.
Title: Re: Tempest Nerf Options
Post by: SapphireSage on May 19, 2021, 11:10:10 AM
After two campaigns of testing frigates with wolfpack I've came into a conclusion that officered scarab>officered tempest, but regular scarab<regular tempest. 3x speed on scarab is just bonkers, it received a huge buff, i must say i was a fan of scarab even before then it has only 150 flux dissipation and considered by many a very meh pick. Most other unofficered frigates do not even worth a try. Tempest do not really have two free ir blasters, target analysis, wolfpack tactics, energy focus them all do not affect drones, so it felt like wasted potential putting officer on tempest imo. in the previous version I've even tried putting green skill on a tempest officer, worked well tbh.

Interesting, from what I've seen so far using the Combat Analysis mod and my loadout below, Officered Scarabs tend to perform about on par or slightly below at times with Officered tempests in terms of damage done to the enemy. I'm going to hazard a guess that the Sabots at 3x or Burst PD at 3x recovery rate have something to do with it?

For reference:
Scarab
Officer skills:
  • Aggressive
  • Helms
  • Elite Targeting
  • Energy Mastery
  • Reliability Engineering
  • Systems Expertise

Weapons
  • Antimatter Blasters x2
  • IR Pulse Lasers x3

Hullmods
  • Built-in Hardened Shields
  • Hardened Subsystems
  • Front Shield Emitter
[close]

Tempest
Officer skills:
  • Steady
  • Helms
  • Elite Targeting
  • Energy Mastery
  • Reliability Engineering
  • Shield Modulation

Weapons
  • Heavy Blaster
  • Graviton Beam
  • Atropos Torpedo Rack

Hullmods
  • Built-in Hardened Shields
  • High Scatter Amplifier
[close]

I think the reason scarab is so strong is that it's system increases dissipation and fire rate by 3x. While the system is active, 2 IR pulse lasers become 900 DPS at .8 efficiency, and then you add wolfpack + target anaysis + energy weapon mastery and you some really high damage numbers. I prefer to lean into the system by increasing uptime with system mastery and spending OP on other hullmods instead of missiles and expanded missiles racks. I don't think it really needs to rely on sabots, although I'm sure it's very effective that way too.

Same, which is why I have AMBs and IR Pulse Lasers on mine. Scarab can do with time dilation what phase ships cannot, attack. They are still "vulnerable" since they can technically get shot at, but they also fire as well and it can get carried away. If you move forward while blasting your IR pulses you can get them to hit the enemy near the same time for crazy burst with an otherwise sustained fire weapon.