Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Megas on July 17, 2021, 07:32:26 AM

Title: Make Guardian recoverable
Post by: Megas on July 17, 2021, 07:32:26 AM
And raise DP to 60+.  It seems to be on par with the likes of Radiant or Ziggurat.  If unlimited missiles are a problem, remove that hullmod when recovered (as done with Ziggurat's improved purple motes).
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 17, 2021, 07:44:35 AM
They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 17, 2021, 07:47:37 AM
They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.
From playing around with unlimited missiles ships, pairing them against a few big ships heavily favours them. Where they struggle tends to be against more numerous ships. They'll still take out on or two very quickly, but they can also get surrounded and overwhelmed very quick. Of course, loadout also makes a massive difference in performance.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 07:56:42 AM
And raise DP to 60+.  It seems to be on par with the likes of Radiant or Ziggurat.  If unlimited missiles are a problem, remove that hullmod when recovered (as done with Ziggurat's improved purple motes).

Agree.

Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 07:58:48 AM
They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 17, 2021, 08:02:20 AM
They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?

I don't think you understand how ridiculous it is to have 1.5k flux free kinetic DPS plus 3k flux free HE DPS (missile spec hammer barrage + small sabot with rack)
Title: Re: Make Guardian recoverable
Post by: Megas on July 17, 2021, 09:34:16 AM
From the brief test drive of the Guardian, its main gimmick is kiting plus unlimited missiles.  Take away the unlimited missiles, and it is simply a bruiser with good firepower and mobility.  But the firepower is primarily forward.  If Guardian gets swarmed, it can be a problem.

Even with unlimited missiles, Guardian still has PPT to worry about.  I could not solo the simulator with missile cheese alone, and if I try to brawl, the swarm of small ships with eat Guardian up.

As an AI ship, unless Alex adds personality change, Fearless will gut kiting, so it may be only abusive with Automated Ships and Neural Link, which is more than half of the players skill points to get.
Title: Re: Make Guardian recoverable
Post by: SCC on July 17, 2021, 10:35:46 AM
Considering that Radiant is recoverable and it's even stronger, I would be fine with Guardian having an NPC-only variant with missile autoforge, and recoverable player variant that doesn't have unlimited missiles.
In AI hands. I just remembered will be possible to have player control over it, so I'm not so sure about this anymore...
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 10:35:56 AM
They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?

I don't think you understand how ridiculous it is to have 1.5k flux free kinetic DPS plus 3k flux free HE DPS (missile spec hammer barrage + small sabot with rack)

All smalls are hybrids. No sabots, sorry. You only have two mediums for them. And two sabot pods is a very... unremarkable number for a capital ship. Trading two pods for triples result in even less remarkable loadout. Enforcer have four, Aurora have four smalls and two meds. Burst wise it is way more than the Guardian (4x9+2x4=44 missiles in 4.5 sec against 2x9=18 in the same amount of time). Strike wise it is 8 missiles in a single volley. Same goes for Radiant and Onslaught. Against Guardian's two. 36k shield damage before reload is about an average Brilliant flux capacity. Per 10 seconds. Capital destroying single cruiser per 10 seconds is, again, nothing remarkable. 4k shield damage per click is a mediocre figure even on the frigate scale.
Title: Re: Make Guardian recoverable
Post by: SCC on July 17, 2021, 10:38:31 AM
All smalls are hybrids. No sabots, sorry. You only have two mediums for them.
And that's where you put your sabot racks in. They shoot way faster than pods and it's irrelevant that you will be out of ammo in a second or two, because in another second or two it will be all regenerated.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 10:40:41 AM
All smalls are hybrids. No sabots, sorry. You only have two mediums for them.
And that's where you put your sabot racks in. They shoot way faster than pods and it's irrelevant that you will be out of ammo in a second or two, because in another second or two it will be all regenerated.

They are mentioned right after that. And reload takes 10 seconds.
Title: Re: Make Guardian recoverable
Post by: BreenBB on July 17, 2021, 12:19:31 PM
Its fun ship to play with, especially considering how customizable it, I personally edited files to get it recoverable, also I did this for Doritos, but they a bit bugged in player hands, battle won't end until you order it to retreat, and its just looks strange from lore perspective too, I understand unrecoverable Doritos, its strange thing which no one saw before, and its shatters to smaller ships when it got destroyed, but guardian, its not something unique like Doritos, since they appear in unique bounties and they guard cryosleepers, and you can recover Radiant, which isn't not much weaker that Guardian.

From "overpowered" features its only have unlimited missiles, but again, missiles are pretty much broken in original game, they might be powerful, but have huge drawbacks of being limited use and being shot off easily by good PDs, so they only useful on Guardian because of unlimited ammo, or on insta-kill Doom, in other ships I usually avoid them, because instead of having limited use weapon you can have better Flux stats or Hullmod which personally I consider more useful.

In my way better way to fix that is rebalance missiles into actual weapon, rather that being limited use "powerup" weapon by making them regenerate ammo, and slight decrease in power, like author of Archean Order did that, missiles in that mod have regenerating ammo, and balanced so they doesn't feel too weak or overpowered.

And I feel like people here to afraid of overpowered stuff, if you can beat Omegas or Ordos with Radiants or Guardian bounties, having that Guardian will not make much difference in power between player controlled Doom or Derelict Contingent Onslaught or Best Tech ships like Doom or ParaGod or Radiant.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 17, 2021, 02:38:43 PM
All smalls are hybrids. No sabots, sorry. You only have two mediums for them.
And that's where you put your sabot racks in. They shoot way faster than pods and it's irrelevant that you will be out of ammo in a second or two, because in another second or two it will be all regenerated.

They are mentioned right after that. And reload takes 10 seconds.

Are you simply unaware of the missile spec + rack pushing the stock of one small sabot to 9 missiles (which reloads per 10 second)?
That's translates to 1800 kinetic DPS if you just leave them auto fire to the oblivion, or bind them linked to your other mounts to force fire.
The point is, they never run out thanks to the magic hullmod, providing ridiculous flux free damage.

Burst wise it is way more than the Guardian (4x9+2x4=44 missiles in 4.5 sec against 2x9=18 in the same amount of time). Strike wise it is 8 missiles in a single volley.
I'm not entirely sure what you even mean by "burst". Aurora can do this only once and use up all it's small sabot while guardian is allowed to keep this DPS until running out of PPT.
Guardian is not made to burst, but made to last. If you have ever tried it even just in variant editor you would have known how stupidly good it is given you don't suck at fitting a ship.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 17, 2021, 02:40:19 PM
Unfortunately it doesn't matter that you could theoretically fire 9 every ten seconds, because the AI still thinks in terms of "I can fire 9. Total."
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 17, 2021, 02:50:46 PM
Unfortunately it doesn't matter that you could theoretically fire 9 every ten seconds, because the AI still thinks in terms of "I can fire 9. Total."
or you can do this instead
{
    "displayName": "Standard",
    "fluxCapacitors": 50,
    "fluxVents": 50,
    "hullId": "guardian",
    "hullMods": [
        "eccm",
        "hardenedshieldemitter",
        "heavyarmor",
        "armoredweapons",
        "stabilizedshieldemitter",
        "missleracks",
        "fluxbreakers"
    ],
    "permaMods": [],
    "sMods": [],
    "variantId": "guardian_Standard",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
                "WS 005": "heavyneedler",
                "WS 006": "hammerrack",
                "WS 007": "multineedler",
                "WS 008": "hellbore",
                "WS 009": "hammerrack",
                "WS 010": "sabot",
                "WS 011": "sabot",
                "WS 012": "lightneedler",
                "WS 013": "lightneedler",
                "WS 018": "lightneedler",
                "WS 019": "lightneedler"
            }
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 020": "guardian"}
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 003": "dualflak"}
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 000": "flak"}
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 004": "flak"}
        }
    ]
}
[close]
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 17, 2021, 05:20:28 PM
I haven't tried the Guardian itself, but mod ships with missile autoforges seem to understand full well their missiles are unlimited and spam them at the first opportunity with no second thought.

And no, having that hullmod in player fleet is not fine under any circumstances.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 06:13:13 PM
All smalls are hybrids. No sabots, sorry. You only have two mediums for them.
And that's where you put your sabot racks in. They shoot way faster than pods and it's irrelevant that you will be out of ammo in a second or two, because in another second or two it will be all regenerated.

They are mentioned right after that. And reload takes 10 seconds.

Are you simply unaware of the missile spec + rack pushing the stock of one small sabot to 9 missiles (which reloads per 10 second)?
That's translates to 1800 kinetic DPS if you just leave them auto fire to the oblivion, or bind them linked to your other mounts to force fire.
The point is, they never run out thanks to the magic hullmod, providing ridiculous flux free damage.

Burst wise it is way more than the Guardian (4x9+2x4=44 missiles in 4.5 sec against 2x9=18 in the same amount of time). Strike wise it is 8 missiles in a single volley.
I'm not entirely sure what you even mean by "burst". Aurora can do this only once and use up all it's small sabot while guardian is allowed to keep this DPS until running out of PPT.
Guardian is not made to burst, but made to last. If you have ever tried it even just in variant editor you would have known how stupidly good it is given you don't suck at fitting a ship.

I do aware. It is clear from what I wrote. Make some effort to actually read it.

Burst = amount of damage in a short amount of time.
Strike = simultaneous damage.

This "once" means that there will be one Radiant (or Guardian for that matter) less. And there is no problem with deploying 30 DP Aurora against either Radiant or Guardian. Each one. Even 40 DP as currently is.

In turn, same goes for Radiant and Onslaught while they provide 24 sabots in 10 seconds against Guardian's 18.

Practically speaking, Guardian's "to last" is just a cool euphemism to hide that its limited burst makes it strong only against enemies what are tier or two below it. It is understandable given its task of repelling exploration/salvaging fleets. However it is a downside compared to the true machines of war. Made not to last but to get the job done.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 17, 2021, 07:36:36 PM
I mean you're basically trolling or trying to justify making Guardian a player usable ship atm.
If you have actually modded it in to do test play you would have known it can solo an entire ordo with a proper AI core.

Or do you prefer me to shred your arguments to pieces?

And two sabot pods is a very... unremarkable number for a capital ship. Trading two pods for triples result in even less remarkable loadout.
A proof of you totally don't understand the reloading being the OP part. It's not just a random capital but a behemoth that can reload ALL missiles in 10 seconds.

36k shield damage before reload is about an average Brilliant flux capacity. Per 10 seconds. Capital destroying single cruiser per 10 seconds is, again, nothing remarkable. 4k shield damage per click is a mediocre figure even on the frigate scale.
I mean, lmao, are you using a guardian with ONLY two sabot racks? What are you even doing math upon?
For it's 1000 + easily another 500 vent it can mount another two storm needler without sweating and on top of that, two hammer barrages packing a little more than "merely" 2k HE DPS with no skills, and 1.5x that with missile spec.

4k shield damage per click is a mediocre figure even on the frigate scale.
I don't even want to judge this one as it simply proves you don't know how to fit a ship for AI.

This "once" means that there will be one Radiant (or Guardian for that matter) less. And there is no problem with deploying 30 DP Aurora against either Radiant or Guardian. Each one. Even 40 DP as currently is.
Yes, please, solo a radiant with just an aurora. If you have wasted all that OP on sabots I doubt how you can break it's armor, not to mention hull.

Practically speaking, Guardian's "to last" is just a cool euphemism to hide that its limited burst makes it strong only against enemies what are tier or two below it. It is understandable given its task of repelling exploration/salvaging fleets. However it is a downside compared to the true machines of war. Made not to last but to get the job done.
Limited burst ... lol ... limited ...
Practically speaking you're using an entire ship's worth of ordnance in comparison of just two racks of Guardian not to mention it has the plasma burn system to catch up with even frigates, and the advanced targeting computer to shred things at range. It has second to onslaught armor and formidable hull as well. Even without infinite missile, these figures would easily make it at 60+ DP since it's effectively a low tech version of radiant.


Make some effort to actually read it.
Make some effort to actually try it in game.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 17, 2021, 10:05:58 PM
I mean you're basically trolling or trying to justify making Guardian a player usable ship atm.

If someone is not agreeing with you it doesn't mean that you are being trolled. It means that other person have different opinion and there is also a possibility that yours is wrong.

And two sabot pods is a very... unremarkable number for a capital ship. Trading two pods for triples result in even less remarkable loadout.
A proof of you totally don't understand the reloading being the OP part. It's not just a random capital but a behemoth that can reload ALL missiles in 10 seconds.

The 10 seconds part is mentioned right after that.

36k shield damage before reload is about an average Brilliant flux capacity. Per 10 seconds. Capital destroying single cruiser per 10 seconds is, again, nothing remarkable. 4k shield damage per click is a mediocre figure even on the frigate scale.
I mean, lmao, are you using a guardian with ONLY two sabot racks? What are you even doing math upon?
For it's 1000 + easily another 500 vent it can mount another two storm needler without sweating and on top of that, two hammer barrages packing a little more than "merely" 2k HE DPS with no skills, and 1.5x that with missile spec.

You literally can't put more than two small sabots onto Guardian. This is why I have to do math with only that. And guns are not affected by its missile forge subsystem in any way neither they have flux-free DPS. Dual Hammer barrage can be fitted on the Radiant. Together with quad sabot pods.

4k shield damage per click is a mediocre figure even on the frigate scale.
I don't even want to judge this one as it simply proves you don't know how to fit a ship for AI.

Or I do know.

This "once" means that there will be one Radiant (or Guardian for that matter) less. And there is no problem with deploying 30 DP Aurora against either Radiant or Guardian. Each one. Even 40 DP as currently is.
Yes, please, solo a radiant with just an aurora. If you have wasted all that OP on sabots I doubt how you can break it's armor, not to mention hull.

(https://i.imgur.com/jzjKXYu.png)

Practically speaking, Guardian's "to last" is just a cool euphemism to hide that its limited burst makes it strong only against enemies what are tier or two below it. It is understandable given its task of repelling exploration/salvaging fleets. However it is a downside compared to the true machines of war. Made not to last but to get the job done.
Limited burst ... lol ... limited ...
Practically speaking you're using an entire ship's worth of ordnance in comparison of just two racks of Guardian not to mention it has the plasma burn system to catch up with even frigates, and the advanced targeting computer to shred things at range. It has second to onslaught armor and formidable hull as well. Even without infinite missile, these figures would easily make it at 60+ DP since it's effectively a low tech version of radiant.

All those infinite missiles afterwards mean nothing when you don't have enough at the right moment. Flux regeneration is also infinite you know.

Your argument was:

They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?

I don't think you understand how ridiculous it is to have 1.5k flux free kinetic DPS plus 3k flux free HE DPS (missile spec hammer barrage + small sabot with rack)

Missiles. Have anything more to say on the matter?

Make some effort to actually read it.
Make some effort to actually try it in game.

I did.
Title: Re: Make Guardian recoverable
Post by: TaLaR on July 18, 2021, 12:03:35 AM
Player-piloted Guardian is pretty much impossible to kill, even if it lost unlimited missiles. High fire-power + ATC + system-granted speed means it can kite whole fleets to death with ease.

Frankly, I don't like the way it exists currently - teasing the player with an inaccessible eye-candy of this quality is just cruel. AI doesn't make use of ship's properties anyway, so there is no need for Guardian to be what it is as an AI-controlled boss.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 18, 2021, 12:44:07 AM
Your argument was:

They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?

I don't think you understand how ridiculous it is to have 1.5k flux free kinetic DPS plus 3k flux free HE DPS (missile spec hammer barrage + small sabot with rack)

Missiles. Have anything more to say on the matter?

I think, your problem is then the lack of reading comprehension.
Did I mention a word about it's "maximum" DPS or "total" DPS?
Or do you not agree that the fabric of the battle is flux war?

Despite you mentioning the 10 second recharge it's totally not an excuse to state
Trading two pods for triples result in even less remarkable loadout.
As a matter of fact, small sabot racks provide both better DPS and better burst damage on a Guardian, hands down, there is no dispute.
The only explanation you could've said that is you have never tested it.

Oh and how adorable is your fit, using obviously OP weapon namely cryoblaster. Mind using something more standard?
I was honestly expecting a SO fit. Your current fit can only YOLO and not even guaranteed to alpha overload a radiant.
Not sure what your officer skills and personality, but putting these up in AI wars the auroras got slaughtered by either of the variant. They are just sand bags after the initial sabots failed to overload the radiant and the rest is history.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 18, 2021, 01:53:16 AM
Your argument was:

They are more broken then you could ever imagine.
I'd rate them at 100 DP no less, as one with proper fit can beat 2 stock onslaught head on with autopilot and no officer.

Player fitted Onslaught can beat them too. So what?

I don't think you understand how ridiculous it is to have 1.5k flux free kinetic DPS plus 3k flux free HE DPS (missile spec hammer barrage + small sabot with rack)

Missiles. Have anything more to say on the matter?

I think, your problem is then the lack of reading comprehension.
Did I mention a word about it's "maximum" DPS or "total" DPS?
Or do you not agree that the fabric of the battle is flux war?

If you didn't write something there is no way for me to read it. So we are discussing things that you actually have written. No comprehension problems on my side.

Despite you mentioning the 10 second recharge it's totally not an excuse to state

It is a perfect excuse in our case.

Trading two pods for triples result in even less remarkable loadout.
As a matter of fact, small sabot racks provide both better DPS and better burst damage on a Guardian, hands down, there is no dispute.
The only explanation you could've said that is you have never tested it.

Oh and how adorable is your fit, using obviously OP weapon namely cryoblaster. Mind using something more standard?
I was honestly expecting a SO fit. Your current fit can only YOLO and not even guaranteed to alpha overload a radiant.
Not sure what your officer skills and personality, but putting these up in AI wars the auroras got slaughtered by either of the variant. They are just sand bags after the initial sabots failed to overload the radiant and the rest is history.


Triples have lower strike capabilities. 2 missiles against 4 with the pods. And, honestly, since both options were mentioned, what is your point?

I like that your like my fit. It is for the player not for AI.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 18, 2021, 01:55:30 AM
Player-piloted Guardian is pretty much impossible to kill, even if it lost unlimited missiles. High fire-power + ATC + system-granted speed means it can kite whole fleets to death with ease.

Frankly, I don't like the way it exists currently - teasing the player with an inaccessible eye-candy of this quality is just cruel. AI doesn't make use of ship's properties anyway, so there is no need for Guardian to be what it is as an AI-controlled boss.

Kiting as with Gausses at max range? It will take forever to kite Ordo.
Title: Re: Make Guardian recoverable
Post by: BaBosa on July 19, 2021, 05:08:54 AM
I like the idea of getting the Guardian, as long as the missile recovery special is removed of course and probably reduce OP while at it.
It seems kinda like the low tech counterpart to the Paragon. They both have ATC and Flux cap is the same though P has 1/4 more dissipation (that just seems to be there to counter the high shield upkeep anyway). Armour and hull are similar, P has 1.5k armour and G has 1.7k.
Though they differ a lot with shields, 0.6 efficiency, 360* omni shield with fortress vs 1 efficiency, 200* front shield.
And speed too though the difference isn't as huge, P with 30 vs G with 40 and plasma jets.
Then weapons, P has 4 big Eng, 4 med Eng and 2 med Uni vs 2 big Mis/Bal, 3 big Eng/Bal, 6 med Eng/Bal, 2 med Mis and both have other smalls.
So G has 1 more large mount and 2 more medium mounts (but 5 less smalls if you care) but if you bring G's OP down to match that doesn't matter too much.
However most of the mounts on G face forward unlike P who's are on turrets which combined with 360* shield make it much more reliable using those mounts.
On the other hand, G has more variety in it's weapons, able to have a large weapon of every type rather than just energy which doesn't have much variety anyway. Ballistics has kenetic and HE close and long range options, then missiles provide powerful strike capability allowing much more optimised builds.
Overall, after giving it the obvious nerf and maybe lowering OP, the Guardian actually looks reasonable compared to the Paragon but more dependent on good loadout and piloting.
Also I noticed that on the wiki, the Guardian has missile auto forge under hullmods though its a ship system??? Don't know what's going on there but it should be removed as well. Extended missile racks and character missile skill will give enough missiles.
Edit: Damn, I just read the other replies and what's with all the hostility. The weirdest part is that the main issue seems to be the regenerating missiles but right in the initial post it said suggested getting rid of that. As for the mention of kiting, it has to face forwards to shoot so it can't really use plasma jets effectively making it just 40 speed, the only thing it could kite is the Paragon.
If anyone still thinks it's over powered, just go to wiki and compare Guardian vs Radiant.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 19, 2021, 05:32:41 AM
I like the idea of getting the Guardian, as long as the missile recovery special is removed of course
Ah yes, just gut the very thing that makes it interesting and unique.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 19, 2021, 06:13:44 AM
Edit: Damn, I just read the other replies and what's with all the hostility. The weirdest part is that the main issue seems to be the regenerating missiles but right in the initial post it said suggested getting rid of that. As for the mention of kiting, it has to face forwards to shoot so it can't really use plasma jets effectively making it just 40 speed, the only thing it could kite is the Paragon.
If anyone still thinks it's over powered, just go to wiki and compare Guardian vs Radiant.

So here’s the problem: without mods there are only two guardians per sector, nearly as rare as Ziggurat. Without the missile autoforge it doesn’t feel “unique”; With missile autoforge it’s beyond broken. Unless someone can come up with a third solution we’re in a perpetual stalemate.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 19, 2021, 06:34:26 AM
Quote
With missile autoforge it’s beyond broken
That is a claim, not a fact.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 19, 2021, 06:46:23 AM
Quote
With missile autoforge it’s beyond broken
That is a claim, not a fact.
This is a fact, not a claim.
Title: Re: Make Guardian recoverable
Post by: SCC on July 19, 2021, 07:29:31 AM
I've seen this pop up here and there, so it's important to state that Guardians are, in fact, unlimited. The way you can farm them is from military contacts, who sometimes have a bounty on a derelict fleet, who typically also have Guardians (and Derelict Contingent).
Title: Re: Make Guardian recoverable
Post by: Alex on July 19, 2021, 07:49:40 AM
I do aware. It is clear from what I wrote. Make some effort to actually read it.
I think, your problem is then the lack of reading comprehension.
...
Oh and how adorable is your fit, using obviously OP weapon namely cryoblaster. Mind using something more standard?
I mean you're basically trolling

Please stop the rudeness/personal attacks/etc. There's an interesting discussion to be had here and it's being derailed by the unnecessary hostility. If this continues at all warnings will be handed out, and possibly other moderator action will be taken, depending on the exact circumstances.
Title: Re: Make Guardian recoverable
Post by: SCC on July 19, 2021, 08:35:25 AM
I just took Guardian for a spin and it isn't inconcievable that it could solo an ordo on its own (eventually), but it's nowhere as easy as it was with Doom.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 19, 2021, 04:48:03 PM
I like the idea of getting the Guardian, as long as the missile recovery special is removed of course
Ah yes, just gut the very thing that makes it interesting and unique.

Well, this is considering that Guardian will be left completely unchanged after removal of its Unlimited Missile Works.

However there is a possibility that it will be turned into a more menacing something. Worthy of being called monstrous.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 19, 2021, 05:10:30 PM
I just took Guardian for a spin and it isn't inconcievable that it could solo an ordo on its own (eventually), but it's nowhere as easy as it was with Doom.

This is what to be expected. With current skill/officer distribution system ship's capabilities defined mostly by the basic hull stats. Such as flux and speed. Guardian have rather mediocre (for a supposedly "super" ship) effective shielding and dissipation. Mobility is above average but after single use of PJ you gain less distance than Radiant gets out of all its teleport charges. And without mobility system it is just another 40 speed capital. This is even worse than Conquest kiting the Paragon scenario when the certain battlecruiser is enjoying speed advantage even without use of its mobility system. Although fight is still taking too long.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 19, 2021, 05:31:49 PM
I just took Guardian for a spin and it isn't inconcievable that it could solo an ordo on its own (eventually), but it's nowhere as easy as it was with Doom.

This is what to be expected. With current skill/officer distribution system ship's capabilities defined mostly by the basic hull stats. Such as flux and speed. Guardian have rather mediocre (for a supposedly "super" ship) effective shielding and dissipation. Mobility is above average but after single use of PJ you gain less distance than Radiant gets out of all its teleport charges. And without mobility system it is just another 40 speed capital. This is even worse than Conquest kiting the Paragon scenario when the certain battlecruiser is enjoying speed advantage even without use of its mobility system. Although fight is still taking too long.
Guardian can use ballistic and it makes the entire world of difference.
Paragon is stuck in energy large which means it either can fit lances to outrange everyone but can only use two HVD to deal hard flux damage, or use autopulse and get outranged by even onslaught.
However, guardian has enough flux to support two Mjolnir, which means it has the best long range hard flux dps in the entire game even without missile autoforge. If desired, it can theoretically support two gauss with dedicated fit. What does that mean? With an officer in .95.1 it may outrange an autopulse high tech station. Absolute bonkers.
Title: Re: Make Guardian recoverable
Post by: WeiTuLo on July 19, 2021, 08:10:05 PM
Yeah the Advanced Targeting Core on it is very nice.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 19, 2021, 09:59:39 PM
I just took Guardian for a spin and it isn't inconcievable that it could solo an ordo on its own (eventually), but it's nowhere as easy as it was with Doom.

This is what to be expected. With current skill/officer distribution system ship's capabilities defined mostly by the basic hull stats. Such as flux and speed. Guardian have rather mediocre (for a supposedly "super" ship) effective shielding and dissipation. Mobility is above average but after single use of PJ you gain less distance than Radiant gets out of all its teleport charges. And without mobility system it is just another 40 speed capital. This is even worse than Conquest kiting the Paragon scenario when the certain battlecruiser is enjoying speed advantage even without use of its mobility system. Although fight is still taking too long.
Guardian can use ballistic and it makes the entire world of difference.
Paragon is stuck in energy large which means it either can fit lances to outrange everyone but can only use two HVD to deal hard flux damage, or use autopulse and get outranged by even onslaught.
However, guardian has enough flux to support two Mjolnir, which means it has the best long range hard flux dps in the entire game even without missile autoforge. If desired, it can theoretically support two gauss with dedicated fit. What does that mean? With an officer in .95.1 it may outrange an autopulse high tech station. Absolute bonkers.

Or you can put Rift Cascade Emitters on the Paragon and start dealing hard flux damage in the same range as TacLances.

On the other hand, we have Radiant what can simply jump through 2k range and delete any given target, Guardian included, in a matter of seconds with the sole exception of: a) Phase ships, b) Paragon, c) Monitor and d) multisegmented station in the sense that its modules are on the different sides at any given time.

Also we have one certain phase super ship what can do the same and there is only one ship what can do something about it and it is not Guardian.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 19, 2021, 10:24:56 PM
Rift cascade only generate one rift at max range. It requires 200 range for every additional rift and it only deal as much hard flux as autopulse at autopulse range.

Phase skimmer has only 300 base range and 450 at SE.
Spamming all 4 gives 1800 range and it takes 6.66 seconds to recharge each charge.

On the other hand, plasma jets has 80 average speed increment over 6 seconds time span and 3.33 seconds cooldown, not that far off. Helmsman could help with this (increased acceleration).
Phase skimmer has more burst potential but is roughly on par with plasma jets in extensive use. Not to mention phase skimmer forces shield down.

Guardian has a 25k flux pool, same as Radiant, not sure what you're gonna use to insta delete Guardian.
Guardian without autoforge is literally the low tech version of Radiant (identical hull, identical flux cap, 5 larges)
Title: Re: Make Guardian recoverable
Post by: BaBosa on July 20, 2021, 12:24:43 AM
I like the idea of getting the Guardian, as long as the missile recovery special is removed of course
Ah yes, just gut the very thing that makes it interesting and unique.
The Guardian is the only ship that can have a large weapon of every type, it also has the same number of large mounts as the conquest but instead of thermal pulse cannons you can have missiles for even more insane burst. It's armour is almost the same as the conquests and it's flux is almost the same as the paragons.
Plasma jets improve manoeuvrability as well as speed so having it's weapons facing forward aren't as big of a deal and it doesn't last long like burn drive and make you more flanked like conquest.
The bigger deal though that makes me really want to play it is that it's two large missile mounts face the face direction as the large ballistics and it's not got *** stats. I want to try chucking on storm needlers, sabot pods and cyclone reapers. That would be awesome.
Title: Re: Make Guardian recoverable
Post by: Megas on July 20, 2021, 05:12:38 AM
Remember that a player with Guardian flagship will only have seven points left for the other three trees.  It would not get two more tier 5 skills.

And someone who gets Automated Ships but not Neural Link will just get a beatstick that will charge into battle and maybe run away only when it is losing the flux war.

As for phase skimmer and plasma burn, Aurora can eventually overtake and kill Medusa.  And if player gets Systems Expertise, he will not have enough for Missile Specialization or Best of the Best, because eight are already taken by both Automated Ships and Neural Link.

One reason why I like Guardian to be recoverable is it gets tiring of using Radiant, Radiant, and more Radiant for Automated Ships because Radiant is too good (or rather, the only ship worth taking Automated Ships for instead of getting a better tier 5 skill), and the other Automated Ships are nothing special compared to the best human ships of their class.  Remnant frigates are frustrating to pilot (Lumen is Scarab without time shift, Glimmer is old omni-shield Wolf without skimmer).  Remnant destroyers are... bleh!  Brilliant is okay but nothing special - just an evil Apogee with a bay instead of cargo capacity.  Also, would be nice if there was a Remnant battlecruiser (or possibly Doom clone), something midway between Brilliant and Radiant.
Title: Re: Make Guardian recoverable
Post by: Big Bee on July 20, 2021, 05:34:56 AM
I edited the files to make it recoverable (plus gave it slightly bigger shield arcs) and it was absolutely broken, even without using many missiles. I actually had to put it in storage alongside my United Pamed cruisers cause they were so strong they made the game a lot less fun. Sleep tight Sigma Prince.
Title: Re: Make Guardian recoverable
Post by: SCC on July 20, 2021, 05:48:11 AM
And without mobility system it is just another 40 speed capital.
What does that matter? It's not as if you can not take the system. It's enough that Guardian can live where Conquest dies overwhelmed, unable to kite Remnants.

Guardian without autoforge is literally the low tech version of Radiant (identical hull, identical flux cap, 5 larges)
Omnidirectional mobility ship system, a mix of ballistics and energy weapons... It's a midline version of Radiant, not low-tech!
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 05:48:35 AM
Remember that a player with Guardian flagship will only have seven points left for the other three trees.  It would not get two more tier 5 skills.

And someone who gets Automated Ships but not Neural Link will just get a beatstick that will charge into battle and maybe run away only when it is losing the flux war.

As for phase skimmer and plasma burn, Aurora can eventually overtake and kill Medusa.  And if player gets Systems Expertise, he will not have enough for Missile Specialization or Best of the Best, because eight are already taken by both Automated Ships and Neural Link.

One reason why I like Guardian to be recoverable is it gets tiring of using Radiant, Radiant, and more Radiant for Automated Ships because Radiant is too good (or rather, the only ship worth taking Automated Ships for instead of getting a better tier 5 skill), and the other Automated Ships are nothing special compared to the best human ships of their class.  Remnant frigates are frustrating to pilot (Lumen is Scarab without time shift, Glimmer is old omni-shield Wolf without skimmer).  Remnant destroyers are... bleh!  Brilliant is okay but nothing special - just an evil Apogee with a bay instead of cargo capacity.  Also, would be nice if there was a Remnant battlecruiser (or possibly Doom clone), something midway between Brilliant and Radiant.

You don’t take system expertise for Guardian. It only benefits from reduced cooldown but it doesn’t affect active time, reducing its effectiveness by a huge margin.
Taking system expertise is really just for the ability to chase down everything non-phase where it really doesn’t need to. It can already outrun most vanilla non-phase ships without.
Title: Re: Make Guardian recoverable
Post by: Megas on July 20, 2021, 06:10:00 AM
If I wanted Systems Expertise for faster jet recharge, it would be more likely for escaping swarms.  Guardian is vulnerable to getting swarmed by a mob of fast ships.  However, chasing ships down is still good against the cowardly AI.  Chasing cowardly ships until they get cornered is annoying.  Aurora is faster than Medusa, but it still take some time to catch up, and Guardian is slower than Aurora.

As for tier 5...
Systems Expertise would be good if player wanted to pilot other automated ships (but player who gets both Tech 5 skills will likely pilot the capitals).

Missile Specialization is probably irrelevant for Guardian that still has unlimited missiles, but if that gets stripped, then Missile Spec. would be good.

Best of the Best as Spec.Mods successor needs no explanation.

As for the new other Leader 5 skill, since Guardian will probably cost a huge lot of DP, stronger redshirts probably means little if there is not enough DP left to deploy enough extra ships... unless Guardian costs so much CR to deploy (like Ziggurat) that it cannot chain battle, and it must sit like a hangar queen and let other ships fight successive battles (kind of problematic in a red system with several multi-Radiant Ordos after your fleet.)

Hull Restoration is to make inevitable deaths less painful when your stupid AI ships blow themselves up (or reckless player gets in over his head).  For players who give up combat power for QoL.

No comment on DC.

P.S.  I have not tried this, but if Ziggurat costs so CR to deploy, then perhaps an easy way to kill it at Alpha Site is to deploy some ships then retreat a few times to drain its CR, then fight it while it is crippled at zero CR.  If that works, and Guardian gains massive CR loss per deployment as a balancing mechanism, then Guardian losing too much CR from deployment might make it a lame boss if player catches on.

P.P.S.  My point was if player goes double tech 5, then he only gets to pick one other tier 5 skill, so no munching with multiple non-Tech tier 5 skills.  BotB would probably be the likely third pick, though.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 20, 2021, 06:39:23 AM
And without mobility system it is just another 40 speed capital.
What does that matter? It's not as if you can not take the system. It's enough that Guardian can live where Conquest dies overwhelmed, unable to kite Remnants.

That's my point. It is good for kiting. If you want to simply start deleting ships as fast as possible and as I always obsessed with, it becomes irrelevant. In my eyes super battleship optimized for running from the threat is not super. The threat is.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 06:48:25 AM
If I wanted Systems Expertise for faster jet recharge, it would be more likely for escaping swarms.  Guardian is vulnerable to getting swarmed by a mob of fast ships.  However, chasing ships down is still good against the cowardly AI.  Chasing cowardly ships until they get cornered is annoying.  Aurora is faster than Medusa, but it still take some time to catch up, and Guardian is slower than Aurora.

As for tier 5...
Systems Expertise would be good if player wanted to pilot other automated ships (but player who gets both Tech 5 skills will likely pilot the capitals).

Missile Specialization is probably irrelevant for Guardian that still has unlimited missiles, but if that gets stripped, then Missile Spec. would be good.

Best of the Best as Spec.Mods successor needs no explanation.

As for the new other Leader 5 skill, since Guardian will probably cost a huge lot of DP, stronger redshirts probably means little if there is not enough DP left to deploy enough extra ships... unless Guardian costs so much CR to deploy (like Ziggurat) that it cannot chain battle, and it must sit like a hangar queen and let other ships fight successive battles (kind of problematic in a red system with several multi-Radiant Ordos after your fleet.)

Hull Restoration is to make inevitable deaths less painful when your stupid AI ships blow themselves up (or reckless player gets in over his head).  For players who give up combat power for QoL.

No comment on DC.

P.S.  I have not tried this, but if Ziggurat costs so CR to deploy, then perhaps an easy way to kill it at Alpha Site is to deploy some ships then retreat a few times to drain its CR, then fight it while it is crippled at zero CR.  If that works, and Guardian gains massive CR loss per deployment as a balancing mechanism, then Guardian losing too much CR from deployment might make it a lame boss if player catches on.

P.P.S.  My point was if player goes double tech 5, then he only gets to pick one other tier 5 skill, so no munching with multiple non-Tech tier 5 skills.  BotB would probably be the likely third pick, though.

It make little sense to double top tech and not pilot an automated ship thus binding the remaining 7 points into combat.

As of missiles expertise, it effectively 1.5x the missile dps due to lowered refiring delay. It also provides huge speed bonus and extra missile HP to make them much harder to shoot down.  It’s totally a must pick for Guardian.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 20, 2021, 07:09:49 AM
Rift cascade only generate one rift at max range. It requires 200 range for every additional rift and it only deal as much hard flux as autopulse at autopulse range.

Phase skimmer has only 300 base range and 450 at SE.
Spamming all 4 gives 1800 range and it takes 6.66 seconds to recharge each charge.

On the other hand, plasma jets has 80 average speed increment over 6 seconds time span and 3.33 seconds cooldown, not that far off. Helmsman could help with this (increased acceleration).
Phase skimmer has more burst potential but is roughly on par with plasma jets in extensive use. Not to mention phase skimmer forces shield down.

Guardian has a 25k flux pool, same as Radiant, not sure what you're gonna use to insta delete Guardian.
Guardian without autoforge is literally the low tech version of Radiant (identical hull, identical flux cap, 5 larges)

It is generating hard flux at the same range as TL.

It is less. So it is possible for Radiant to catch up.

Guradian 25K flux, shield efficiency 1. Effective shielding is 25K.
Radiant 25K flux, shield efficiency 0,6. Effective shielding is 41K.

Dual VPDrivers w. EM deal 27K damage to shields. You can add to that:

About 10K energy damage from AMBs and RTL.
16K HE damage from dual Cyclones.
8K KE damage from quad sabots.

In a single click.

With a wide possibilities to adjust any of the above.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 07:34:52 AM
It is generating hard flux, yes, but have you checked how pathetic it is if only one rift it generated?
Rift cascade beam is a CQC weapon in first place.
Also, are you using console command or some other mods to summon all the desired omega weapons or what?
I don’t think a “standard” fit should be using omega weapons in first place. They are good to have and some are OP, meanwhile they are not guaranteed to be obtained especially large ones.
You may theory craft anything of course but that’s just unrealistic.

You are also missing solar shielding, hardened shield and the shield modulation in your formula. If you were to fight remnants it’s common sense to use solar shielding. You also did not take combat readiness induced increased shield efficiency into account.
On top of that, the missile spams and the short time your shield off after teleport has high chance getting weapons shut down by either sabot emp or hammer torp brute force damage. It’s bold to assume you may have full damage when you’re in range.

Just to make sure, we’re talking about player radiant efficiency versus player guardian efficiency. A guardian with autoforge can mop up an entire ordo. Can a lone radiant do that? Radiant is going to be 60 DP next patch, so if radiant can’t do that we’re looking at at least Ziggurat or more DP cost to be “balanced” for a “vanilla” guardian.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 20, 2021, 08:16:57 AM
I really don't get you Sutopia. No-one, and I mean practically no-one, is suggesting just taking the Guardian as-is and plopping it straight into the player's hands.

Of course, you've shown nothing but extreme bias against the idea, so I'm not sure what I should of been expecting.

But please, you only demean yourself with foolish claims (like something being "beyond broken" being a fact, when that is literally impossible) and snide quotation-marks-for-emphasis.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 08:40:45 AM
Code wise it’s more than difficult to remove the autoforge for salvage given they are already released into the wild via bounties. Ziggurat is a guaranteed no salvage so the event can use some vodoo to remove purple motes, but that’s just straight impossible under current framework or requires a lot of fundamental call chain changes to realize for Guardian. I don’t think it’s worth the effort in changing a lot of core code just for this one hull. Also, judging from Tessaract being not obtainable as well, Guardian is no longer the weirdo.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 20, 2021, 08:56:05 AM
It is generating hard flux, yes, but have you checked how pathetic it is if only one rift it generated?
Rift cascade beam is a CQC weapon in first place.
Also, are you using console command or some other mods to summon all the desired omega weapons or what?
I don’t think a “standard” fit should be using omega weapons in first place. They are good to have and some are OP, meanwhile they are not guaranteed to be obtained especially large ones.
You may theory craft anything of course but that’s just unrealistic.

You are also missing solar shielding, hardened shield and the shield modulation in your formula. If you were to fight remnants it’s common sense to use solar shielding. You also did not take combat readiness induced increased shield efficiency into account.
On top of that, the missile spams and the short time your shield off after teleport has high chance getting weapons shut down by either sabot emp or hammer torp brute force damage. It’s bold to assume you may have full damage when you’re in range.

Just to make sure, we’re talking about player radiant efficiency versus player guardian efficiency. A guardian with autoforge can mop up an entire ordo. Can a lone radiant do that? Radiant is going to be 60 DP next patch, so if radiant can’t do that we’re looking at at least Ziggurat or more DP cost to be “balanced” for a “vanilla” guardian.

Taking into account the difference between Paragon and Guardian flux capabilities it is not so pathetic.

No. On average, you are supposed to get 1-2 each Large ones, several Mediums and scores of Smalls. And I'm not suggesting something like Penta RTLs.

You can fit your ships as you like. I fit my as I like.

I've missed most modules, skills, fleet compositions and such. That's irrelevant. Opponent will be RNGed anyway.

It is rather unlikely that recoverable Guardian will keep its Autoforge unless someone will start rooting for it.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 09:08:29 AM
It is generating hard flux, yes, but have you checked how pathetic it is if only one rift it generated?
Rift cascade beam is a CQC weapon in first place.
Also, are you using console command or some other mods to summon all the desired omega weapons or what?
I don’t think a “standard” fit should be using omega weapons in first place. They are good to have and some are OP, meanwhile they are not guaranteed to be obtained especially large ones.
You may theory craft anything of course but that’s just unrealistic.

You are also missing solar shielding, hardened shield and the shield modulation in your formula. If you were to fight remnants it’s common sense to use solar shielding. You also did not take combat readiness induced increased shield efficiency into account.
On top of that, the missile spams and the short time your shield off after teleport has high chance getting weapons shut down by either sabot emp or hammer torp brute force damage. It’s bold to assume you may have full damage when you’re in range.

Just to make sure, we’re talking about player radiant efficiency versus player guardian efficiency. A guardian with autoforge can mop up an entire ordo. Can a lone radiant do that? Radiant is going to be 60 DP next patch, so if radiant can’t do that we’re looking at at least Ziggurat or more DP cost to be “balanced” for a “vanilla” guardian.

Taking into account the difference between Paragon and Guardian flux capabilities it is not so pathetic.

No. On average, you are supposed to get 1-2 each Large ones, several Mediums and scores of Smalls. And I'm not suggesting something like Penta RTLs.

You can fit your ships as you like. I fit my as I like.

I've missed most modules, skills, fleet compositions and such. That's irrelevant. Opponent will be RNGed anyway.

It is rather unlikely that recoverable Guardian will keep its Autoforge unless someone will start rooting for it.
Weird, I only got 3 larges last run defeating both hypershunts and the bounty.
Large weapons are not even guaranteed drop. It’s already quite hard to get two or more cascade emitter even with 4 drops. (6/16 chance assuming Tessaract variants has equal chance spawning each large weapon). 1 to 2 each has to be modded.

I agree that if Guardian is somehow made recoverable the missile autoforge must be stripped away. It can make a small sabot have more dps than a storm needler but flux free.
Title: Re: Make Guardian recoverable
Post by: Megas on July 20, 2021, 09:12:21 AM
While I would like Guardian to keep unlimited missiles, even I can see it being problematic.  It would be similar to the unlimited Fast Missile Racks and Salamanders Venture and few other ships had in one of the 0.65a releases.  (However, ships are smarter today, and Guardian cannot solo simulator with missiles alone.)  If Guardian needs to lose unlimited missiles and gain other high costs (like Ziggurat has) to make it playable, so be it.

P.S.  When I killed the Tesseract brothers at both hypershunts, the only larges I found were a Cascade Rift Emitter, Rift Torpedo Launcher, and maybe the Volatile Particle Driver.  There were few other smaller weapons I did not pay enough attention to.  I did not get all of the Omega weapons I wanted to outfit my flagship.  (I did not bother grinding contact bounties for the Omega-led Ordos.)
Title: Re: Make Guardian recoverable
Post by: Yunru on July 20, 2021, 09:18:36 AM
That seems to have a simple solution: Make the replenish time longer, so that the limited ammo size of small sabots matters again. Or just change the mounts to dual-type ones.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 20, 2021, 09:29:58 AM
That seems to have a simple solution: Make the replenish time longer, so that the limited ammo size of small sabots matters again. Or just change the mounts to dual-type ones.

How long does it need to be to stop hammer barrage spam?
Sabot pod also has considerable DPS just not as ridiculous as sabot rack.
From the Fury AI wars I learned that Fury is extremely bad after running out of missiles if it is a dual sabot pod fit. It’s extremely good while it lasts, which is about a minute or two? So an autoforge that replenishes per three minutes to not make them spammable?

Overall I think recharging limited amount missile is impossible to be balanced and the reason why no vanilla player ship does that. Even the missile cruiser has limited refills instead of infinite (so basically just another 2x to ammo capacity, or 3x with system expertise)
Title: Re: Make Guardian recoverable
Post by: Alex on July 20, 2021, 09:42:57 AM
But please, you only demean yourself with foolish claims

Please stop the rudeness/personal attacks/etc. There's an interesting discussion to be had here and it's being derailed by the unnecessary hostility. If this continues at all warnings will be handed out, and possibly other moderator action will be taken, depending on the exact circumstances.

The only reason you're getting a second heads up is because you weren't involved in the thread previously and might've missed the quoted post. Regardless, though, personal attacks will not be tolerated here, or elsewhere on the forum. (Edit: well, you were involved in the thread before, but not in the assorted incivility...)
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 20, 2021, 04:08:46 PM
Weird, I only got 3 larges last run defeating both hypershunts and the bounty.
Large weapons are not even guaranteed drop. It’s already quite hard to get two or more cascade emitter even with 4 drops. (6/16 chance assuming Tessaract variants has equal chance spawning each large weapon). 1 to 2 each has to be modded.

I'm using loot from actual campaigns.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 04:04:02 AM
If people are really that worried about the Missile Autoforge and continue to refuse to work around it, the easiest way to balance it would be to switch the Guardian's system to an unlimited (and slightly cheaper) version of what the Gryphon has.

Although I still say since the main point of concern seems to be using small missiles (or more specifically, the small sabot alone) for massive damage, the easier fix is to either prevent the small missiles being mounted, or extend the restock time so the limited ammo they possess remains a restraint.
Title: Re: Make Guardian recoverable
Post by: KDR_11k on July 21, 2021, 05:31:40 AM
"We don't have the tech to recover it fully so we bolted the wings onto an Onslaught"
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 21, 2021, 07:49:47 AM
I'd suggest doing something actually interesting. Like making Guardian into a true berserk. What is refusing to die in several cycles of reactivations. And shield disintegrator weapon. I mean we already have offensive stats blob in the form of Radiant and defensive one in the form of Paragon. So you can hardly make something new and fresh by changing stats and mounts. While Omega introduced very cool and weapon boss mechanics they are clrearly outworldish, hypertech exotics. As they should be.

But...

Why not have something more lowtechish? More feral.
Title: Re: Make Guardian recoverable
Post by: TaLaR on July 21, 2021, 08:13:49 AM
If people are really that worried about the Missile Autoforge and continue to refuse to work around it, the easiest way to balance it would be to switch the Guardian's system to an unlimited (and slightly cheaper) version of what the Gryphon has.

Completely kills attractiveness of Guardian as player ship. I can live without unlimited missiles, it's combination of range + mobility that makes me interested.
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 21, 2021, 08:28:49 AM
Range + mobility is exactly the combination that shouldn't exist, especially not on a ship with 5 large weapons.  :)

Do we really want another blatantly overpowered godship available to the player? Soloing everything with your flagship takes away from the fleet building aspect of the game.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 08:40:26 AM
Completely kills attractiveness of Guardian as player ship. I can live without unlimited missiles, it's combination of range + mobility that makes me interested.
I don't understand that. Range + Mobility is available on many a ship (every weapon type has a Cruiser with a large mount for it, even). Unlimited missiles however, is unique to the Guardian alone (well, and stations).
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 21, 2021, 08:48:58 AM
In the upcoming version there will be so much missiles that they will blot out the stars.
Title: Re: Make Guardian recoverable
Post by: Megas on July 21, 2021, 09:29:05 AM
For me, Guardian is the alternative to Radiant, unless Alex and David add more automated capital ships (or smaller ships that are more overpowered than what we have).

Being overpowered to some extent is fine as the price to pay for taking both top Tech instead of more personal skills that uplift other flagships further.

If I get both top tech skills next release, I am probably locking myself into Radiant flagship until re-spec.  The reason for (me) suggesting making Guardian playable (with or without unlimited missiles) is to expand pinnacle AI flagship options from one (Radiant) to two (Radiant and Guardian).
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 21, 2021, 09:34:15 AM
But what these options are supposed to be? Kiting?
Title: Re: Make Guardian recoverable
Post by: Megas on July 21, 2021, 09:35:45 AM
But what these options are supposed to be? Kiting?
Somewhat overpowered or unfair monsters that kill things.  Imagine SNK boss made playable, and somewhat overpowered even after getting nerfed, like Akuma as a hidden character in few old Capcom fighting games (SSF2 Turbo and X-Men).

And continuing from my last post, not just as a playable flagship with Auto Ships and Neural Link, but under AI control too with merely Auto Ships.  Even Radiant in the current release as a 40 DP AI ship on your side is a monster (good when giving up 3rd s-mod for not going for Tech 10).  Unless Alex adds behavior options for AI, they will not kite until they start losing the flux war.
Title: Re: Make Guardian recoverable
Post by: SCC on July 21, 2021, 09:42:25 AM
I don't understand that. Range + Mobility is available on many a ship (every weapon type has a Cruiser with a large mount for it, even). Unlimited missiles however, is unique to the Guardian alone (well, and stations).
That much range and that much mobility is unique to Guardian, however. Regenerating missiles let it have great offensive power, but it's something other ships can have, while soloing an entire Ordo is a pretty exclusive club. Guardian would be a replacement for Conquest, which cannot keep up with newfound aggressiveness of Remnants in 0.95, whereas Guardian can.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 21, 2021, 10:02:44 AM
But what these options are supposed to be? Kiting?
Somewhat overpowered or unfair monsters that kill things.  Imagine SNK boss made playable, and somewhat overpowered even after getting nerfed, like Akuma as a hidden character in few old Capcom fighting games (SSF2 Turbo and X-Men).

And continuing from my last post, not just as a playable flagship with Auto Ships and Neural Link, but under AI control too with merely Auto Ships.  Even Radiant in the current release as a 40 DP AI ship on your side is a monster (good when giving up 3rd s-mod for not going for Tech 10).  Unless Alex adds behavior options for AI, they will not kite until they start losing the flux war.

I'd like to imagine but I've never played Capcom fighting games.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 11:41:37 AM
That much range and that much mobility is unique to Guardian, however.
Nope! As mentioned, every large mount has a Cruiser, thus both range and mobility (pre-hull mods).

The Guardian has range, mobility and firepower, the latter of which should not be ignored (and yet is).
Title: Re: Make Guardian recoverable
Post by: SCC on July 21, 2021, 11:43:29 AM
(pre-hull mods).
Case dismissed.
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 11:49:00 AM
(pre-hull mods).
Case dismissed.
Ah yes, because dismissing things out of hand is real good for discussion.

I omit the presence of hullmods because, as you presumably know, they scale opposite ways for the two factors you claimed relevant. The higher the Hull size, the less the mobility Hull mods do, but the higher the range hullmods benefit.

So no, not dismissed.
Title: Re: Make Guardian recoverable
Post by: SCC on July 21, 2021, 11:50:19 AM
How do I put Advanced Targeting Core on any ship I like, then?
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 12:00:41 PM
How do I put Advanced Targeting Core on any ship I like, then?
That... Is a more fair point. You'd have to use an ITU, which is less effective. But then, that's a trade-off for having more mobility.
Title: Re: Make Guardian recoverable
Post by: intrinsic_parity on July 21, 2021, 12:20:18 PM
Gaurdian has plasma jets... Particularly with systems expertise to increase uptime, there aren't that many ships that have more mobility, and certainly none with base capital range.

The combo of ATC and plasma jets is very unique and powerful.
Title: Re: Make Guardian recoverable
Post by: SCC on July 21, 2021, 12:28:25 PM
Advanced Targeting Core, ballistics and Plasma Jets all contribute to making Guardian the best conventional soloing ship in the game. Capitals, as well as low-tech and midline cruisers are too slow to escape the mob, while destroyers, frigates and high-tech ships are too short ranged to attack without putting themselves in mortal risk. Only Guardian gets the winning combination, and talking about Guardian's strengths without mentioning this combo is incomplete.

Soloing is like an equation where defences, offensive power, mobility and range all play part, but mobility contributes more, the more range you have, and vice versa. You could substitute all other qualities with just having a ton of one, of course, but no ship in vanilla (and probably modiverse as well) has enough defence to outlast everything, enough offence one-shot-kill anything or enough range to never be attacked, but there are ships mobile enough to solo pretty well (in fact, it's pretty much the god stat) thanks to skills, like Doom, and Guardian has a balance of these factors to get a score high enough, to outgun what it can't outrun and outrun what it can't outgun, to be able to solo an ordo, which is pretty good, and it makes it the best conventional ship in the game for this purpose. It's "just" the best kiting ship in the game (honestly soloing is just kiting with no back up, don't try it), something that can match Doom or Ziggurat in some aspects (some, as I don't expect Guardian to fare well against doritos - targets are too small and too erratic moving, and I want to avoid missiles for these tests so Alex doesn't go "hmm yes, guardian but no infinite missles for the player" and my tests get outdated).

Guardian also gets unlimited missiles, which gives it a lot of offensive power, but other ships can imitate it and it doesn't let it do anything unique. I wonder if Guardian can actually solo a star fortress - it's something I assumed, but never checked...
Title: Re: Make Guardian recoverable
Post by: Yunru on July 21, 2021, 12:31:36 PM
Okay, that makes sense, buuut...
Missiles are the rangiest of weapons.
You could strip the Core entirely and it would still outrange most things.
Title: Re: Make Guardian recoverable
Post by: BaBosa on July 21, 2021, 03:31:26 PM
A note on the Guardians plasma jets system. It’s normal cool down is 10s which the wiki says is longer than the Auroras, though it doesn’t say how long the Auroras cool down is. So it’s not as fast on average as people are probably thinking, and getting systems expertise to pilot it would take all 3 of your possible top tier skills.

Also a note to those saying they don’t like the Guardian for x reason so it shouldn’t be implemented, your point is kinda irrelevant, as rude as that sounds.
What matters is that enough people like it that it’s worth the time and effort of Alex or some modder to make it and that it’s not so good that you have to get it, which if you take away the unlimited missiles it isn’t. 
And for those that want the unlimited missiles, if it’s implemented without that then you can just go to files and copy the original guardian data onto the player version.
I agree with Megas, the Guardian is an alternative to Radiant. Currently I don’t take AI ships because just having one worthwhile ship from that skill isn’t attractive.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 21, 2021, 04:04:45 PM
A note on the Guardians plasma jets system. It’s normal cool down is 10s which the wiki says is longer than the Auroras, though it doesn’t say how long the Auroras cool down is. So it’s not as fast on average as people are probably thinking, and getting systems expertise to pilot it would take all 3 of your possible top tier skills.

Also a note to those saying they don’t like the Guardian for x reason so it shouldn’t be implemented, your point is kinda irrelevant, as rude as that sounds.
What matters is that enough people like it that it’s worth the time and effort of Alex or some modder to make it and that it’s not so good that you have to get it, which if you take away the unlimited missiles it isn’t. 
And for those that want the unlimited missiles, if it’s implemented without that then you can just go to files and copy the original guardian data onto the player version.
I agree with Megas, the Guardian is an alternative to Radiant. Currently I don’t take AI ships because just having one worthwhile ship from that skill isn’t attractive.
I am against Guardian being player obtainable because it’s too good as a player ship.
One very important thin to note is that NPC variants are often not optimal so players don’t have a hard time fighting. There is a mod that’s only available on Chinese forum called “variant acknowledged” or something in that line that effectively make NPCs have very optimized builds which would actually make you suffer.
Does that count as don’t like the guardian for X reason? I don’t think so.
It’s about the worrying of power creep and the inability to reach consensus about how good a Guardian is, with or without autoforge; Also the knowledge about the code base to know the difficulty to have ad hoc hull modification.

If you have played 0.95a vanilla storyline you should know Ziggurat is obtained by the second salvaging dialogue but not in the conventional salvaging. Which means, the battle is a scripted event, not just a regular encounter. The ziggurat you actually get that has the purple mote stripped is given by a custom scripted salvaging. From that I would assume it’s extremely hard to make an ad-hoc hull specification change even to just strip a hullmod. What’s making it worse is the fact that Guardians are now appearing in contact bounties, which means they’re no longer bounded to cryosleeper that may be able to offer scripted battle for autoforge removed guardians. That’s why I have been talking as if it’s going to keep autoforge from the state of the code, I think it’ll take too much effort to implement just for one single hull.

It wouldn’t take even 5 minutes if you just want it in game. However, the concern here is that if obtaining guardian would make the game no longer challenging or fun because it’s extremely powerful. A bit too powerful. It is about balancing the whole time. I would admit I am not the one to put the final say in terms of “balance” and have been an absolute *** in trying to argue against obtainable Guardian, but the discussion has been mostly irrelevant to the question itself. Noone has talked about the cost to me in terms of convincing it being the right move to make guardian available. I listed my take: 100 with autoforge and 60 without. Just not 40. I don’t even know why someone was trying to argue about Aurora being better than Guardian.
Title: Re: Make Guardian recoverable
Post by: FooF on July 21, 2021, 05:52:01 PM
I’m on the fence. On the one hand, it would make Automated Ships a little more interesting than just the Radiant. It is an over-tuned ship that seems a little too strong in the player’s hands without modification, though the Zigg already set a precedent. It would be a strong ship even if you needed Tech Capstone to reach it but I don’t think it would be any more or less powerful than a Radiant. It would have to be 60 DP as-is or even modified. 

Personally, I’d never use it even if it was available. It’s a cool ship but it clashes strongly on an aesthetic level. It’s kind of a Geiger-esque abomination and that’s awesome but I don’t want to stare at it for an entire play through! I have some of the same feelings regarding the Zigg, though at a much reduced degree. At least I know they were playing with powers beyond their comprehension!
Title: Re: Make Guardian recoverable
Post by: BaBosa on July 21, 2021, 06:58:19 PM
So your issue with it can be summed up as, given the Ziggurat needs a seperate scripted salvage screen to get, the Guardian would need the same as so the effort needed to implement it without the unlimited missiles would be pretty high which makes it not worth implementing?
If that is the case, then I agree you have a point, although it should be up to Alex/modders to decide that as they would be the ones to make it.

Though, I’m wondering if the Ziggurat was given a separate screen to ensure it can be salvaged as well as change it? And possibly removing the infinite missile line wouldn’t need that or have an easy way to accomplish it? Idk.

I totally agree with giving it a high DP cost. It is strong, I heard Radiant’s DP is getting increased next update so matching it with that sounds fair.

As for it being too good for a player, while it’s definitely really good, is it much better than a well done Paragon or Radiant?

Spoiler
It’s range is a potential problem, but if you use ballistics, I think the travel time would be so long that even most capitals could dodge at extreme ranges and if you don’t look at extreme ranges it’s not much better than any capital with ITU. As for energy, well it can only have two and Paragon has four.

The other potential issue is speed, which is 40 +125 for 3s then cool down after 10s so an average speed of 68.3 ish. For this I’m just gonna show some examples.
Conquest is 45 +50 for about 5s then cool down after 5s so average speed is 70.
Radiant is 40 +300 instantly every 10s ish so average of 70(?).
So it’s not actually faster than other “fast” capitals.

Then there’s the issue of it being fast, long range and powerful allowing it to kite whole fleets that other ships cannot kill easily (1v1 doesn’t matter, 1v1 is not the normal and the Guardian can definitely kite, the question is, does it clearly kill fleets better than other ships)
So I’m gonna compare it to the Radiant again.

They both have comparable speeds so that’s not a factor.
Guardian has 200% range compared to Radiant with ITU 160%. Now this looks important but I say it’s not a huge deal, it’s good yes, but not huge. This is because I don’t think long range projectile weapons (Guass cannon) will be dodged even by capitals at extreme range and then looking at beams, Guardian only has two large slots for them which is not enough to kill capitals.
Then looking at other large ballistic and energy weapons. Most large Ballistics have a range of 1800 on G and the other energy have a range of 1500. Compared to beams on Radiant at 1600 (or 1920) so just looking at the topic of kiting I think it’s clear that the Guardian is not significantly better than the Radiant. Especially because the Radiant can mount five tachyon lances and has a base capacitance and dissipation to actually use them.
Now that’s not to say that the range boost is not significant, storm needlers with 1500 range sounds terrifying combined with tachyon or cyclone reapers would be really strong. Just not game breaking in my mind as it only has 4 mounts to Radiants 5 and only 2/3 the flux dissipation.
[close]
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 21, 2021, 08:19:09 PM
Spoiler
It’s range is a potential problem, but if you use ballistics, I think the travel time would be so long that even most capitals could dodge at extreme ranges and if you don’t look at extreme ranges it’s not much better than any capital with ITU. As for energy, well it can only have two and Paragon has four.

The other potential issue is speed, which is 40 +125 for 3s then cool down after 10s so an average speed of 68.3 ish. For this I’m just gonna show some examples.
Conquest is 45 +50 for about 5s then cool down after 5s so average speed is 70.
Radiant is 40 +300 instantly every 10s ish so average of 70(?).
So it’s not actually faster than other “fast” capitals.

Then there’s the issue of it being fast, long range and powerful allowing it to kite whole fleets that other ships cannot kill easily (1v1 doesn’t matter, 1v1 is not the normal and the Guardian can definitely kite, the question is, does it clearly kill fleets better than other ships)
So I’m gonna compare it to the Radiant again.

They both have comparable speeds so that’s not a factor.
Guardian has 200% range compared to Radiant with ITU 160%. Now this looks important but I say it’s not a huge deal, it’s good yes, but not huge. This is because I don’t think long range projectile weapons (Guass cannon) will be dodged even by capitals at extreme range and then looking at beams, Guardian only has two large slots for them which is not enough to kill capitals.
Then looking at other large ballistic and energy weapons. Most large Ballistics have a range of 1800 on G and the other energy have a range of 1500. Compared to beams on Radiant at 1600 (or 1920) so just looking at the topic of kiting I think it’s clear that the Guardian is not significantly better than the Radiant. Especially because the Radiant can mount five tachyon lances and has a base capacitance and dissipation to actually use them.
Now that’s not to say that the range boost is not significant, storm needlers with 1500 range sounds terrifying combined with tachyon or cyclone reapers would be really strong. Just not game breaking in my mind as it only has 4 mounts to Radiants 5 and only 2/3 the flux dissipation.
[close]

Spoiler
I have no idea where the 10 seconds cooldown come from tbh.
In the ship system definition, it clearly states that
Maneuvering Jets 1,5,1,5
Plasma Jets 1,3,2,5
The numbers are charge up, active, charge down, cool down time

Also you're off on all the numbers. Radiant with lances has range of 1600 (ITU)/ 1750 (+GI) / 1950 (+adv opt)
Storm needler has base range of 700 so it's 1400 base on Guardian, 1505 (+GI) / 1575 (GI + ballistic mastery) => that's begging to get outranged, similar to autopulse paragon.
However, Guardian does have the flux to support dual Mjolnir, which is 1800(base) / 1935 (+GI) / 2025 (+ballistic mastery)
Judging from its mounts, Guardian is really just conquest but better.
Do remind you the ballistic mastery elite have 50% increased projectile speed. The base projectile speed of Mjolnir projectile is 900, so it only takes 2 seconds to reach something at 1800 range and with skill it can be lowered to about 1.33 seconds.
Fury has shield radius of 144 and acceleration of 100. With helmsman but not using system a Fury can change the projected displacement in 1.35 seconds by 0.5*150*1.35^2 = 136.7, which is not enough to dodge a properly aimed Mjolnir (with ballistic mastery elite).

Edit (addend):
In such case, a Guardian spamming ship system has an average speed of around 78 since the speed bonus is already applied during charge up.
Conquest spamming ship system has an average seed of 68.
Radiant without system expertise has an average speed of 70 (10 seconds recharge, 300 range teleport)
HOWEVER, Radiant with SE can have an average speed of 107.5 (6.67 seconds recharge, 450 range teleport), enough to catch up with even destroyers. The best part about it is, phase skimmer does not generate flux upon activation, thus does not lose the zero flux bonus, pog.
[close]
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 21, 2021, 08:20:56 PM
We've all read the recent blog posts, right? Automated ships skill is changed rather dramatically, so Radiant already won't be the "only" option (it isn't right now either, gamma frigate spam is a thing). I guess if you are a capital ship fetishist who just wants the biggest ship with the biggest gun roflstomping everything it might feel that way, but that's not how the game plays for most people.

Quote
What matters is that enough people like it that it’s worth the time and effort of Alex or some modder to make it and that it’s not so good that you have to get it, which if you take away the unlimited missiles it isn’t. 

See, this is the problem. Guardian IS indeed so good you have to get it, even without missiles. If anything, my argument would be the opposite. You really want your OP godship - make a mod for it.
Title: Re: Make Guardian recoverable
Post by: Megas on July 22, 2021, 06:08:46 AM
Remnant frigate spam is a thing because cores count as officers for now, which they will not for the player next release, so that use by late-game goes out the window.  I suppose player can get Auto Ships to use a bunch of AI frigates during early-mid game as a crutch.

I would not worry about Gauss cannons on Guardian.  Gauss is slow and not very effective against a group of small nimble targets.  900 range ballistics is more reasonable.

Paragon is not as good as it used to be.  It still has the firepower, but its defenses seem weaker despite being unchanged from before.

Radiant is a monster.  It is the only thing that makes Automated Ships worth taking instead of Special Modifications by the end of the game.  Of course, its competition will be Neural Link, which looks lackluster if not for its ability to pilot automated ships.

Quote
See, this is the problem. Guardian IS indeed so good you have to get it, even without missiles. If anything, my argument would be the opposite. You really want your OP godship - make a mod for it.
Unskilled Guardian does not seem much stronger, if at all, compared to Radiant in a brawl.  It has the mobility to run from corner to corner and lob unlimited missiles, which is rather degenerate.  (Enemy ships tend to avoid the corner.)  Strip unlimited missiles and it needs get in there and brawl.  Of course, that assumes both Automated Ships and Neural Link for player piloting.  If not for Neural Link, Guardian would be fine because AI would not exploit its advantages to the fullest.  Maybe Guardian can be made much better with skills, but player who wants to pilot it will only have seven skill points left for the other three trees.  Will that be enough compared to someone who goes for other top skills instead of the Auto Ship and Link combo?

And part of the point of getting Automated Ships is exotic (mildly) overpowered ships because player is giving up better skills for it.  If the only point of taking Automated Ships is to play as Ash Ketchum and collect more ships that are no better than human ships for your ship collection, then the skill is suboptimal at best and useless at worst.  Well, I guess someone can get Automated Ships and one of the top Industry skills for a live-off-the-land playthrough.
Title: Re: Make Guardian recoverable
Post by: Thaago on July 22, 2021, 08:55:52 AM
I haven't done it this version, but a few versions ago I had a Guardian build with linked hammer barrages and small missiles, dual mjolnir, and some ACGs for anti-small ship turret covereage, for the tournament that shall not be named. Even in AI hands its a monster - I'd estimate that particular build 3 times more powerful than a regular capital? Something like that, maybe more? As long as the AI can be convinced to hold down the missile trigger (which a player would just do by leaving autofire on). Hammer Barrages are extremely powerful, something like 2250 he dps from two of them. I suppose the missile skill would boost that by 50% even if we are talking about a command transfer not increasing missile ammo for the sabots (those will just bunch up more, so it will be 12 sabots every 10 seconds all at once). Off the top of my head I'm not sure what the refire time on sabot pods are, but the guardian is going to have more burst than the 4 sabot pod radiant on top of longer range.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 22, 2021, 09:30:45 AM
I haven't done it this version, but a few versions ago I had a Guardian build with linked hammer barrages and small missiles, dual mjolnir, and some ACGs for anti-small ship turret covereage, for the tournament that shall not be named. Even in AI hands its a monster - I'd estimate that particular build 3 times more powerful than a regular capital? Something like that, maybe more? As long as the AI can be convinced to hold down the missile trigger (which a player would just do by leaving autofire on). Hammer Barrages are extremely powerful, something like 2250 he dps from two of them. I suppose the missile skill would boost that by 50% even if we are talking about a command transfer not increasing missile ammo for the sabots (those will just bunch up more, so it will be 12 sabots every 10 seconds all at once). Off the top of my head I'm not sure what the refire time on sabot pods are, but the guardian is going to have more burst than the 4 sabot pod radiant on top of longer range.
The rearm time of sabot rack is 1 second and I’m fairly certain the missile spec skill increases max Ammo mid combat thus would kick in at the first refill.

Edit: rearm time for pods (both sabot and harpoon) is 9 seconds.
It makes harpoon pod an overall better choice due to burst size.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 22, 2021, 09:19:23 PM
It is technically impossible to launch 12 sabots from two mounts all at once. It will be either two or four. 12 sabots from two small mounts will be launched in 3 (w. the buff). or 6 (w/o) seconds.

Hammer barrages can be placed only in the outward mounts. In the linked mode there will be misses even against capitals. You have to use alternating mode and rotate ship to utilize all the rockets. Point blank of course.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 22, 2021, 11:15:25 PM
It takes 6 seconds to launch 18 sabot using sabot rack WITH skill while sabot pod can only spit 8 WITH skill.
A typical capital requires at least 30k total damage to go through and even with 2k flux to damage at 1.0 flux efficiency it will take over 10 seconds to win a 1 vs 1 thus "all at once" should not be narrowly defined as under one second or at one mouse click.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 03:37:56 AM
It also would make NL Radiant somewhat balanced because you won’t be able to get both missile spec and system spec and is capped at level 9 officer equivalent assuming you invested 7080.

Worth noting - you're likely better off getting System Spec for the Radiant because only the actual flagship benefits from +100% ammo, much like tranferring command also doesn't carry over that bonus.
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 23, 2021, 04:37:53 AM
Remnant frigate spam is a thing because cores count as officers for now, which they will not for the player next release, so that use by late-game goes out the window.  I suppose player can get Auto Ships to use a bunch of AI frigates during early-mid game as a crutch.

AI cores are now multipliers instead of flat costs. This heavily favors small and medium sized ships. Right now you can choose between alpha radiant and 3 gamma fulgents. This is an easy choice indeed. Next version it will be alpha radiant or TWELVE gamma fulgents. I would, in fact, argue that picking radiant is a mistake (if you don't neural transfer).
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 23, 2021, 05:43:02 AM
The bonus ammo does actually carry over.
It applies modifier to max ammo but since Radiant has no way of regenerating ammo it is stuck with the amount without.
 
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 06:41:33 AM
It doesn't.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 23, 2021, 07:08:37 AM
Oh. Right. It uses a stat pre-ship creation and the max ammo is set during ship creation and is never re-calculated after that point. How did I forget the 6 hour frustration on manipulating bomber ammo count.

Still doesn’t stop AI core from abusing it, but you can at most field a beta and must have combat endurance (and max effect crew training) to make it 40% CR - the bare minimum to not malfunction. (Assuming it will cost 100 DP because unlimited missiles)
As long as you don’t field any short range weapons on it (namely flak and whatever goes in small slot) it will fight at distance. It’s mostly about manipulating AI behavior. In an AI vs AI combat a properly fit guardian can crush radiant with ease.
Again - it’s just conquest but better without unlimited missiles.

Can you clarify your stance real quick? As I have stated I generally am against Guardian be obtainable but would accept if it has the right cost. 100 for one have autoforge and 60 without.
What is your take? I don’t know what you’re arguing for. You’re not giving any actual suggestion from the beginning.
Title: Re: Make Guardian recoverable
Post by: BaBosa on July 23, 2021, 07:36:25 AM
While lucky didn’t say it. Megas , in the original post, said DP cost of 60+ was what he was thinking and I agree with that. I wouldn’t use it for 100DP myself even with unlimited missiles but that sounds fair too.
Title: Re: Make Guardian recoverable
Post by: Megas on July 23, 2021, 07:50:32 AM
Guardian without unlimited missiles is at least on par with Radiant, and if Radiant will be bumped to 60 DP, then so should it at the minimum.  If Guardian keeps unlimited missiles, then it probably should be worth more, at least 75 DP (and more is not unreasonable).  Ziggurat has unlimited motes (which might as well be missiles), but the blue ones the player can use do no damage.  Guardian's unlimited missiles will cause damage.

Also, playable Guardian could share Ziggurat's other unique quirks, namely extreme CR deployment cost and/or distinct profile that auto-identifies your fleet (so no stealth ops for you).
Title: Re: Make Guardian recoverable
Post by: SCC on July 23, 2021, 07:52:08 AM
If flying around with a Radiant permits stealth, I don't see a reason for the Guardian to be treated differently.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 08:41:23 AM
Oh. Right. It uses a stat pre-ship creation and the max ammo is set during ship creation and is never re-calculated after that point. How did I forget the 6 hour frustration on manipulating bomber ammo count.

Still doesn’t stop AI core from abusing it, but you can at most field a beta and must have combat endurance (and max effect crew training) to make it 40% CR - the bare minimum to not malfunction. (Assuming it will cost 100 DP because unlimited missiles)
As long as you don’t field any short range weapons on it (namely flak and whatever goes in small slot) it will fight at distance. It’s mostly about manipulating AI behavior. In an AI vs AI combat a properly fit guardian can crush radiant with ease.
Again - it’s just conquest but better without unlimited missiles.

Can you clarify your stance real quick? As I have stated I generally am against Guardian be obtainable but would accept if it has the right cost. 100 for one have autoforge and 60 without.
What is your take? I don’t know what you’re arguing for. You’re not giving any actual suggestion from the beginning.

I don't see current implementation of the Guardian as a supership on pair with the Radiant. Mostly due to mediocre flux stats.

I see kiting tactics as a forced option for the weak side to level the fight against the strong opposition. Supership isn't supposed to be second to anything. And I despise dragged out fights anyway.

I have absolutely no problems with Guardian being recoverable. The current version interests me merely as a trophy to put it on a wall.

Infinite missiles are of no concerns to me since I've destroyed countless Guardians with their infinite missiles in the campaign. For the most part the "infinite missiles" feature is completely balanced out by the mounts configuration and RNG. From the player perspective it has very limited alpha strike. Automatically derating the ship into a support platform. Hence will Guardian keep it or not doesn't concern me at all.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 23, 2021, 09:15:15 AM
Mediocre flux comparing to what?
It’s objectively a better conquest.
It has base 1k dissipation and more than enough OP to max out both dissipation and capacity even without a single S mod which most ships simply cannot achieve.
On top of that is has 1700 base armor which is almost on par with onslaught.

Kiting is always the superior tactic when you can do so. It means you can damage the opponent while they are not able to fight back at all and you may pick engagement as you please. Kiting requires both better range AND better mobility which is exclusive to Guardian in the entire game.

You can beat guardian in campaign is because it has non-optimal loadout and due to faction setting it seldom if at all deviate from the target variant. It’s a total waste of the two larges mounting it with Locust. It also has flak cannon that only has 60% range bonus from ATC and due to how AI is set up it will simply discard its very advantage of having ATC and brawl at less than 1k range. It also utilized [sabot pod] instead of [sabot rack with expanded missile rack] which is the difference of 667 dps and 1200 kinetic DPS assuming not having missile spec for the latter.

I simply have to dismiss the argument of lack of alpha strike as you cannot properly quantify the metrics. You have been asserting the alpha strike from missiles to be only one salvo which doesn’t make any realistic implication. In reality, the infinite sabot rack is extremely problematic especially with missile spec as they are able to reach target at 1800 range and is actually in sync with Mjolnir range.

Can you post your best radiant fit (s mods allowed, customize weapon group however you want) and let me run it against a “properly” fit guardian (fit by me) in AI wars mod? I think only by crushing the radiant in a fair test (player fit) can I convince you it’s overpowered if it’s handed to you as it is now. I simply don’t believe you have ever actually used guardian yourself to make these bold claims.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 09:52:53 AM
Compared to Paragon and Radiant.

It is the problem of the weaker ship that it can't allow itself to get shot. Stronger ship doesn't care. It is being stronger for this particular reason.

The point being: currently, campaign Guardian is one the most un-impressive boss ships.

It is very easy to quantify the metrics of the alpha strike. It is the damage per strike. The realistic implication of it is the ability to overload the target and/or destroy it instantaneously.

I see zero sense in any experiments with the current ships right before general overhaul of the game.
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 23, 2021, 09:55:21 AM
Compared to Paragon and Radiant.

It is the problem of the weaker ship that it can't allow itself to get shot. Stronger ship doesn't care. It is being stronger for this particular reason.

Have you never read the blog post about two tech levels?

(Regarding your excuses for not testing)
You can hide but you cannot run. Even with skill changes the majority of the skills are unchanged and it’s fairly easy to set such fight up. It’s even easier of you’re willing to test it without skills as there won’t be changes to hull specifications aside from deployment points of radiant. If you still can’t do that I will have no choice but to parse that as your inability to prove your arguments.
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 23, 2021, 10:50:08 AM
The point being: currently, campaign Guardian is one the most un-impressive boss ships.

Campaign guardian has a suboptimal loadout, suboptimal officer, VERY suboptimal weapon group(s), is fought without a supporting fleet, limited by autopilot being dumb, in addition to a mismatched officer personality and the hidden never-back-off behaviour automated ships get.

A player-piloted properly fitted guardian is basically a completely different ship that has nothing to do with the campaign boss.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:13:12 AM
Compared to Paragon and Radiant.

It is the problem of the weaker ship that it can't allow itself to get shot. Stronger ship doesn't care. It is being stronger for this particular reason.

Have you never read the blog post about two tech levels?

(Regarding your excuses for not testing)
You can hide but you cannot run. Even with skill changes the majority of the skills are unchanged and it’s fairly easy to set such fight up. It’s even easier of you’re willing to test it without skills as there won’t be changes to hull specifications aside from deployment points of radiant. If you still can’t do that I will have no choice but to parse that as your inability to prove your arguments.

I did read it.

Radiant officially will become player controllable. AI on AI action will turn into a substitute for a real thing.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:20:29 AM
The point being: currently, campaign Guardian is one the most un-impressive boss ships.

Campaign guardian has a suboptimal loadout, suboptimal officer, VERY suboptimal weapon group(s), is fought without a supporting fleet, limited by autopilot being dumb, in addition to a mismatched officer personality and the hidden never-back-off behaviour automated ships get.

A player-piloted properly fitted guardian is basically a completely different ship that has nothing to do with the campaign boss.

Every boss, Guardian included, has a fight scenario with the support of a fleet. Everything else is a common problem.

"From the player perspective it has very limited alpha strike. Automatically derating the ship into a support platform."
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 23, 2021, 11:28:20 AM
Compared to Paragon and Radiant.

It is the problem of the weaker ship that it can't allow itself to get shot. Stronger ship doesn't care. It is being stronger for this particular reason.

Have you never read the blog post about two tech levels?

(Regarding your excuses for not testing)
You can hide but you cannot run. Even with skill changes the majority of the skills are unchanged and it’s fairly easy to set such fight up. It’s even easier of you’re willing to test it without skills as there won’t be changes to hull specifications aside from deployment points of radiant. If you still can’t do that I will have no choice but to parse that as your inability to prove your arguments.

I did read it.

Radiant officially will become player controllable. AI on AI action will turn into a substitute for a real thing.
Can you solo an ordo with two radiants with your own radiant?

Ai vs AI is the only objective metric when it comes to balancing. Player action is too much of uncertainty that a doom in player hands can solo an entire ordo, but does that stop radiant from being raised to 60 dp.

Edit: I still disagree with your alpha strike fantasy. In a capital 1 v 1 it’s impractical to end the fight within 10 seconds let alone one volley. How long does it take your proud aurora to beat the standard variant radiant?
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 23, 2021, 12:19:37 PM
How is being able to solo an Ordo a "support platform"? Oh, sure, this ship can beat entire endgame fleets by itself, but it has to KITE to do so, and that means it's actually weak. How does that make any sense.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:24:13 PM
Compared to Paragon and Radiant.

It is the problem of the weaker ship that it can't allow itself to get shot. Stronger ship doesn't care. It is being stronger for this particular reason.

Have you never read the blog post about two tech levels?

(Regarding your excuses for not testing)
You can hide but you cannot run. Even with skill changes the majority of the skills are unchanged and it’s fairly easy to set such fight up. It’s even easier of you’re willing to test it without skills as there won’t be changes to hull specifications aside from deployment points of radiant. If you still can’t do that I will have no choice but to parse that as your inability to prove your arguments.

I did read it.

Radiant officially will become player controllable. AI on AI action will turn into a substitute for a real thing.
Can you solo an ordo with two radiants with your own radiant?

Ai vs AI is the only objective metric when it comes to balancing. Player action is too much of uncertainty that a doom in player hands can solo an entire ordo, but does that stop radiant from being raised to 60 dp.

Edit: I still disagree with your alpha strike fantasy. In a capital 1 v 1 it’s impractical to end the fight within 10 seconds let alone one volley. How long does it take your proud aurora to beat the standard variant radiant?

I can't have Radiant as of right now. Player control is not implemented yet.

Starsector is a single player game. Player centered. Not AI. I suspect that a mess what happened in the current release is at least partially is a result of paying too much attention to AIvsAI scenarios.

I don't see how blowing target up in 10 seconds is impractical. It is very practical since destroyed target will not shoot back or in any other form demand attention from you or your allies.
Title: Re: Make Guardian recoverable
Post by: Morrokain on July 23, 2021, 11:37:41 PM
Starsector is a single player game. Player centered. Not AI. I suspect that a mess what happened in the current release is at least partially is a result of paying too much attention to AIvsAI scenarios.

I would disagree here. AI vs AI is important from a balance perspective. While it's true that the player is going to have the most impact and probably should have the most impact, to say that you shouldn't pay attention to AI ships because it is a single player game is a recipe for disaster.

98% of the ships on the field are AI ships. There is certainly a point where "the player does everything" turns from fun into tedium imo. The player should be the driving force, but AI allies should have a definitive use and for that to happen there has to be balance considerations around AI vs AI.

As far as the OP, I can't really say I have much of an opinion other than I don't think all ships need to be player pilotable - though that doesn't mean I think the Guardian should necessarily be excluded for that reason alone. I'm pretty indifferent really.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:41:22 PM
How is being able to solo an Ordo a "support platform"? Oh, sure, this ship can beat entire endgame fleets by itself, but it has to KITE to do so, and that means it's actually weak. How does that make any sense.

Not "being able" but "supposedly being able". I mean nobody even cared to actually do it.

Strong = capable of destroying any opponent in a direct engagement.
Weak = incapable of doing so.
Title: Re: Make Guardian recoverable
Post by: TaLaR on July 23, 2021, 11:54:09 PM
Compared to Paragon and Radiant.

Paragon gets beaten one-sidedly until it's dead. Only HVD/TLs/HILs can match range with Guardian and these don't do enough damage. How exactly is this supposed to be an impressive performance? It's only advantage is being able to stall longer once already in a losing situation. I'd rather not be losing in the 1st place.

Pretty much same with Radiant, though at least it can try to bite back if you are inaccurate at range management. While Radiant is decently fast, Guardian is still both faster and has a lot more range.
A group of 3-4 Radiants could theoretically swap once fluxed and eventually corner a Guardian, but AI doesn't do advanced tactics like that other than by accident.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:54:26 PM
Starsector is a single player game. Player centered. Not AI. I suspect that a mess what happened in the current release is at least partially is a result of paying too much attention to AIvsAI scenarios.

I would disagree here. AI vs AI is important from a balance perspective. While it's true that the player is going to have the most impact and probably should have the most impact, to say that you shouldn't pay attention to AI ships because it is a single player game is a recipe for disaster.

98% of the ships on the field are AI ships. There is certainly a point where "the player does everything" turns from fun into tedium imo. The player should be the driving force, but AI allies should have a definitive use and for that to happen there has to be balance considerations around AI vs AI.

As far as the OP, I can't really say I have much of an opinion other than I don't think all ships need to be player pilotable - though that doesn't mean I think the Guardian should necessarily be excluded for that reason alone. I'm pretty indifferent really.

Attempts to balance the game from the AI perspective will end up in minimizing player's capability to affect the fight. Because it will ruin the perfect balance.

AI allies should be optimized as a support to the player in the Player vs AI battle. Not the other way around.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 23, 2021, 11:56:12 PM
Compared to Paragon and Radiant.

Paragon gets beaten one-sidedly until it's dead. Only HVD/TLs/HILs can match range with Guardian and these don't do enough damage. How exactly is this supposed to be an impressive performance?

Pretty much same with Radiant, though at least it can try to bite back if you are inaccurate at range management. While Radiant is decently fast, Guardian is still both faster and has a lot more range.
A group of 3-4 Radiants could theoretically swap once fluxed and eventually corner a Guardian, but AI doesn't do advanced tactics like that other than by accident.

The question was about the flux stats.
Title: Re: Make Guardian recoverable
Post by: TaLaR on July 23, 2021, 11:57:40 PM
The question was about the flux stats.

But raw flux stats aren't the only thing that decides combat outcome. Plus, free missiles equate to a lot flux equivalent.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 24, 2021, 01:19:03 AM
The question was about the flux stats.

But raw flux stats aren't the only thing that decides combat outcome. Plus, free missiles equate to a lot flux equivalent.

It doesn't decide. So you can accept that it is mediocre and move on to presenting supposedly stronger sides of the Guardian.
Title: Re: Make Guardian recoverable
Post by: Morrokain on July 24, 2021, 01:53:27 AM
Attempts to balance the game from the AI perspective will end up in minimizing player's capability to affect the fight. Because it will ruin the perfect balance.

AI allies should be optimized as a support to the player in the Player vs AI battle. Not the other way around.

This is a bit of a generalization though I do agree. You aren't giving specific instances where this applies though. In fact, I'd say the opposite is currently true. Much relies upon the player intervening rather than relying upon the AI to pull the weight of the battle. If the AI was perfect then yeah that would be a problem because the player would obviously never keep up and end up feeling irrelevant. I'd hardly say this is the case though.

My point is that you are saying that the AI shouldn't be taken into consideration as a balance factor - to which I heartily disagree. Anyway, to each their own. I think I've made my point clear enough as it is.
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 24, 2021, 02:45:00 AM
Attempts to balance the game from the AI perspective will end up in minimizing player's capability to affect the fight. Because it will ruin the perfect balance.

AI allies should be optimized as a support to the player in the Player vs AI battle. Not the other way around.

This is a bit of a generalization though I do agree. You aren't giving specific instances where this applies though. In fact, I'd say the opposite is currently true. Much relies upon the player intervening rather than relying upon the AI to pull the weight of the battle. If the AI was perfect then yeah that would be a problem because the player would obviously never keep up and end up feeling irrelevant. I'd hardly say this is the case though.

My point is that you are saying that the AI shouldn't be taken into consideration as a balance factor - to which I heartily disagree. Anyway, to each their own. I think I've made my point clear enough as it is.

One of the most typical complains from the new players is the difference between fleet AIs. Friendlies are dumb and the enemy is cunning and effective. It tells us two things. First. AI role is defining. Second. It doesn't help the player. You have to get accustomed to it and learn how it works so it will become competitive enough. Typically it reduces the player's role from the fleet's commander to a captain of a single ship. Subordinate.

AI shouldn't be taken into account solely for the reason of the need to make it fit the role of the player's assistant and ally. Not the boss. Player's capabilities are the subject to balance changes. AI simply follows the suit.
Title: Re: Make Guardian recoverable
Post by: Amoebka on July 24, 2021, 06:38:43 AM
AI allies should be optimized as a support to the player in the Player vs AI battle.
AI allies and AI enemies use the exact same AI. You can't optimize them for support because the enemy side has no player flagship to support.
You also seem to be pushing your own vision of the game very hard. Maybe you want it to be player vs the world, but that's not how the game is intended to be played currently and a lot (if not most) of the current players like the game the way it is (otherwise they wouldn't be playing).
Title: Re: Make Guardian recoverable
Post by: Sutopia on July 24, 2021, 07:30:20 AM
I can't have Radiant as of right now. Player control is not implemented yet.

Make some effort to actually read it.
Make some effort to actually try it in game.

I did.

Liar
Title: Re: Make Guardian recoverable
Post by: Lucky33 on July 24, 2021, 07:51:07 AM
AI allies should be optimized as a support to the player in the Player vs AI battle.
AI allies and AI enemies use the exact same AI. You can't optimize them for support because the enemy side has no player flagship to support.
You also seem to be pushing your own vision of the game very hard. Maybe you want it to be player vs the world, but that's not how the game is intended to be played currently and a lot (if not most) of the current players like the game the way it is (otherwise they wouldn't be playing).

You very much can and, more importantly, it is. With current default battlesize AI fleet is built around single capital while others (if any) are added in the course of battle. The only problem that it takes AI commander to keep things running smooth and tidy. But a new player have absolutely no idea how to do that. And even the seasoned one just as myself is more like accepting the AI rules. There was large discussion recently about that.

https://fractalsoftworks.com/forum/index.php?topic=21861.0

Mind my position in all that.

And the last one. If it was for my vision the game would be indistinguishable from the navy's tactical simulator. And player vs player only.
Title: Re: Make Guardian recoverable
Post by: Alex on July 24, 2021, 08:38:11 AM
Liar

This is an official warning. The next warning will be accompanied by at least a temp-ban, depending on the circumstances. Frankly, I'm surprised and disappointed things went down this path after several requests for them not to, in this thread.