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Starsector => General Discussion => Topic started by: Sutopia on July 11, 2021, 08:54:16 AM

Title: Xyphos - The sim queen
Post by: Sutopia on July 11, 2021, 08:54:16 AM
People tend to compare Xyphos with two actual ion beams and state it as a great fighter.
2 ion beams AND 2 burst PD for 15 OP, that would usually cost 12x2 + 7x2 = 38 OP not considering the flux cost, sounds pretty busted yeah?

In reality, no, it's the most useless and overpriced fighter in the game IMO.

First of all, it doesn't benefit from ITU or DTC. If you're using a ship that relies on range the ion beam is probably going to sit idle most of the time.
Another reason why it's bad is due to they're not controllable in any degree. Even if set to engage they won't engage the carrier's target. Instead they will just happily shoot anything that is closest to the fighter itself.
Last but not least, ion beam is not an instant beam. It takes time to extend the beam to full range which means due to the behavior previously described, it may constantly switch target and resulting in more downtime than it should because the beam takes so much extra time to re-extend on target switch.

To sum it up, it's paying 15 OP to casually poke at frigates and fighters that tries to flank you and you have no control over it whatsoever.
The only place where it can shine is in sim 1v1 (non-carrier enemy) setup when it never gets distracted. It's the only situation (and unrealistic) it can live up to it's cost. Thus, the sim queen.

Or maybe I'm using it wrong? But how do I even use it wrong when I have no control over its behavior? Am I missing something or is there a particular vanilla loadout making it actually useful?
Title: Re: Xyphos - The sim queen
Post by: Megas on July 11, 2021, 09:31:06 AM
Xyphos is okay on Odyssey that use fighters as Gradius options or Chmmr zapsats.  Odyssey is primarily a close-range brawler (plasma burn and short-ranged energy weapons), and does not have enough OP to get both Expanded Deck Crew and a viable weapons package, so it needs to focus on guns and treat fighters as a bonus.

Odyssey is one of the few ships where it makes sense to use Mining Pods on.  Xyphos is deluxe pod with burst PD (and ion beam).  May be a bit overpriced compared to other fighters.
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 11, 2021, 10:01:29 AM
For Ody, will take Wasps over Xyphos most of the time. However I mostly play Ody with all combat skills so fighters do have some bonuses.
Title: Re: Xyphos - The sim queen
Post by: Undead on July 11, 2021, 11:02:05 AM
Xyphos is okay on Odyssey that use fighters as Gradius options or Chmmr zapsats.  Odyssey is primarily a close-range brawler (plasma burn and short-ranged energy weapons), and does not have enough OP to get both Expanded Deck Crew and a viable weapons package, so it needs to focus on guns and treat fighters as a bonus.

Odyssey is one of the few ships where it makes sense to use Mining Pods on.  Xyphos is deluxe pod with burst PD (and ion beam).  May be a bit overpriced compared to other fighters.

Chmmr? From the ur-quan masters? I vaguely remember them when I watched playthroug of that game. And what is zapsat?
Title: Re: Xyphos - The sim queen
Post by: Megas on July 11, 2021, 12:21:59 PM
Chmmr? From the ur-quan masters? I vaguely remember them when I watched playthroug of that game. And what is zapsat?
Yes, from Star Control 2, a.k.a. Ur-Quan Masters.  ZapSats are the three laser satellites that orbit the Chmmr Avatar.
Title: Re: Xyphos - The sim queen
Post by: Linnis on July 11, 2021, 12:53:23 PM
I mean, you get the xyphos for the PD. Ion beams are pretty ok against bombers aswell.

Also add on the fact that they basically hover over ships 80% of the time means they will tank some damage but basically not die.

Great choice on things like odessey or even dominator.
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 11, 2021, 01:44:51 PM
Xyphos are severely limited by the number of charges in their BPDs. Typical Talon+Broadsword pirate wing will overload the defense.
Title: Re: Xyphos - The sim queen
Post by: BarnOwlBlue on July 11, 2021, 04:50:28 PM
I agree with you, it would be nice if they would focus fire what you targeted if set on engage.

They are neat though, by moving in front to protect you if you are venting or are overloaded.

They are great PD, and thanks to thier shields and positioning they rarely die.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 11, 2021, 09:24:29 PM
It's the opposite -- the Xyphos doesn't really shine in small, "easy" battles like in simulation, but they do much better against fleets, especially when outmatched against larger, higher-firepower fleets like [REDACTED].

You have to consider what ion beams do in the first place. They don't do much DPS -- 50 DPS for 200 flux/sec and 12 OP are pretty terrible DPS/flux and DPS/OP ratios. Rather, the whole point is to disable the enemy's attacks. The more powerful the enemy, the more worthwhile it is to disable the enemy's attacks, because the flux war is a matter of maxing out their flux before they max out yours, and they can max out your flux very quickly. So ion beams prevent the enemy from maxing out your flux, allowing you to max out theirs first.

So the Xyphos is very effective when paired with good anti-shield weapons (hard flux is what gets the EMP arcs to trigger), against high-threat targets. That's the use case for them. If you're in a situation where talons/broadswords can overload the enemy, then it's simply too easy of a fight for Xyphos to be worthwhile. You might as well as just go in with some heavy blasters and get it over with quickly.

Generally speaking your ships will be flux-limited in terms of how much weapons you can equip. Especially in a situation where you're trying to output as much damage as possible quickly, it's usually hard to justify spending 400 flux/sec on a beam which doesn't do much damage. So "outsourcing" that flux to fighters is a good way to increase your overall damage output (in this case, to disable enemy weapons) while still staying within your flux budget.

Additionally, ion beams from fighters (like other fighter weapons) can fire through friendly ships, so you don't have to worry about them being blocked. (This is useful toward the end when you're up against Radiants, and the Xyphos in the rear can still help disable weapons even if the ship is blocked by other ships in the way.) You also don't have to worry about the Xyphos dying because they have a range of 0; they stay by your ship instead of running forward and getting killed.

The PD is a nice bonus. Not only is it omnidirectional (as far as I can tell), but it stays active when you're venting. So you can safely vent without worrying (as much) about incoming missiles. They also form a nice screen (when you have multiple ships together), and remove the need to equip PD.

Furies with Xyphos + sabot pods + cryoblaster (optional, otherwise use heavy blaster) make up the bulk of my [REDACTED]-farming fleet, and the Xyphos is the linchpin to making it work, by disabling their offense so that I can get my attacks in. The sabot pods do a lot of hard flux early in the engagement, the Xyphos disables their weapons so they can't attack me much, then my regular weapons kill them. 7 Furies meaning 14 ion beams on the nearest enemy ships to my fleet. The fleet can handle 2 full [REDACTED] fleets pretty easily, and 3 full [REDACTED] fleets with a bit of luck.

(There's no real reason to fight 3 [REDACTED] fleets at once, since I already get the full +500% XP bonus with 2 fleets, but it's just to stress-test the fleet. The main challenge is this. Usually my fleet fights them to their spawn point at the top of the map fairly early on, and basically ends up making a U-shaped formation around their spawn for the rest of the fight. The ship at the top left tip and the top right tip of the U can take a lot of damage suddenly when a new ship spawns in, especially if that ship is a 5-tachyon or 5-autopulse Radiant, before I'm able to get there in time to save them. The AI, of course, doesn't account for it quickly enough to back off -- it thinks that space is a safe spot, and tends to stay there too long even when given a direct order to back away.)

If you find a better fleet composition that can handle multiple [REDACTED] fleets simultaneously, I'm all ears. If you have trouble with [REDACTED] fleets, I'd recommend loading up on Xyphos on many of your fleet ships. The reason for having them isn't going to be apparent when you're going around chasing down pirate frigates. It's more when you're against heavy odds.

First of all, it doesn't benefit from ITU or DTC. If you're using a ship that relies on range the ion beam is probably going to sit idle most of the time.

If your fleet strategy is to snipe at [REDACTED] fleets, I don't think that'll be very successful. Long-range weapons have low damage output by design and they're not going to take out [REDACTED] ships quickly enough, plus enemy ships are going to close in on you quickly anyway; they're not going to stay back and let you snipe away. Ion beams have a range of 1000 su so that's plenty to be in range along with most of your weapons.

Another reason why it's bad is due to they're not controllable in any degree. Even if set to engage they won't engage the carrier's target. Instead they will just happily shoot anything that is closest to the fighter itself.

They can't move forward to engage because they have a range of 0. They're set to stay by the ship. Firing on the closest target is nothing new, it's basically like autofire. They're there to support.

Last but not least, ion beam is not an instant beam. It takes time to extend the beam to full range which means due to the behavior previously described, it may constantly switch target and resulting in more downtime than it should because the beam takes so much extra time to re-extend on target switch.

That's an odd complaint, because beams are generally more than twice as fast as projectiles, plus they continue to track as they extend (as opposed to projectiles, which go in a straight line once they're fired). While you do lose out on the potential damage as they extend, you do more or less 100% of the damage after that. Have you ever observed how often projectiles miss?

Not to mention, the beam speed is 2400 su/sec, so it reaches this distance in 0.42 seconds, so (assuming the target is at a perfect 1000 su away), this means you lose out on...21 damage. Since beams travel faster than projectiles, this will usually be before the projectiles do their hard flux anyway, and the hard flux is what basically "activates" the ion beam in the first place, so you're not really missing out on much. 21 soft flux which the target pretty much instantly regenerates.

If you're having issues with your Xyphos fighters trying to hop around different targets, then you have other problems. Fighters should be fairly quickly dispatched by your fleet, and if you have multiple ships in range that the Xyphos gets confused over, then it's a positioning error on your part. I haven't had issues with the Xyphos picking wrong targets to go after, since generally speaking the closest one is likely the one that I want killed in the first place since that's what you want for proper positioning. The exception is *possibly* when I'm trying to finish off a target before it retreats back behind other enemy ships, but in that case, I'm relying on my weapons for damage, not the ion beam which does little damage in the first place.
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 12, 2021, 03:40:41 AM
Ion canon is 6 OP. Pulser is 11, Beam is 12. Why bother with the built in hangar and 23 OP fighter wing?
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 06:08:05 AM
Something something

You’re over focused on ordo farming which due to enemy AI is forced to do CQC and remnants have terrible fighter support that can’t distract the ion beams. On top of that you’re using fury which most people agree is OP for its cost. With 3 S mods it can easily be over 180 OP in a fit - 50% more than intended. The fury wouldn’t have enough OP to support a converted hangar without S mods and if you really have that much OP to spare why not just use a long bow? It costs merely 1 more OP but is effectively infinite sabot, allowing you to fit things like harpoon. If you really need that emp, just use an ion pulser.
I really don’t want to bring up long bow in fear of them getting nerfed but tbh long bow simply outperforms Xyphos in nearly all circumstances. Sabot has more range, deals more damage and long bows come with burst pd as well. I find in any given fit long bow would outperform Xyphos.
Title: Re: Xyphos - The sim queen
Post by: KDR_11k on July 12, 2021, 06:55:31 AM
I think of the Xyphos as a gun pod for a battle carrier (or a combat ship with spare bays) that wants more PD. Though the Longbow is probably a better deal anyway since its sabots can help your main guns so much. Thanks to the range on those sabot launches it remains operable in direct combat as it barely moves past the front of the carrier's shields. I wouldn't rely on the longbow for PD since it'll be out of the fight for a while after launching its missile which it will do even on Regroup if you're close enough but the flux savings from not needing to deal all that kinetic damage can be used to power potent PD instead.

IIRC I got some use out of the Xyphos on a Prometheus Mk2 since that has pretty meh PD coverage and flux stats.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 12, 2021, 09:43:16 AM
Something something

I take it then you can't counter any of the specific points I brought up.

You’re over focused on ordo farming which due to enemy AI is forced to do CQC and remnants have terrible fighter support that can’t distract the ion beams.

That's because it's the endgame content so it makes sense to build your fleet around the hardest content in the game; if a fleet can handle the hardest content the game has to offer, it can handle pretty much anything else (with very few, specific exceptions). It's much easier for an endgame-capable fleet to "punch down" on regular pirate/faction fleets than it is for regular fleets to "punch up" to endgame.

Thus, in forum discussions about how to build your fleet, it makes sense to focus on endgame-capable fleets.

Also, the [REDACTED] fleets that I use to stress-test my fleet has a total of 34 fighter wings (and 77 ships). The majority are Sparks which have 5 fighters per wing. I fail to see how that is "terrible fighter support".

On top of that you’re using fury which most people agree is OP for its cost. With 3 S mods it can easily be over 180 OP in a fit - 50% more than intended.

In case you're unaware, s-mods were introduced in version 0.95a and every ship can use 2 s-mods at the start, with a 3rd one available from the Special Modifications skill. In other words having 3 s-mods is very much "intended", in the same way that having a Radiant in your fleet is "intended". I don't recall you going into Radiant threads complaining that they're not intended, though.

I bring up the Fury because in the current version, it's a convenient platform to demonstrate this loadout strategy. In other words so that anybody can go into Console Commands, make a bunch of Furies, equip them the way I stated, and go out [REDACTED]-hunting and see this type of loadout strategy in action. But it works just as well using Falcon (P)'s, or now I'm also working on optimizing it with regular Falcons (since Alex has said the Fury and the Falcon (P) will increase in cost from 15 to 20 DP in the next patch).

What's funny is that on a lark, I took my current fleet, sized for 320 battle size, and then redid the same fight on 400 battle size, and it still works (although I have to spend more time babysitting ships that go out of position.), and this is with the current version where Radiants cost 40 instead of 60 DP. So it will work just as well even after Furies get bumped up to 20 DP in the next patch.

The fury wouldn’t have enough OP to support a converted hangar without S mods and if you really have that much OP to spare why not just use a long bow? It costs merely 1 more OP but is effectively infinite sabot, allowing you to fit things like harpoon.

Because longbows go out in front of the ship and die. Great when the enemy fleet doesn't have much anti-fighter support, but do you really want to send longbows in toward multiple wings of Sparks?

If you really need that emp, just use an ion pulser.

Let me get this straight. One of your arguments against the Xyphos was that the ion beam (range of 1000) is too short-ranged since it's unaffected by ITU and ends up being idle on long-range ships. But now you're recommending ion pulser (range of 400)? Even with ITU, that comes out to a range of 560 on a cruiser. Gunnery Implants is unlikely since that means you can't take Energy Weapon Mastery, which is superior. You're going to have to get into melee range to disable their weapons, which means you'll be in the range of multiple enemy ships.

I really don’t want to bring up long bow in fear of them getting nerfed but tbh long bow simply outperforms Xyphos in nearly all circumstances. Sabot has more range, deals more damage and long bows come with burst pd as well. I find in any given fit long bow would outperform Xyphos.

Longbows are nice because they're an anti-shield fighter (very important against [REDACTED]), but they're also fairly fragile. Also of course the other component of my loadout was sabot pods -- it's Xyphos + sabot pods as a combination that works so well. So it already has anti-shield, what it lacks is anti-weapon (which is what Xyphos provides).

If you think longbows are that much better, then give your ship/loadout using longbows that can go up against multiple [REDACTED] fleets. I've already given one using Xyphos. It should be pretty easy if longbow "outperforms Xyphos in nearly all circumstances" right?
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 10:54:26 AM
You’re not even trying :-[
Ion pulser range is 500 and anyone who has used it knows it.
And I just gave you the fit: replace your HB with IP, replace your Xyphos with long bow and replace your sabot pod with harpoon pod (or reaper if you trust AI using it - I don’t).
IP is short range because you’re already fighting short range, so the “extra” range on xyphos is not needed. It’s not even a counter argument.
As OP stated, it’s not good for kiting, so your use of it in a CQC ship is somewhat legit. But again, in such scenarios a long bow can safely launch its payload without even leaving the mothership shield range, rendering long bow a superior choice.

Edit: or if you find there’s already sufficient emp from long bow, phase lance is also a decent choice which has range on par with HB while being more flux efficient and can benefit from advanced optics if you so desire.
And btw an officer can has both tech skills, idk why you would mention it.
Title: Re: Xyphos - The sim queen
Post by: Linnis on July 12, 2021, 11:17:39 AM
Xyphos let you vent flux while stopping small threats like a bomber wing or a frigate. It is PD that can fire when venting flux.

That's very very useful.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 11:24:33 AM
Xyphos let you vent flux while stopping small threats like a bomber wing or a frigate. It is PD that can fire when venting flux.

That's very very useful.
If you only want PD wouldn’t wasp or talon work better?
Maybe even mining pod auxiliary as sheer meatshields - they’re actually quite decent in that regard.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 12, 2021, 12:17:50 PM
Longbows from a converted hangar don't last all that long in AI hands. 

They are slow at speed 134 (200*0.67), so many frigates out run them and their attack runs take more time, and they take 50% more damage on those runs.  Since we are discussing converted hangar, they are one wing to a ship, they won't coordinate strikes.   So in AI hands, converted longbows are not infinite sabots.  Essentially, after the first minute of engagement, you will have far fewer longbow wings as they'll be taking 36 seconds or more to respawn a single fighter.  You'll probably get an unenchanced sabot pods worth out of them before CR starts ticking down on a Fury.  The AI is far too willing to send them off to attack ships, and in a large battle, that means bomber losses.  Xyphos have much higher up time, and are likely to still have a pair up at the end of fight.

There's a similar problem with wasps and talons, in that they get sent off and get blown up, ticking down fighter respawn rate.  They're arguably better initially, but for the long haul, Xyphos will tend to win the attrition war.

And I just gave you the fit: replace your HB with IP, replace your Xyphos with long bow and replace your sabot pod with harpoon pod (or reaper if you trust AI using it - I don’t).
IP is short range because you’re already fighting short range, so the “extra” range on xyphos is not needed. It’s not even a counter argument.

So I tried this in the AI battles mission. 10 Furies vs 10 Furies, no skills, simulated 2 s-mods.
1 Heavy Blaster, 2 Sabot Pods, Xyphos, Converted Hangar, Hardened Shields, Integrated Targeting Unit, and Shield Conversion-Front.  To simulate 2 s-mods (+33 OP), I threw on 19 capacitors and 21 vents.

Versus

1 Ion Pulsar, 2 Harpoon Pods, Longbow, Converted Hangar, Hardened Shields, Integrated Targeting Unit, Shield Conversion-Front, 19 capacitors and 21 vents - although this doesn't really have enough guns for it's flux capacity at all.

So I took some liberties with your suggestion and also did a run with 2 Ion Pulsars, 1 Harpoon Pod, Longbow, same mods, 39 capacitors and 0 vents (still only 490 sustained flux usage out of 600 dissipation).

In very limited testing (i.e. 1 match each), the Xyphos Furies won with only 1 Fury lost, and then against the second build, the Xyphos again won with 6 Furies lost.  The longbows came out strong, but after the initial wave, basically did nothing as they were too sporadic to do much - they consistently got shot down by the Xyphos, although they'd tend to release their payload on the way - but respawn times just kept going up.

And btw an officer can has both tech skills, idk why you would mention it.

I mean, with a very specific leadership skill and hiring and firing officers until you roll the double tech skill option, this is true.  However, if you're running a pure Fury fleet, that typically means grabbing +2 officers instead of +1 level.  And doubling down on leadership probably isn't as good as going down combat, leadership and tech for a Fury fleet + player flagship.  So for most players it is likely they won't have 10 Fury officers with both Gunnery Implants and Energy weapon mastery.

Anyways, for battle "carriers" with converted hangars and 1 fighter, I would tend to avoid bombers and go for a pure support fighter, like a Xyphos or a Mining Pod.  At least for end game grind fests.  If you're just going for an initial shock and awe and expect to win in the first minute, Longbows will likely serve you better.

Actually, the ships that probably benefit most from Xyphos are low tech front line ships, like Enforcers, Dominators, and Onslaughts.  They don't have access to cheap and efficient ion damage otherwise, but can benefit greatly from knocking the engines out on faster enemy ships while their shields are still up.  They've already got missiles covered (especially with s-mods and officer skills - 36 sabots on an Enforcer doesn't really need more from longbows).  They also tend to have excessive amounts of OP, so converted hangar is a reasonable addition.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 12:49:06 PM
Have you tried one sabot pod, one harpoon pod and one ion pulser with long bow?

Edit: your setups are not fair at all, as the role distribution is not the same.
A HB represents finisher/A Xyphos represents emp source and a sabot pod represents a shield breaker.
In that regard, none of your proposed fit was giving the same role distribution.
I would expect two HB against two harpoon;
Two sabot fit against a long bow and a sabot.

I would admit it’s partially my fault not specifying the three medium slots but a generic “replace sabot pod(no s) with harpoon pod(no s).

Edit 2: in fact, let’s just host a “best fury fit contest” and I’d put my bet on a fury not even using converted hangar.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 12, 2021, 01:50:56 PM
Have you tried one sabot pod, one harpoon pod and one ion pulser with long bow?

Edit: your setups are not fair at all, as the role distribution is not the same.
A HB represents finisher/A Xyphos represents emp source and a sabot pod represents a shield breaker.
In that regard, none of your proposed fit was giving the same role distribution.
I would expect two HB against two harpoon;
Two sabot fit against a long bow and a sabot.

I would admit it’s partially my fault not specifying the three medium slots but a generic “replace sabot pod(no s) with harpoon pod(no s).

Edit 2: in fact, let’s just host a “best fury fit contest” and I’d put my bet on a fury not even using converted hangar.

Quick run shows Xyphos still winning with only 2 losses (again very small sample size of 1 fight) versus 1 Harpoon pod, 1 Sabot Pod, 1 Ion Pulsar, Longbow, Converted Hangar, Hardened Shield, Integrated Targeting Unit, Shield Conversion - Front, 39 vents. 0 caps.

I admit it is hard to intuit what people are doing with incomplete loadout descriptions.  I'm for example assuming ITU and shield conversion, but people could arguably skip those.  Also, linked or unlinked Harpoons + Sabots?  These all can have fairly substantial impacts. 

Actually, I'd argue with sufficient flux dissipation, a heavy blaster is both a shield breaker and a finisher.  Also, the missiles are very limited in this example.  I could go 3 s-mod and throw on expanded missile racks, and put Missile specialization officers on all the ships to give them triple missile capacity, although I doubt it'll change things much.  This fight really favors more sabots given the shields tend not to go down unless ganged up on significantly.

However, at the end of the day we're discussing the Xyphos versus Longbow, and well, I again submit converted hangar Longbows do not act as sustained shield breakers in long, drawn out fights.  Especially up against a sufficient number of anti-fighter fighters or a decent PD screen.

At the end of the fight, all the Xyphos ships are sitting at 100% fighter and the longbows are sitting at 30% (which means 18/0.3=60 seconds per Longbow respawn).  Since a Fury on Fury fight is a long one (tanky and maneuverable means they don't die easily), the attrition adds up.  Plus the shield piercing on the Ion beams which the Ion pulsars don't have leads to an early flame out and earlier death, which starts to snowball.  Also, sustained damage is important in this fight, and a single Heavy blaster does more than twice the sustained damage of an Ion pulsar once the missiles run out.

Without full information, it's hard to replicate what people are actually doing in campaign.  Officer and fleet skills, s-mods, weapon placement, etc.  Personally, I tend towards a pair of ion cannons (12 OP and 120 flux/second versus 32 OP for Xyphos + converted hangar) that have their EMP doubled by Target Analysis Elite effect (1600 EMP per second), and slap on Safety Overrides with the extra OP and some shaved capacitors/vents.  With s-mods and officers skills, you can have a comfortable 2x Heavy Blaster + 2x Ion cannon sustained setup.  While in range, 1 Heavy blaster is 500 shield DPS.  A Sabot pod without missile specialization is 444 shield DPS while the missiles last.  But those setups are heavily dependent on s-mods, officer skills, and fleet skills to keep the fighting time up.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 02:14:01 PM
Um, why 39 vent using single ion pulser? Shouldn’t it go 39 cap instead?
It only has 200 sustained flux usage - much lower than a single HB
Your fit is no different from 0 cap 0 vent as it can rarely build any soft flux unless you’re also using amb or some other flux intensive small energy.

Converted hangar favors support fighters since they nearly never take losses.
However, they lose out to non-converted hangar fits most of the time thus voiding the comparison to long bows in the first place. Ah, I took the bait.

Edit: Can AI war set AI behavior? Ion pulser almost requires aggressive+ officers to make them not be cringe and get flux locked from beams.

Edit 2: In fact they may just lose to the exact same fit (single HB one) but replacing Xyphos with mining pod auxiliary as tons of mining pods making perfect distractions and allowing the ship itself having much more OP to work with. I’d argue mining pod is the best vanilla fighter for converted hangars.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 12, 2021, 02:54:32 PM
Um, why 39 vent using single ion pulser? Shouldn’t it go 39 cap instead?
It only has 200 sustained flux usage - much lower than a single HB
Your fit is no different from 0 cap 0 vent as it can rarely build any soft flux unless you’re also using amb or some other flux intensive small energy.

Converted hangar favors support fighters since they nearly never take losses.
However, they lose out to non-converted hangar fits most of the time thus voiding the comparison to long bows in the first place. Ah, I took the bait.

Edit: Can AI war set AI behavior? Ion pulser almost requires aggressive+ officers to make them not be cringe and get flux locked from beams.

Sorry, typo, I meant 39 capacitor.  Too used to typing maxed vents. :) 

Yes, AI war can set AI behavior.  Not sure if it's been setup to handle the new skills yet though - haven't played with that.

AI were set to aggressive.  Here's a copy/paste from the files, which is less likely to have a human induced transcription error.  Note, the game wouldn't let me put 39 capacitors normally, so I fudged with flux coil adjunct which is effectively +9 caps.

fury_longbow.variant:
{
    "displayName": "Custom",
    "fluxCapacitors": 30,
    "fluxVents": 0,
    "hullId": "fury",
    "hullMods": [
        "converted_hangar",
        "frontemitter",
        "hardenedshieldemitter",
        "targetingunit",
      "fluxcoil"
    ],
    "permaMods": [],
    "sMods": [],
    "variantId": "fury_longbow",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 001": "harpoonpod"}
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 002": "sabotpod"}
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 000": "ionpulser"}
        }
    ],
    "wings": ["longbow_wing"]
}
[close]

"Longbow Fleet setup:"

aquiredRound,refittedRound,defaultPersonality,variantID,shipName
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
1,1,aggressive,fury_longbow,
[close]

"fury_xyphos.variant"
{
    "displayName": "Custom",
    "fluxCapacitors": 21,
    "fluxVents": 19,
    "hullId": "fury",
    "hullMods": [
        "converted_hangar",
        "frontemitter",
        "hardenedshieldemitter",
        "targetingunit"
    ],
    "permaMods": [],
    "sMods": [],
    "variantId": "fury_xyphos",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
                "WS 001": "sabotpod",
                "WS 002": "sabotpod"
            }
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 000": "heavyblaster"}
        }
    ],
    "wings": ["xyphos_wing"]
}
[close]

"Xyphos fleet setup"
aquiredRound,refittedRound,defaultPersonality,variantID,shipName
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
1,1,aggressive,fury_xyphos,
[close]
Title: Re: Xyphos - The sim queen
Post by: Retry on July 12, 2021, 03:28:20 PM
First of all, it doesn't benefit from ITU or DTC.
Do you want 1800 range Xyphos Swarm shenanigans?  Because that's how you get 1800 range Xyphos Swarm shenanigans.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 03:28:57 PM
Honestly I don’t know what we’re discussing about anymore.

The original statement was about Xyphos not good in any scenarios as there’s always something better.
So far there are two challengers: Xyphos Odyssey and C_Xyphos Fury, the later is dedicated for Remnant farming.
I have not commented on the former atm. Uh, not until this reply.
For the latter I think all I need to do is use a non-converted hangar fit in campaign that do better to beat the argument. A fury vs fury fit proves nothing as it’s not the same as the use case the challenger is arguing for. The reason I brought up long bow is due to Odyssey - I tried making a good Xyphos Odyssey fit but always find long bow with the exact same fit superior to Xyphos, thus made the bold assumption that converted hangar will be the same - it’s not the same due to the loss of speed and increased damage taken. I also did not account for shield sizes - Odyssey obviously has a much better coverage to protect long bows.

All I need to do now is prove that converted hangar cringe?
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 03:30:47 PM
First of all, it doesn't benefit from ITU or DTC.
Do you want 1800 range Xyphos Swarm shenanigans?  Because that's how you get 1800 range Xyphos Swarm shenanigans.

I tried a Legion with 6 1800 ranged Xyphos shenanigans (No s mod though) - and it cannot beat a sim maelstrom :(
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 12, 2021, 04:03:09 PM
Honestly I don’t know what we’re discussing about anymore.

The original statement was about Xyphos not good in any scenarios as there’s always something better.
So far there are two challengers: Xyphos Odyssey and C_Xyphos Fury, the later is dedicated for Remnant farming.
I have not commented on the former atm. Uh, not until this reply.
For the latter I think all I need to do is use a non-converted hangar fit in campaign that do better to beat the argument. A fury vs fury fit proves nothing as it’s not the same as the use case the challenger is arguing for. The reason I brought up long bow is due to Odyssey - I tried making a good Xyphos Odyssey fit but always find long bow with the exact same fit superior to Xyphos, thus made the bold assumption that converted hangar will be the same - it’s not the same due to the loss of speed and increased damage taken. I also did not account for shield sizes - Odyssey obviously has a much better coverage to protect long bows.

All I need to do now is prove that converted hangar cringe?

I will point out I did mention putting converted hangar on low tech front line ships like Enforcers and Onslaughts as well, not just Furies, to add some significant ion damage into the mix when you can't just stick an ion cannon or ion pulsar on.

As for the testing scenario, I don't know how off hand to setup a mission replicating an Ordo and full fleet skills for both sides, and well, I don't feel like doing save game editing, using mod commands to poof the fleet into existence, or actually running the fights.  A straight up head to head on an even playing field I can setup in 1 minute with a text editor and let play out in the background and come back to it once it's done.

I admit, I'll be interested in hearing your repeatable methodology for in campaign testing.  Although, the existence of something better doesn't necessarily mean everything less effective is pointless or useless.  I don't feel like the fact that I can beat a triple Radiant Ordo with a solo Doom necessarily invalidates every other ship and weapon in the game.

Maybe a better way to phrase the question is to phrase it in terms of an action.  Do you want to see something changed in the game to make the Xyphos balanced with something else?  I would not doubt you if you said that a safety override setup is going to do better than a converted hangar setup, for example.  But I think that's probably true of many wings you might put into that converted hangar, and speaks more towards the balance of safety overrides.
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 12, 2021, 04:08:38 PM
it's Xyphos + sabot pods as a combination that works so well. So it already has anti-shield, what it lacks is anti-weapon (which is what Xyphos provides)

It is not about Xyphos really. Fury has one of the best flux density per DP. It is like small Radiant. Sabots provide flux free anti shield damage, boosting ship's efficiency even further. It also has anti-weapon capabilities since it has EMP damage component. Xyphos does not provide much to the mix. Not for their cost.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 04:40:03 PM
Maybe a better way to phrase the question is to phrase it in terms of an action.  Do you want to see something changed in the game to make the Xyphos balanced with something else?  I would not doubt you if you said that a safety override setup is going to do better than a converted hangar setup, for example.  But I think that's probably true of many wings you might put into that converted hangar, and speaks more towards the balance of safety overrides.
Then it would become a suggestion thread not a GD.

Xyphos lies in an extremely odd position where it has the weapon with 1200 range. Not long enough to play kite but weird to play CQC. It’s simply something not made for min-maxing but this game is all about min-maxing.
Title: Re: Xyphos - The sim queen
Post by: Amoebka on July 12, 2021, 04:44:38 PM
The main and only benefit of Xyphos is the fact that it's the only fighter that's glued to its carrier (inb4 mining pods). Often you want a fighter wing on your warship just to provide PD, and Xyphos is the only real option. You would think Wasp/Spark/Longbow are better, but in reality the braindamaged AI will simply send them across the map into enemy flak at the first opportunity. With Xyphos, it CAN'T suicide the wing, so it actually does the job you want it to do - provide PD for the mothership.
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 07:12:47 PM
Quote from: Hiruma
So I find something interesting
The Xypohs can deter even reckless AI from closing in - the non-Xyphos side would simply get ganged on regardless of AI assigned.
However, if you simply assign a full assault on the non-Xyphos side and just aggressive officer:
(https://icecube-eu-286.icedrive.io/thumbnail?p=DeGCMVaRLf1YSckV3q%2FlptMz47SkIpjwdIsM2TSECt9ST020YKbuCcNiYTStsmnGar3XAy65GSebe6t%2FwQzxG%2FbIz5iH1fIfP%2BiXsuLsxcusG6ctr9iQg6ej1uMuyM8L&w=1280&h=1280&m=cropped)

fury_pog.variant
{
    "displayName": "Pog",
    "fluxCapacitors": 21,
    "fluxVents": 30,
    "hullId": "fury",
    "hullMods": [
        "converted_hangar",
        "frontemitter",
      "hardenedshieldemitter",
      "targetingunit",
    ],
    "permaMods": [],
    "sMods": [],
    "variantId": "fury_pog",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
                "WS 001": "sabotpod",
                "WS 002": "sabotpod"
            }
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 000": "heavyblaster",
                "WS 003": "ioncannon",
                "WS 004": "ioncannon"
            }
        }
    ],
    "wings": ["mining_drone_wing"]
}
[close]

So do I get to claim mining pod is the best fighter?

Edit: tested the same for the following fit
fury_longbow.variant
{
    "displayName": "Custom",
    "fluxCapacitors": 19,
    "fluxVents": 20,
    "hullId": "fury",
    "hullMods": [
        "converted_hangar",
        "frontemitter",
      "hardenedshieldemitter",
      "targetingunit",
    ],
    "permaMods": [],
    "sMods": [],
    "variantId": "fury_longbow",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
            "WS 001": "sabotpod",
            "WS 002": "sabotpod"
         }
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 000": "heavyblaster"}
        }
    ],
    "wings": ["longbow_wing"]
}
[close]
By assigning full assault the long bow side is either getting a close match (6-8 / 8-6) or a crushing victory if the initial engagement went well.

I wonder if Xyphos has similar deterring effect against remnants - let me assign the impossible fearless personality and give it a try.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 12, 2021, 07:56:22 PM
Quote from: Hiruma
So I find something interesting
The Xypohs can deter even reckless AI from closing in - the non-Xyphos side would simply get ganged on regardless of AI assigned.
However, if you simply assign a full assault on the non-Xyphos side and just aggressive officer:

So do I get to claim mining pod is the best fighter?

Well, that tells us that reckless and full assault AI with mining pods is better than aggressive AI with Xyphos.

So I used your POG file, and stuck it into AI battles, and set the timeout to 10 seconds (at timeout all ships are set to reckless and orders are changed to full assault for both sides).

"I edited the last line of round_data.csv to be"
1,TRUE,13,1,FALSE,FALSE,TRUE,TRUE,FALSE,TRUE,FALSE,TRUE,10,FALSE,TRUE,TRUE,400000,200000,FALSE,1000,5,FALSE,15,5,4,3,2,1,2,2,1,1,0
[close]

Ran the fight three times.  One time the POG Mining Pods won with 6 losses, and the other two the Xyphos won with 4 losses and 7 losses. 

So what I think that shows is that the AI aggression level and orders is more important than the fitting differences between Mining Pods and Xyphos, and that when using the same level of AI aggression Mining Pods and Xyphos are pretty close to balanced.  The extra vents and caps the Mining Pods allow for is counter balanced by the shield piercing Ion beams shutting down weapons and engines before the shields actually flux out. 

The way it breaks one way or the other looks highly dependent on who gets the first kill and starts to snowball.

[attachment deleted by admin]
Title: Re: Xyphos - The sim queen
Post by: Sutopia on July 12, 2021, 09:19:16 PM
Quote from: Hiruma
So I find something interesting
The Xypohs can deter even reckless AI from closing in - the non-Xyphos side would simply get ganged on regardless of AI assigned.
However, if you simply assign a full assault on the non-Xyphos side and just aggressive officer:

So do I get to claim mining pod is the best fighter?

Well, that tells us that reckless and full assault AI with mining pods is better than aggressive AI with Xyphos.

So I used your POG file, and stuck it into AI battles, and set the timeout to 10 seconds (at timeout all ships are set to reckless and orders are changed to full assault for both sides).

"I edited the last line of round_data.csv to be"
1,TRUE,13,1,FALSE,FALSE,TRUE,TRUE,FALSE,TRUE,FALSE,TRUE,10,FALSE,TRUE,TRUE,400000,200000,FALSE,1000,5,FALSE,15,5,4,3,2,1,2,2,1,1,0
[close]

Ran the fight three times.  One time the POG Mining Pods won with 6 losses, and the other two the Xyphos won with 4 losses and 7 losses. 

So what I think that shows is that the AI aggression level and orders is more important than the fitting differences between Mining Pods and Xyphos, and that when using the same level of AI aggression Mining Pods and Xyphos are pretty close to balanced.  The extra vents and caps the Mining Pods allow for is counter balanced by the shield piercing Ion beams shutting down weapons and engines before the shields actually flux out. 

The way it breaks one way or the other looks highly dependent on who gets the first kill and starts to snowball.
I agree.
The long bow fit with both sides reckless (no full assault) result in 50-50 and the outcome is solely determined by the initial engagement.
However, playing with long bow reckless and Xypohs aggressive results in long bow winning 3/3.

Reckless officer best officer?
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 12, 2021, 10:19:52 PM
Ion pulser range is 500 and anyone who has used it knows it.

Whoops, had a brain fart and was thinking of cryoflamer when I typed it, but the point still stands, it's a short range weapon. Numbers change slightly but the main point is still the same: you criticized Xyphos's 1200-range ion beam (edit: I keep forgetting about Xyphos's Advanced Optics) as too short since it's not affected by ITU, yet you consider ion pulser's 500 (700 with ITU) good enough as a counterargument.

And I just gave you the fit: replace your HB with IP, replace your Xyphos with long bow and replace your sabot pod with harpoon pod (or reaper if you trust AI using it - I don’t).
IP is short range because you’re already fighting short range, so the “extra” range on xyphos is not needed. It’s not even a counter argument.
As OP stated, it’s not good for kiting, so your use of it in a CQC ship is somewhat legit. But again, in such scenarios a long bow can safely launch its payload without even leaving the mothership shield range, rendering long bow a superior choice.

Did you ever actually try this out in combat before proclaiming it to be better? I went and built a fleet of Furies (ion pulser, 2 harpoon pods, IR pulse lasers, longbow) and tried it out against my 2-Ordos test fleet, and the results were pretty much as expected: The longbows are fine early on but they die quickly as they're sent out, thus they're relegated to 30% irrelevancy for basically the rest of the fight. So much for them staying close by just because their mother ship has short-range weapons. The AI will spam harpoons against early weak targets, resulting in a lot of overkill and wasting them. Thus for the rest of the fight, the Furies are basically limping along with their 2 IR pulse lasers and their ion pulser. By the time peak time hit (510 seconds), the enemy still outnumber the fleet on DP and the Radiants haven't even shown up yet.

I've attached a screenshot of the moment peak time dropped to 0 seconds. You can see (lower right, bottom bar of radar) that the red bar (enemy) is still larger than the fleet (green). You can also see that all the Furies are pretty much at 30% for fighters, and no Radiants have appeared yet. Nor have the Furies clustered around the spawn point (using Xyphos + sabot pods + heavy blaster, they'll kill so fast that they're clustered around the spawn point by the time Brilliants start showing up en masse, basically killing ships as they spawn in). So it can't even handle 2 Ordos fleets, much less 3.

You can see this play out on a small scale by trying it in simulation under AI control against an Astral. Xyphos/sabot wins (eventually the Astral runs out of squalls, and fighters to an extent, Fury gradually approaching all the while, eventually Fury gets close enough to sabot the Astral directly and then it's dead), while Longbow/Harpoon basically runs down to 30% early on and eventually dies because it doesn't have enough firepower.

And btw an officer can has both tech skills, idk why you would mention it.

If you're doing it via Officer Training, then you're giving up at least one of Systems Expertise/Missile Spec (very important for flagship depending on which it is), Special Modifications (extra s-mod for all ships), and/or Reliability Engineering (+5% damage dealt, -5% damage taken, +5% speed, etc. for flagship). Perhaps you don't care enough about your flagship to optimize it when possible, but that's giving up a lot when the flagship is the single most important ship in the fleet.

If you're doing it with 5 officer skills, then you're giving up at least one of Target Analysis (extra damage), Shield Modulation (-20% damage taken by shields), Missile Specialization (+100% missile ammo capacity), or Reliability Engineering (+5% damage dealt, -5% damage taken, +5% speed, etc.). I don't see how any of these is less important than +15% range, which actually ends up being +11% overall on a cruiser with ITU.

I admit it is hard to intuit what people are doing with incomplete loadout descriptions.  I'm for example assuming ITU and shield conversion, but people could arguably skip those.  Also, linked or unlinked Harpoons + Sabots?  These all can have fairly substantial impacts. 

My Fury setup is:
Weapons: 1 Heavy Blaster, 2 Sabot Pods (linked), 2 IR Pulse Lasers, 1 Xyphos (if you have Cryoblaster, I highly recommend that over Heavy Blaster)
Built-in hullmods: Expanded Missile Racks, Hardened Shields, Integrated Targeting Unit
Other mods: Shield Conversion - Front, Solar Shielding, Converted Hangar
11 Capacitors, 10 Vents (although I still experiment with the exact mix from time to time)
Officer skills: Target Analysis (Elite), Shield Modulation, Missile Specialization, Energy Weapon Mastery, Reliability Engineering

My skills are (all elite where applicable):
Combat: 1L 2L 3L 4L 5R
Leadership: 1L 2L 3L
Technology: 1L 2R 3L 4L 5L
Industry: 1R 2R

I use 7 of them. Usually my fleet will also have a flagship and an "other" ship that's somewhat "bigger" or more important than the Furies. My flagship has typically been Aurora or Doom, whereas the other ship depends on whatever I feel like trying out or seeing how the AI handles it (Champion, Aurora, Doom, Onslaught, Legion, etc., I've tried out a lot of different things). A bunch of different loadouts work. But the main backbone of the fleet is the Furies. Or Falcon (P)'s using a similar setup (Xyphos + sabot pods), but Fury has better finisher in the heavy blaster (or cryoblaster when you get it). Messing around with doing it with a regular Falcon now, which won't get the fun sabot spam, but has ballistics to help make up for it. This fleet handles 2 Ordos fleets fine. If I use a Doom and switch out the heavy blasters on the Furies for cryoblasters, then it handles 3 Ordos fleets.

Converted hangar favors support fighters since they nearly never take losses.
However, they lose out to non-converted hangar fits most of the time thus voiding the comparison to long bows in the first place. Ah, I took the bait.

Eh, you're the one who brought up using longbows instead, so I guess you took your own bait. You still haven't come up with a loadout that's better than Xyphos.

Honestly I don’t know what we’re discussing about anymore.

The original statement was about Xyphos not good in any scenarios as there’s always something better.
So far there are two challengers: Xyphos Odyssey and C_Xyphos Fury, the later is dedicated for Remnant farming.
I have not commented on the former atm. Uh, not until this reply.
For the latter I think all I need to do is use a non-converted hangar fit in campaign that do better to beat the argument. A fury vs fury fit proves nothing as it’s not the same as the use case the challenger is arguing for. The reason I brought up long bow is due to Odyssey - I tried making a good Xyphos Odyssey fit but always find long bow with the exact same fit superior to Xyphos, thus made the bold assumption that converted hangar will be the same - it’s not the same due to the loss of speed and increased damage taken. I also did not account for shield sizes - Odyssey obviously has a much better coverage to protect long bows.

All I need to do now is prove that converted hangar cringe?

No. The original statement is you claiming that Xyphos is overpriced and only good in simulation. I claim it's the opposite, i.e. you need to take it out to full fleet-on-fleet combat to see it shine. You won't really see its worth in simulation nor against simple, easy fleets. My position is based on testing out a bunch of different fleet setups (ships, weapons, etc.) against full [REDACTED] fleets; in other words, practical, full fleet combat use. I went through the logic behind the use of the Xyphos. I explained the logic for testing against [REDACTED], that if you have a fleet that can handle [REDACTED] (in this case, 2 full Ordos fleets at once), then it can handle anything easier than that -- which means pretty much the entire game, barring possibly a couple of specific exceptions. (I've never tried it against that phase fleet, because I never encountered it while doing the quest, and I've finished the quest now so I can't go back and test it out.) So it's not "dedicated for Remnant farming", it's "can handle everything up to and including Remnant farming", a very big difference. Nobody is interested in finding out whether A or B is better for killing a pirate Lasher, because there are a million ways to do it. I explained that Xyphos is the key to making this loadout strategy work, and why. That's the relevance of using Xyphos. And this is based on "real world" experience, so to speak.

If you're able to find a fleet loadout that's better, I'm all ears. I'm always looking for a better fleet setup. Converted hangar or not doesn't matter. Fury or not doesn't matter. Fury as a platform is just for convenience, multiple ships can work.

Edit: forgot the screenshot. Edit2: Keeping forgetting that Xyphos ion beam is actually 1200 range due to Advanced Optics.

[attachment deleted by admin]
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 13, 2021, 12:08:41 AM
Have you tried to implement your Xyphos setup on the Eagles?
Title: Re: Xyphos - The sim queen
Post by: Yunru on July 13, 2021, 12:38:00 AM
If you're doing it via Officer Training, then you're giving up at least one of Systems Expertise/Missile Spec (very important for flagship depending on which it is)
Sorry but no, the officer skills are the single least important for a player to take when dealing with AI vs. AI.

Outside of player control, you just use an officer.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 13, 2021, 01:22:24 AM
Have you tried to implement your Xyphos setup on the Eagles?

Nope, haven't tried yet, but I suspect Eagles will end up being a bit too slow to chase down frigates, leading to them being spread out too much. I may try it out after the next patch, while re-evaluating Fury, Falcon (P), Falcon, and other ships for combat effectiveness.

Sorry but no, the officer skills are the single least important for a player to take when dealing with AI vs. AI.

Not sure what you mean, this is fleet on fleet combat in campaign, not sim, yes the player is controlling one of the ships. That's why I took the whole combat line; the flagship usually does around 30-40% of the damage of the whole fleet, far more than any other ship, and is pivotal to the outcome of the battle.

When I'm using an Aurora I get Missile Specialization for more antimatter missiles, when I'm using a Doom I get Systems Expertise for the buff to mines. Either of those is more important than getting my officers another skill.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 13, 2021, 10:05:36 AM
I agree.
The long bow fit with both sides reckless (no full assault) result in 50-50 and the outcome is solely determined by the initial engagement.
However, playing with long bow reckless and Xypohs aggressive results in long bow winning 3/3.

Reckless officer best officer?

It is a good point.  Going Reckless plus the Full assault command helps the Longbow Furies capitalize on that first wave.

Reckless officers are often the best choice for winning a balanced AI vs AI match.  Also if you want ships to better follow your orders to engage despite heavy opposition.  Less so if you it's a 2 to 1 scenario and the objective is to minimize casualties for the side with twice the firepower.

All told, I'm definitely seeing Xyphos provide value in these engagements, at least on par with their OP cost compared to other fighters, which is what you'd want in a balanced game I think.  Mining pods work by being distractions and absorbing firepower.  Longbows provide an initial burst of more kinetic damage.  Xyphos knock out weapons and engines over the long haul while also shooting down the occasional missile.

I happen to like these approximate mirror matches with the item under test being the only real change (i.e. Xyphos vs Longbow vs Mining Pod), since the signal to noise tends to be higher in the results.  Essentially which won is your metric.   Otherwise you have to start keeping track of things like kill speed, hull condition, CR remaining, crew losses, and so forth to determine which is "better".  It also adds more variables.  Are Xyphos weak or say, Safety Overrides or Expanded Missile racks too strong?  That was way more effort than I wanted to put in.

If you're doing it via Officer Training, then you're giving up at least one of Systems Expertise/Missile Spec (very important for flagship depending on which it is)
Sorry but no, the officer skills are the single least important for a player to take when dealing with AI vs. AI.

Outside of player control, you just use an officer.

The one who brought up AI vs AI was me.  Mostly because accounting for player skill is nearly impossible in a repeatable, testable fashion across different players.

I saw a testable hypothesis, i.e. Longbows, sabot, harpoon, Ion pulsar is better than Xyphos, Heavy blaster, sabot x2, and decided to run some repeatable tests that others could also do if they wanted.  I happen to like data when discussing a balance point (i.e. Xyphos are the "most useless").

Admittedly, the data at best could show Xyphos are not useless.  Even if they didn't perform as well in a near mirror match, that's just saying something about two particular setups.  Essentially saying there's a better loadout in the campaign is kind of meaningless if you want to say a particular fighter wing is "most useless".  One might imagine the parameter space of fleet setups in the game, running through all permutations of ship choices, loadouts, skills, and tactics employed by the player.  If one had a ranking methodology (although with a game as complex as Starsector it's hard to imagine what a clean ranking methodology might be), one might imagine one particular setup being the best in that parameter space, and everything else performing worse.  The existence of one hypothetical best setup doesn't imply that everything less effective is the most useless.  It doesn't even imply that they are useless in a more general sense.

I suppose if you compared a setup with Xyphos to without Xyphos (and leaving those OP unused) could prove that they're worse than nothing, but I'm pretty sure the Xyphos win that fight every time (perhaps with losses due to localized missile saturation in these particular setups) but eventually the Ion shield piercing would matter.  Similarly if Vanshilar took the Xyphos off the Furies (and no other changes) and found the same level of success against Ordos, you might be able to say the fleet is already strong enough without the fighters, but given the Xyphos are the major source of ion damage for that setup, I'm fairly certain it would in fact perform significantly worse.
Title: Re: Xyphos - The sim queen
Post by: rabbistern on July 14, 2021, 05:48:42 PM
im seeing lots of back and forth arguing here, and i dont quite understand as good as all of the complaints. there isnt just a single ship with fighter bays in the game you know, and weapons are of different value depending on what ship theyre on. simply put, i dont see how anything but longbows is even in the competition for an energy-based arsenal, as in most hightech ships like the odyssey. if the ship doesnt allow the mounting of energy weapons, i will happily prefer ballistic kinetics and take xyphoses on my legion for suppression, thats all i can say
Title: Re: Xyphos - The sim queen
Post by: SafariJohn on July 14, 2021, 06:56:59 PM
I would say the original assertion, that Xyphos isn't effective in real battles, has been thoroughly disproven. The Xyphos vs Longbow vs whatever debate seems to show Xyphos, et al are close in effectiveness, generally speaking.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 15, 2021, 11:23:47 PM
It is not about Xyphos really. Fury has one of the best flux density per DP. It is like small Radiant. Sabots provide flux free anti shield damage, boosting ship's efficiency even further. It also has anti-weapon capabilities since it has EMP damage component.

Partially, but the strongest thing about the Fury in this case is that it can get 360 shields, thus it dies less from AI stupidity (less error-prone). Falcon (P) with Xyphos/sabot can also work as well (in fact, offensively Falcon (P) works better, because it can use up to 4 sabot pods), but the problem is that the AI tends to leave its engines exposed and die from getting hit in the rear, which would have been completely avoidable with more competent AI. (I'm not talking about from Salamanders etc., since each Fury has 2 Xyphos protecting it; I'm talking about it'll try to strafe a target, thus maneuvering its engines toward another enemy ship, and then die to that other enemy ship.) See attached screenshot of this in action. Thus I spend a lot of time trying to rescue whichever Falcon (P) is sticking its engines toward the enemy ships, and at some point I'm not able to get to them all. I can save them all while piloting Doom (since I can phase and avoid ships in the way, plus it's way faster and can use mines as a distraction), but it's much harder with Aurora. Fury with front shield conversion means its engines stay protected, so I don't need to do as much babysitting. Its failure mode instead is that it tends to plasma burn straight into hulks etc., which flames it out, usually while spinning helplessly straight into the enemy fleet, leading to its death. I don't think the AI considers whether or not hulks are in the way for plasma burns, at least based on how often I see this happening.

Xyphos does not provide much to the mix. Not for their cost.

Again, if anybody can provide a better build for handling 2 full Ordos fleets at once, I'm all ears.

I suppose if you compared a setup with Xyphos to without Xyphos (and leaving those OP unused) could prove that they're worse than nothing, but I'm pretty sure the Xyphos win that fight every time (perhaps with losses due to localized missile saturation in these particular setups) but eventually the Ion shield piercing would matter.  Similarly if Vanshilar took the Xyphos off the Furies (and no other changes) and found the same level of success against Ordos, you might be able to say the fleet is already strong enough without the fighters, but given the Xyphos are the major source of ion damage for that setup, I'm fairly certain it would in fact perform significantly worse.

Yes I tested various builds with Xyphos for a while before using it, so that comparison has already been made (namely, "before I tried out Xyphos"). It was basically the key to where my fleet could go from handling 2 Ordos fleets to handling 3 Ordos fleets, by switching to Xyphos from non-Xyphos Furies.

Although different players have different amounts of skill, human players are not capricious in battle; they are generally following a set of rules as well (in terms of evaluating which target to go after, when to engage or disengage, etc.). In many ways the human player is actually easier to account for than the AI, because how the AI operates is pretty "opaque" for most players. Any time you give a ship a command, it is essentially because the ship's AI is not behaving the way you'd like it to; any time the ship does something else despite the player giving it a command (such as when you tell it to capture an objective but it runs off chasing a target, or you tell it to gather somewhere and it runs off chasing a target, etc.), it is essentially because the ship's AI is disregarding the player's intent for its own reasons, or the player doesn't understand how the commands work. In either case, the AI is opaque -- the player can't directly determine why it behaves the way it does. The player, by contrast, knows exactly why he is taking an action, regardless of whether or not the outcome is the one he wanted. Thus it's easier to account for and analyze -- and improve upon.

Success methodology is pretty straightforward. Whether or not the player fleet wins the battle, or, since each battle has randomized elements, the probability of the player fleet winning the battle. Since I'm actually playing the battle, I can observe AI behavior, but that's basically for failure mode analysis, i.e. why the AI messed up.

-----

As an aside, if Xyphos is the key to handling multiple Ordos fleets simultaneously, does this mean that Xyphos might actually be overpowered? I don't think so. The 38 OP used to equip the Xyphos is a big sacrifice (and as it should be for a warship to get fighter capability). Relying on sabot pods, and having them last the entire battle, means getting officers with Missile Specialization as well as taking expanded missile racks as a hullmod. So the Furies have very little OP remaining for caps/vents, and is somewhat overfluxed. It doesn't have any PD of its own. Basically, the fit is extremely tight. It probably wouldn't have the OP had I gone the Radiant route instead. So like all good game design, it forces the player to make some hard choices -- the player is forced to give up some good things in order to use this build.

Nor am I claiming that this is somehow the "best" build. Just that I haven't found any that are better. Again, I'm all ears if somebody comes up with a better build! There are plenty of possible builds that I haven't tested. For example, back when I tested Dominators, regular Falcons, etc., was before I started using Xyphos. I also haven't tested Apogee, which like the Fury has 360 shields. Onslaught (XIV) with Xyphos works very well as a wrecking ball, and provides good long-range artillery as well as close-range fighting and tanking with its mjolnirs and sabot pods, although I think people usually recommend other missiles for its medium missile slots. When fighting with the Furies, the Onslaught (XIV) needs unstable injector just to keep up, plus the Furies usually end up in the front or on either side so it's okay to leave the Onslaught's rear exposed (and the Xyphos will take care of any stray missiles), and forgo any armor/hull hullmods -- just rely on shields basically. So there are plenty of possibilities out there.

Edit: Forgot screenshot again. Here you can see Falcon 7 strafing to the left to surround a Fulgent that's about to die, completely oblivious to the fact that it's getting pummeled in its engines by a 5-autopulse Radiant and about to die. This happens quite often even when the Falcon (P) has extended shields, even though it doesn't have it here.

[attachment deleted by admin]
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 16, 2021, 05:04:28 AM
It is not about Xyphos really. Fury has one of the best flux density per DP. It is like small Radiant. Sabots provide flux free anti shield damage, boosting ship's efficiency even further. It also has anti-weapon capabilities since it has EMP damage component.

Partially, but the strongest thing about the Fury in this case is that it can get 360 shields, thus it dies less from AI stupidity (less error-prone).

The main problem of the Remnant fights is the sheer amount of firepower and mobility in the Radiant. It is capable of quickly overfluxing any kind of cruiser that happened to attract its attention. Typically it will be the sole overextended ship. In the case of ships without omnidirectional mobility system it all ends up as the difference between Radiant builds. If it is solid one the target ship will die and if it is a junk build the unfortunate target will back off. Most likely. The sad reality of ships with 50+K effective shielding (360 degree!) getting destroyed in a matter of seconds for the sole reason of moving half the hull too much forward led me to abolish any attempts of classic line tactics against Remnants. If you want stability you need Monitors as a skirmish force. That's all.

Xyphos does not provide much to the mix. Not for their cost.

Again, if anybody can provide a better build for handling 2 full Ordos fleets at once, I'm all ears.

My point was that it will not work on anything without over the top stats. Hence it is the flux/sabot density that gets the job done and not the Xyphos.
Title: Re: Xyphos - The sim queen
Post by: Chinno on July 16, 2021, 08:03:35 PM
It is not about Xyphos really. Fury has one of the best flux density per DP. It is like small Radiant. Sabots provide flux free anti shield damage, boosting ship's efficiency even further. It also has anti-weapon capabilities since it has EMP damage component.

Partially, but the strongest thing about the Fury in this case is that it can get 360 shields, thus it dies less from AI stupidity (less error-prone). Falcon (P) with Xyphos/sabot can also work as well (in fact, offensively Falcon (P) works better, because it can use up to 4 sabot pods), but the problem is that the AI tends to leave its engines exposed and die from getting hit in the rear, which would have been completely avoidable with more competent AI. (I'm not talking about from Salamanders etc., since each Fury has 2 Xyphos protecting it; I'm talking about it'll try to strafe a target, thus maneuvering its engines toward another enemy ship, and then die to that other enemy ship.) See attached screenshot of this in action. Thus I spend a lot of time trying to rescue whichever Falcon (P) is sticking its engines toward the enemy ships, and at some point I'm not able to get to them all. I can save them all while piloting Doom (since I can phase and avoid ships in the way, plus it's way faster and can use mines as a distraction), but it's much harder with Aurora. Fury with front shield conversion means its engines stay protected, so I don't need to do as much babysitting. Its failure mode instead is that it tends to plasma burn straight into hulks etc., which flames it out, usually while spinning helplessly straight into the enemy fleet, leading to its death. I don't think the AI considers whether or not hulks are in the way for plasma burns, at least based on how often I see this happening.

Xyphos does not provide much to the mix. Not for their cost.

Again, if anybody can provide a better build for handling 2 full Ordos fleets at once, I'm all ears.

I suppose if you compared a setup with Xyphos to without Xyphos (and leaving those OP unused) could prove that they're worse than nothing, but I'm pretty sure the Xyphos win that fight every time (perhaps with losses due to localized missile saturation in these particular setups) but eventually the Ion shield piercing would matter.  Similarly if Vanshilar took the Xyphos off the Furies (and no other changes) and found the same level of success against Ordos, you might be able to say the fleet is already strong enough without the fighters, but given the Xyphos are the major source of ion damage for that setup, I'm fairly certain it would in fact perform significantly worse.

Yes I tested various builds with Xyphos for a while before using it, so that comparison has already been made (namely, "before I tried out Xyphos"). It was basically the key to where my fleet could go from handling 2 Ordos fleets to handling 3 Ordos fleets, by switching to Xyphos from non-Xyphos Furies.

Although different players have different amounts of skill, human players are not capricious in battle; they are generally following a set of rules as well (in terms of evaluating which target to go after, when to engage or disengage, etc.). In many ways the human player is actually easier to account for than the AI, because how the AI operates is pretty "opaque" for most players. Any time you give a ship a command, it is essentially because the ship's AI is not behaving the way you'd like it to; any time the ship does something else despite the player giving it a command (such as when you tell it to capture an objective but it runs off chasing a target, or you tell it to gather somewhere and it runs off chasing a target, etc.), it is essentially because the ship's AI is disregarding the player's intent for its own reasons, or the player doesn't understand how the commands work. In either case, the AI is opaque -- the player can't directly determine why it behaves the way it does. The player, by contrast, knows exactly why he is taking an action, regardless of whether or not the outcome is the one he wanted. Thus it's easier to account for and analyze -- and improve upon.

Success methodology is pretty straightforward. Whether or not the player fleet wins the battle, or, since each battle has randomized elements, the probability of the player fleet winning the battle. Since I'm actually playing the battle, I can observe AI behavior, but that's basically for failure mode analysis, i.e. why the AI messed up.

-----

As an aside, if Xyphos is the key to handling multiple Ordos fleets simultaneously, does this mean that Xyphos might actually be overpowered? I don't think so. The 38 OP used to equip the Xyphos is a big sacrifice (and as it should be for a warship to get fighter capability). Relying on sabot pods, and having them last the entire battle, means getting officers with Missile Specialization as well as taking expanded missile racks as a hullmod. So the Furies have very little OP remaining for caps/vents, and is somewhat overfluxed. It doesn't have any PD of its own. Basically, the fit is extremely tight. It probably wouldn't have the OP had I gone the Radiant route instead. So like all good game design, it forces the player to make some hard choices -- the player is forced to give up some good things in order to use this build.

Nor am I claiming that this is somehow the "best" build. Just that I haven't found any that are better. Again, I'm all ears if somebody comes up with a better build! There are plenty of possible builds that I haven't tested. For example, back when I tested Dominators, regular Falcons, etc., was before I started using Xyphos. I also haven't tested Apogee, which like the Fury has 360 shields. Onslaught (XIV) with Xyphos works very well as a wrecking ball, and provides good long-range artillery as well as close-range fighting and tanking with its mjolnirs and sabot pods, although I think people usually recommend other missiles for its medium missile slots. When fighting with the Furies, the Onslaught (XIV) needs unstable injector just to keep up, plus the Furies usually end up in the front or on either side so it's okay to leave the Onslaught's rear exposed (and the Xyphos will take care of any stray missiles), and forgo any armor/hull hullmods -- just rely on shields basically. So there are plenty of possibilities out there.

Edit: Forgot screenshot again. Here you can see Falcon 7 strafing to the left to surround a Fulgent that's about to die, completely oblivious to the fact that it's getting pummeled in its engines by a 5-autopulse Radiant and about to die. This happens quite often even when the Falcon (P) has extended shields, even though it doesn't have it here.


Bro, I'm on your side.
beat 3 Ordo fleets is a great achievement in 095 Vanilla.
Fury is a bit OP (with its 15DP),Xyphos is pretty interestring and strong, but 38OP is so much,thus i think it's a good balance.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 16, 2021, 09:28:46 PM
The main problem of the Remnant fights is the sheer amount of firepower and mobility in the Radiant. It is capable of quickly overfluxing any kind of cruiser that happened to attract its attention.

Yes, that's what the Xyphos is for -- the ion beams start disabling their weapons once they have hard flux (courtesy of the sabots and the Fury's other weapons), so that they don't get a chance to overwhelm a ship. That's their use case. They disable enemy weapons so that you get a chance to drive up their flux before they drive up yours. So if you're having an issue with Radiants overfluxing your ships, that's where Xyphos comes into play.

If you want stability you need Monitors as a skirmish force. That's all.

True, I haven't really tried Monitors. Mostly because they don't provide much offensive capability, whereas I tend to build a fleet in terms of kill rate per DP. But they might help relieve the pressure on the ships that are actually doing the killing, to tank for them.

My point was that it will not work on anything without over the top stats. Hence it is the flux/sabot density that gets the job done and not the Xyphos.

They both need each other. Xyphos doesn't do much damage on its own. You need other weapons to do the killing. But without Xyphos, the enemy fleet is also busy driving up your flux, so you're not going to outflux them if they're a more dangerous fleet. Xyphos is what enables you to win the flux war. This is very easy to see if you fit the Furies with the same build but without the Xyphos (put the points into cap/vent or whatever else you prefer), and then send it in against the same [REDACTED] fleet(s). They won't be able to kill the ships quickly enough because their flux gets driven up too quickly, and eventually they founder.
Title: Re: Xyphos - The sim queen
Post by: Hiruma Kai on July 16, 2021, 09:54:39 PM
Anyone off hand know what the shield piercing chance for an EMP arc from an Ion beam is, and how much EMP an arc is?  Is it straight up hard flux percent at a fixed interval or the like?  I'm curious what the EMP per second is when a target ship is at, say, 25%, 50% and 75% hard flux per Ion beam.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on July 16, 2021, 10:31:29 PM
Anyone off hand know what the shield piercing chance for an EMP arc from an Ion beam is, and how much EMP an arc is?  Is it straight up hard flux percent at a fixed interval or the like?  I'm curious what the EMP per second is when a target ship is at, say, 25%, 50% and 75% hard flux per Ion beam.

The data can be found by looking at the beam's info in \starsector-core\data\weapons\ionbeam.wpn file. In it, one of the lines is:

   "beamEffect":"com.fs.starfarer.api.impl.combat.IonBeamEffect",

Going into \starsector-core\starfarer.api.zip\com\fs\starfarer\api\impl\combat\IonBeamEffect.java, the chance is (I assume) the hard flux % - 10%. This can be modified by skills and stuff. It also gives the firing interval as 0.25 to 1.75, which I assume to be in seconds but not sure. The damage is the same as the ion beam, while the EMP damage is based on the flux component of the beam, whatever that means (not sure what is "beam.getDamage().getFluxComponent()").

For tachyon lance, it's similar; the firing interval is 0.2 to 0.3 (presumably seconds), pierce chance is hard flux % - 10%, but the damage is 25% of the beam damage and the EMP damage is 50% of the beam's flux component, whatever that is.
Title: Re: Xyphos - The sim queen
Post by: Lucky33 on July 16, 2021, 10:57:46 PM
The main problem of the Remnant fights is the sheer amount of firepower and mobility in the Radiant. It is capable of quickly overfluxing any kind of cruiser that happened to attract its attention.

Yes, that's what the Xyphos is for -- the ion beams start disabling their weapons once they have hard flux (courtesy of the sabots and the Fury's other weapons), so that they don't get a chance to overwhelm a ship. That's their use case. They disable enemy weapons so that you get a chance to drive up their flux before they drive up yours. So if you're having an issue with Radiants overfluxing your ships, that's where Xyphos comes into play.

It is "single overextended ship" against "Radiant plus some support". Nobody will even notice the very Xyphos existence. Overextended ship will get overfluxed and destroyed in a matter of seconds. Only fortress shield make those seconds into something protracted enough to react to.

If you want stability you need Monitors as a skirmish force. That's all.

True, I haven't really tried Monitors. Mostly because they don't provide much offensive capability, whereas I tend to build a fleet in terms of kill rate per DP. But they might help relieve the pressure on the ships that are actually doing the killing, to tank for them.

Yes. You order them to attack Radiants and this allows you to do things with noticeably less risks of losing your ships to concentrated fire. And it is better to lose Monitor than cruiser anyway.

My point was that it will not work on anything without over the top stats. Hence it is the flux/sabot density that gets the job done and not the Xyphos.

They both need each other. Xyphos doesn't do much damage on its own. You need other weapons to do the killing. But without Xyphos, the enemy fleet is also busy driving up your flux, so you're not going to outflux them if they're a more dangerous fleet. Xyphos is what enables you to win the flux war. This is very easy to see if you fit the Furies with the same build but without the Xyphos (put the points into cap/vent or whatever else you prefer), and then send it in against the same [REDACTED] fleet(s). They won't be able to kill the ships quickly enough because their flux gets driven up too quickly, and eventually they founder.

You need to rise the flux level for the Xyphos to be of any use in the first place. And since Remnants do use Ion beams of their own so you need to raise their flux level faster than they will do the same to you. Hence winning the flux war comes first.

Priorities:

1. Fast ship with the above average flux stats. So that it will not get destroyed by the destroyer-cruiser force even before Radiant will come into play.

2. Lotsa sabots. For a limited battle it is better to have small mounts (more burst), for a prolonged one - mediums (more ammo). Sabot's role is obvious - to raise the flux level of the enemy without sacrificing yours. The more sabots you have the more efficient your fleet is.

3. High dps armor/hull destruction. Overloading is not consistent that's why it is better to use general damage options compared to a strike ones. Honestly, even for my playership I preferred Cryoblasters to Typhoons.

4. Support. Here goes the disables.
Title: Re: Xyphos - The sim queen
Post by: Vanshilar on August 09, 2021, 02:08:22 AM
It is "single overextended ship" against "Radiant plus some support". Nobody will even notice the very Xyphos existence. Overextended ship will get overfluxed and destroyed in a matter of seconds. Only fortress shield make those seconds into something protracted enough to react to.

That's a matter of proper fleet control on the part of the player, if you end up with a single overextended ship against a Radiant plus other ships. For example with my fleet setup there would be 9 player ships against 4 Radiants, and I as the flagship actively disrupt their offenses (in other words, I make sure they don't focus too much on a single ship for too long; generally speaking they go after me anyway). Additionally I'm also watching out for the more dangerous Radiant(s) (since not every Radiant will be equally dangerous). I've been doing just fine without using fortress shield, so "only fortress shield..." is incorrect.

This is not based on some spreadsheeting or hypothetical theorycrafting, this is based on me having fought these battles and winning numerous times using multiple different fleet setups and ships. At this point it's not "does Xyphos work", it's "what do I want to use that's the most effective/fun" (generally Aurora or Doom) and "what do I want the other ship to be besides my fleet of Furies with Xyphos and Sabots" (Onslaught, Legion, Doom, I've tried a bunch of different ones for fun).

You need to rise the flux level for the Xyphos to be of any use in the first place. And since Remnants do use Ion beams of their own so you need to raise their flux level faster than they will do the same to you. Hence winning the flux war comes first.

Eh, using Xyphos is precisely to help you win the flux war -- by preventing them from raising your flux as quickly. Winning the flux war is the goal. Xyphos is the means (along with Sabots and other weapons). So I don't know what you mean by "winning the flux war comes first", that's the reason for using Xyphos in the first place. What "winning the flux war" means is that you drive up their flux faster than they drive up your flux, and Xyphos prevents them from driving up your flux so that you max out their flux first. So I don't know what you're trying to argue here.

Xyphos without weapons does nothing because it requires the target have hard flux buildup. But weapons without Xyphos means they get to fire unmolested at your fleet, which is terrible when they're a dangerous enemy like [REDACTED]. It's not a matter of "priorities" (which implies one is somehow more important and ergo, the other is not necessary); both need each other to work.

You seem to be arguing that Monitors work better than Xyphos. In that case, then feel free to suggest your own fleet setup using Monitors and whatever other ships that do not involve Xyphos. Account for which ships get the officers (i.e. officers on Monitors means less officers on the other ships that are doing the actual damage, etc.), considering the number of Radiants that can be on the field at once based on your fleet size. For example, my fleet of 2 Auroras/Dooms and 7 Furies means 320 battle size, means up to 4 Radiants on the field at once -- so for you, you'd have to have enough Monitors to handle that, assuming you have a similar fleet size. (And again, choosing where to put your officers, on your Monitors or on your offensive ships.)

Then show that it can handle 2 Ordos fleets at once, within peak time. My battles end before the Furies run out of the peak time; usually the only ship that ends up eating into CR is me when I'm using the Doom, since I stay phased a lot to regen ammo. The Furies do not use Hardened Subsystems. For me, dual Auroras with fleet using regular weapons means 2 Ordos fleets (including 7 Radiants) before peak time runs out; dual Dooms with fleet using cryoblasters means 3 Ordos fleets (including 10 Radiants) before peak time runs out (except my own Doom). That's generally what I expect when using Xyphos. I can show this repeatedly. Go ahead and show that your fleet using Monitors instead of Xyphos can do better.