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Starsector => General Discussion => Topic started by: Kriby on January 19, 2022, 03:10:24 PM

Title: High Scatter Amplifier builds
Post by: Kriby on January 19, 2022, 03:10:24 PM
Are there any? I've tried to squeeze this thing into every size of ship but I haven't found anything that feels justified. Paragon got pretty close, the anti-capital duel damage of quad scatter TL is terrifying, but multi-target environment TL durrbeaming + maneuverability stops it from being realistically useful.
Title: Re: High Scatter Amplifier builds
Post by: intrinsic_parity on January 19, 2022, 03:29:18 PM
I've been experimenting with it on a scarab with a rift lance (and an officer). It seems pretty good TBH, but that's pretty much the only ship I've found with the right combination of speed and durability to get into the really short range bands to make it decent. The range penalties just feel too harsh on most ships.
Title: Re: High Scatter Amplifier builds
Post by: Megas on January 19, 2022, 03:39:57 PM
Last release, Gravitons, Tacticals, and Phase Lance was usable on Fulgent, and burst PD had full range.  Now, that build is ruined mostly because beam PD lost range with High Scatter Amplifier.  If beam PD still had full range, all I would need to do is replace Phase Lance with Pulse Laser.
Title: Re: High Scatter Amplifier builds
Post by: Szasz on January 19, 2022, 10:07:04 PM
Are there any? I've tried to squeeze this thing into every size of ship but I haven't found anything that feels justified. Paragon got pretty close, the anti-capital duel damage of quad scatter TL is terrifying, but multi-target environment TL durrbeaming + maneuverability stops it from being realistically useful.
In my experience efficiency stopped TL from being useful. Other than that HSA became a niche at best. Support beams have assault weapon range with it while not living up to that category in dps. AI also overestimates range with HSA and usually ends up staring at the enemy all battle long (unless it dies from facetanking the well deserved incoming fire).
Setting base range to 50%+100 really neutered the more sensible choices like phase lance and PDs.
If hullmod OP cost was not this high and the effect optional per mounts I could imagine hardbeam gravitons for pressing shields, soft phase lances for armour penetration and their joint fire for hull damage on a nimble ship.
Right now it seems better to simply mount projectile weapons in their place.
Title: Re: High Scatter Amplifier builds
Post by: TaLaR on January 19, 2022, 11:45:30 PM
If hullmod OP cost was not this high and the effect effect optional per mounts I could imagine hardbeam gravitons for pressing shields, soft phase lances for armour penetration and their joint fire for hull damage on a nimble ship.

Now this would create a real niche for HSA.
Title: Re: High Scatter Amplifier builds
Post by: Szasz on January 19, 2022, 11:54:45 PM
Is that a good or a bad thing?
Other than the given example there might be other ways to take advantage of that mechanic.
Title: Re: High Scatter Amplifier builds
Post by: Low Settings on January 20, 2022, 12:01:12 AM
I think the ideal weapon for the Amplifier are the lances. So a harbinger or doom with phase lance or ziggurat with tachyons. Also there is a sunder without a large mount so maybe you can put 3 phase lances there instead of an autopulse or high intensity
Title: Re: High Scatter Amplifier builds
Post by: Szasz on January 20, 2022, 12:13:32 AM
Except Harbingers do not need HSA for lances. That's the funny thing.
Title: Re: High Scatter Amplifier builds
Post by: Kriby on January 20, 2022, 12:59:35 AM
The issues I run into with HSA are typically:

Title: Re: High Scatter Amplifier builds
Post by: Null Ganymede on January 20, 2022, 01:18:37 AM
Soft flux *is* kind of identical to hard flux for offensive player ships. They're usually putting out enough damage.

10% damage boost doesn't seem convincing to take beams (usually low DPS, aside from the explosive laser) into close quarters combat.
Title: Re: High Scatter Amplifier builds
Post by: baxt on January 21, 2022, 09:02:14 AM
Did you play about with it on the Scarab? 4x Tac lasers 1x IR Pulse with an aggressive officer is probably enough to keep any Destroyers near max hard flux though I'm sure there is much better builds for the Scarab, it kind of works.
Title: Re: High Scatter Amplifier builds
Post by: Hypilein on February 05, 2022, 02:23:14 AM
I have a Paragon with 4 HIL, Graviton Beams and Tac Lasers in the small slots. It seems to do alright. In the past I often went for Autopulse, but I've found that the higher average dmg of HIL seems to win out for me. Maybe I'm doing it all wrong though. There are definitely multiple viable playstyles available in this game.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 05, 2022, 03:26:00 AM
Could it work on an SO Sunder?

HIL, 2x Graviton. 500 HE+200 Kin pinpoint accuracy. Weakness seems to be that well… that is only 650 of 1k base dissipation

Even without SO if you went with AO you would hit 800 range.

I could also maybe see it on an Odyssey. With ITU and AO you should hit 1160 range with tac  lasers and HIL/Tach Lance. That isn’t great but it’s 40 more range than Plasma Cannon + ITU which the ship works well with (though it is indeed not a lot of DPS out of those slots I find that IRPulse tends to miss small ships and it’s lack of range is a detriment… that would go away with hard flux tac lasers.
Title: Re: High Scatter Amplifier builds
Post by: intrinsic_parity on February 05, 2022, 08:48:01 AM
My feeling on various beam weapons with HSA:

Beam PD is shafted by the range reduction (reduced time to shoot missiles down). Beam PD is generally already very low DPS and can just barely handle missiles when massed, so reducing the range really hurts. This is one of the biggest issues with HSA IMO.

HSA tac lasers seem like bad IR pulse lasers. Maybe the extra 100 range is significant, but I don't think it's enough to offset the extra OP of the hullmod, the lower DPS, the worse armor pen, and the worse efficiency.

HSA graviton is interesting (probably the best use case for HSA IMO), but it's still pretty expensive in OP to pay for HSA for such low DPS. It doesn't feel like enough to build the entire ship around, but I think 110 kinetic DPS for 75 flux/sec at 600 range is a good weapon. I think most ships wouldn't mind the weapon but the OP cost for what's still essentially a support weapon is a bit too steep. I think maybe wolf might be an interesting use case.

HSA phase lance has 400 range which makes it really difficult to use safely. 400 range is pretty much the LMG/HMG range band, so it's super dangerous to go that close. It's super risky in late game to go into <500 range unless you have a really good mobility ship system, and even then, the AI is really hesitant to go that close unless you use reckless AI which can lead to other issues. I think HSA phase lance is close to unusable for the AI in practice, and probably not worth the extra OP of the hullmod in general. I would rather use normal phase lance.

HSA HIL seems like a bad option to me. The whole point of HSA is to make beams better against shields, but HIL sucks against shields anyway due to HE damage even with HSA, and also eats a ton of flux. HSA HIL is 275 shield DPS for 500 flux/sec at 600 range. Losing 400 range hurts way more than gaining hard flux IMO. If you can win the shield battle while trading flux so inefficiently, you probably didn't need the hard flux in the first place IMO. Maybe paragon can get away with brute forcing shields with HIL, but I think there are better builds.

Tac lance seems like another interesting option, but at 600 range, I have to justify using it over a plasma cannon. Best use case might be on a champion IMO (but losing beam PD kinda sucks). Odyssey and apogee really would rather use plasma cannon IMO and I think paragon is too slow to want 600 range, although 4x HSA TL paragon might be a fun meme, or even 2x TL + 2x Autopulse or something like that.

I think rift lance has a lot of the same issues as phase lance. I did experiment with HSA rift lance on a scarab, and it was effective, but I found that I got pretty much the same performance out of the same scarab with 4 extra capacitors instead of HSA, so I'm not sure it actually does anything. I think theoretically the HSA version should be better 1v1 but in practice, there's enough shield DPS from allies that the hard flux isn't super important.

...Even without SO if you went with AO you would hit 800 range...
..With ITU and AO...
You are not allowed to use AO and HSA together. Even if you could, I think the HSA range reduction would probably apply after the AO buff giving only 100 extra range. If you could get 200 extra range, I think that might make HSA more viable, although the massive OP cost of HSA + AO (and probably turret gyros too) is still a huge issue.

HSA + SO is an interesting idea trying to make the range reduction unimpactful. My main issue with that concept in general is that SO is already a massive OP sink, so the extra OP to equip HSA is a really big issue. I also think that beam weapons are generally low flux/s and DPS, but SO wants the highest DPS weapons possible to take advantage of the extra dissipation, so I think the two hullmods just don't really work together. I would rather just use heavy blasters. Maybe there are some good builds though.


edit: I just though of one interesting idea -> Aurora with 3x phase lance and tons of rift lances. Massive burst damage. Might better with one ion pulser and few ir pulse lasers/mini pulser.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 05, 2022, 09:38:21 AM
HSA graviton is interesting (probably the best use case for HSA IMO), but it's still pretty expensive in OP to pay for HSA for such low DPS. It doesn't feel like enough to build the entire ship around, but I think 110 kinetic DPS for 75 flux/sec at 600 range is a good weapon. I think most ships wouldn't mind the weapon but the OP cost for what's still essentially a support weapon is a bit too steep. I think maybe wolf might be an interesting use case.
Tried HSA Graviton on Wolf, but it was not good enough - too weak.  Not noticeably better than trying to drill with Pulse Laser.  I was better off without HSA and slowly beaming an enemy frigate to death with 1000 range graviton plus two tactical lasers.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 05, 2022, 11:31:00 AM
HSA + SO is an interesting idea trying to make the range reduction unimpactful. My main issue with that concept in general is that SO is already a massive OP sink, so the extra OP to equip HSA is a really big issue.

Yea and you also definitely need a large energy… mount too. Anyway. The main advantage here is that even IR pulse with skilled weapon tracking will miss a LOT. Beams hit the same spot every time without fail. This is especially noticeable on the Sunder since it doesn’t have turrets. But is also noticeable on the odyssey. I don’t think the Ody can even get close to the value necessary… buuut I actually have an idea*.

I don’t think that the HE aspect of the HIL is that bad since you’re going to be firing it anyway and if you’re shooting less than the enemy dissipation you do nothing. Getting hard flux out HE is more important than getting hard flux out of KIN just because turning zero damage into positive damage tends to be better than turning lots of damage into more. If you do 1,000 kin damage as soft flux Vs a 400 dissipation target then you’ve gone from 1600 to 2000 dmg. If you go from 1000 HE soft to hard then you went from 100 damage to 500.


the main weakness I see here is that a Sunder can vent 700 dissipation without SO. 750 with skills) Which is enough to fire a HIL and two Graviton and keep your shield up without issue so the only thing you gain is like… accuracy.

On the other hand a SO Sunder with zero extra flux stats can fire HIL, 2 Graviton, and 2 light autocannons. Is that better than like… double HB or PC/HB. Maybe not. I would have to go fit it out and see what it looked like. But I suspect that the gains in not having to use as many OP for flux dissipation and the dmg efficiency gains offset the gains for better OP efficiency. Double HB requires 40 OP (plus SO) to hit 1400 dissipation. HIL+2x Grav + HLA is 46 OP. More. But not all that much more. The HB does more DPS at 1k but the 650 that the HIL does isn’t far behind when you consider that the HBs can miss. And once you’re through Shield the HIL is doing 1000 DPS at 500 hit strength… the same as both HB put together.

The PC is better in terms of dmg and efficiency than the HB but it is worse in terms of dmg/OP density due to its 30 OP cost.

*OK so the Ody very much has issues with frigates getting behind it. I tend to like IR pulse back there with a missile launcher. But the missile launcher is… not always that useful and is annoying to pay attention to (squall is probably best but like, you can run out hella fast and you usually don’t need more “that thing in front of me” pressure due to the double plasma cannon.) so what if, instead, you used HIL and Tac lances. They wouldn’t miss and as soon as a frigates shields were down they would be obliterated. You don’t need a lot of range because like… they’re behind you anyway and you were going to use IR pulse which have <500 base range anyway. On the other hand… it’s a LOT of extra OP for that(22! 27 if you use a tachyon Lance instead) and like… you could probably take care of that with heavy fighters.

Edit: not even sure it’s that bad on the Sunder without SO. The range decrease is huge but you get plasma cannon DPS Vs shields (at 150 less range :( ) and a lot more DPS Vs armor. You definitely have the ability to fit all of this since like… the standard Sunder fits ITU and AO with 2x Grav and HIL. Of course… finding a HIL and HSA and 2 Grav early enough to matter?

I suppose you could make use of it for a SO Eagle/Falcon as well. 2-3 Grav in the med energy and a wall of Assault Chainguns in the front but I bet you would be better off with HMG in front and HB in the energy

Edit: those numbers did not take into account the extra 10% dmg. The HIL/Grav/SO/HSA Sunder does 715 to shields and 1210 to armor at 550 hit strength
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 05, 2022, 12:29:34 PM
Ody usually has the mobility to get out of the way of any frigates trying to encircle it. And if it tries too hard you can just bonk it (If it doesnt explode, your probably putting a serious dent in the things hull and sending it flying.) I played around with High Scatter on phase ships, since they already have to get pretty close to unload their weapons before going back into phase. It kind of works, but its not a setup I would recommend.
Title: Re: High Scatter Amplifier builds
Post by: intrinsic_parity on February 05, 2022, 12:33:48 PM
I don't think armor DPS is as important as hull DPS (or at the very least they have similar importance for finishing ships off). With any of the loadouts, you will strip armor in a few seconds and then you will spend most of your time shooting hull. 2x heavy blaster and plasma are both much better for hull DPS. Plus, you can easily add an ion pulser to HB or plasma builds which can make a massive difference.

Also, obviously hard flux is better than no hard flux, but I think losing the ability to kite and deal damage from a safe range, is much much more important (especially for sunder with garbage shields). If I am losing that ability and going into close range to brawl, I need to be very good at winning the flux war, and trading at 2 flux per damage is not good enough. If I am trading damage so inefficiently, I will need lots of support from other weapons and ships to actually win the flux war, but if I have that, I don't really need the hard flux any more and I would be better off with 400 more range (or a different weapon). I think tac lance is probably much better with HSA in most situations. Better against shields, better armor pen (~1400 hit strength with HSA will usually strip armor in one or two bursts), worse hull DPS, but a bunch of EMP damage. That's how I see it anyway.

I'd be interested to see actual testing of these builds but my expectations are pretty low tbh. It seems like normal builds would just be better.

For addy dealing with frigates, locusts are one solution, fighters would probably work, or just having an omen escort you. I don't see the need to spend massive OP and some of my flux budget.
Title: Re: High Scatter Amplifier builds
Post by: Draba on February 05, 2022, 01:09:05 PM
High scatter HIL definitely won't solve frigate problems for Odyssey, turnrate + extension time will make you pull your hair out even against moderately fast targets at close/medium range.
HIL is very good at keeping presure up, trying to brawl with it removes the main strength and adds a whole lot of headaches when ships using it wiggle even more.
Pure beam Odyssey just smashes most small fry at ~2000 range anyway, no frigates no problem.

Already mentioned for Sunder+HIL/graviton: it's fragile. Keeping HIL on target from far out seems much better to me. Didn't find a use for HSA myself.

(dunno what changed with the broadsider AI, but in this version Odyssey officers kick silly amounts of ass)
Spoiler
(https://imgur.com/tgDbadCh.jpg)
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Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 05, 2022, 01:12:28 PM

I'd be interested to see actual testing of these builds but my expectations are pretty low tbh. It seems like normal builds would just be better.


Yea. Can't make it work. Only other option looks to be SO Aurora/Fury and i don't see them getting a lot of use out of them instead of the high density weapons either
Title: Re: High Scatter Amplifier builds
Post by: Linnis on February 05, 2022, 02:29:35 PM
HSA is just not as good, the range reduction is huge, ontop of the high OP cost itself makes it not worth it completely.

Maybe if beams reached out to max range instantly in normal circumstances (default behaviour is like phase and tac lance), then HSA does hard flux but gives the beam a travel time + lower turn rate while firing, to balance it vs frigates that rely on manoeuvring.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 05, 2022, 03:24:22 PM
Yeah. Cutting the range really guts it. Maybe if it was a 10/20% reduction for an equal bonus it would be a lot more bearable.
Title: Re: High Scatter Amplifier builds
Post by: Supraluminal on February 08, 2022, 11:19:48 PM
This Odyssey build works reasonably well:

(https://imgur.com/jQtZpAz.png)

Tach Lance is a good fit for HSA since it starts inflicting heavy EMP arcs as you build up hard flux. Adding the Xyphos' Ion Beams means that a couple of volleys will practically disable many targets. You can easily take on a Paragon 1 v. 1 in the sim, for example, since you can shut down its weapons before it overwhelms your shields.

Sabots might be a better option than Pilums, but the Squall is already pretty effective in that role. Pilums are nice since they're cheap, have unlimited ammo, and also inflict EMP arcs through shields. There's a [REDACTED] missile weapon that also works very well here.

For skills, Ordnance Expertise is practically mandatory. Both capstone Combat skills are also very nice, and Systems Expertise in particular is a lot of fun. It dials the already-high mobility of the Odyssey up to ridiculous levels. Other obvious choices are Helmsmanship, Field Modulation, elite PD, and Gunnery Implants.

Overall it works OK. The Oydssey has the speed to substantially offset the range penalty, which is the only thing that makes HSA remotely viable on any ship. It's definitely a riskier build than the long-range sniper version, but it is a fun change of pace since it's a more active playstyle. I don't know how competitive it is with dual Plasma Cannons though. You get a big EMP punch and lower flux costs, but substantially lower DPS. I suppose it probably depends on the situation - what the rest of your fleet looks like, what enemies you're fighting, etc.

Generally speaking, I do think the range penalty on HSA is too steep. Practically all the builds I've tried with it across a few different ships feel borderline usable at best. (Scarab and Medusa can kind of pull it off, but as others have said, it's hard to get better results with HSA than can be had with more conventional loadouts.) This is the only one I've found that feels worthwhile, and even so I don't think I'd put it in the top three most effective Odyssey builds or anything.

Honestly I'm not sure what I would change to improve HSA. Giving beams hard flux erodes the main thing that makes them mechanically distinct from projectile weapons. Now you're trying to balance two sets of fairly similar weapons against each other, which is inevitably going to be a tough task.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 09, 2022, 08:16:52 AM
HSA also only calls out beam weapons too, which significantly limits the ships your putting it on. Id only seriously consider it on cruiser or capitals that could actively get close enough to negate any beam penalties, but the paragon is a bit too slow, the Ody too much of a broadsider that cutting its range in half looks like it puts it in more danger, and the apogee is a bit too fragile to be getting in the face of a bigger (or any ship with serious firepower really).

Maybe it has a more pronounced effect on fleet-line ships like the Sunder, Eagle or Falcon. They get enough beam weapon mounts to really make use of it.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 09, 2022, 10:05:08 AM
After playing with Fulgent some more, HSA is usable on it.  An alternative to two pulse lasers is two graviton beams plus one pulse laser.  However, I needed to drop both Hardened Shields and Shield Conversion: Front to fit HSA and three medium weapons on it, while keeping everything else the same.  As for burst PD, while the range is shorter, HSA boosts damage just enough for burst PD to zap some missiles in one shot instead of two.

HSA Graviton Beam has a solid niche, but too bad it costs so much OP (to the point that I rather use Pulse Lasers and more flux).  If HSA goes away, it would be nice to have a new weapon that is essentially HSA Graviton Beam.
Title: Re: High Scatter Amplifier builds
Post by: Supraluminal on February 09, 2022, 10:13:00 AM
HSA also only calls out beam weapons too, which significantly limits the ships your putting it on. Id only seriously consider it on cruiser or capitals that could actively get close enough to negate any beam penalties, but the paragon is a bit too slow, the Ody too much of a broadsider that cutting its range in half looks like it puts it in more danger, and the apogee is a bit too fragile to be getting in the face of a bigger (or any ship with serious firepower really).

Maybe it has a more pronounced effect on fleet-line ships like the Sunder, Eagle or Falcon. They get enough beam weapon mounts to really make use of it.

The Paragon is definitely much too slow. Speed is essential to making short-range builds work. HSA also completely undercuts the advantage of the Advanced Targeting Core, which along with Fortress Shields is one of the Paragon's defining characteristics. You really don't want your Paragon to be out-ranged by your enemies.

I don't think I'd try with the Apogee either. It's got really good shields so not actually very fragile, but it's still too slow. The Sunder is fast but fragile, with shield and armor that are not suited for super close-in brawling. The Falcon might work, it's just about fast enough and moderately durable. Possibly the Eagle too, since it has Maneuvering Jets.

Like I said, I find that the Odyssey works OK. The range penalty certainly does mean it's taking on more risk than a long-range build, but it has the speed to get out of trouble most times. It also has a deep enough flux pool that it can shield-tank pretty well. The broadside orientation takes some getting used to on a brawler, but it's actually kind of advantageous for a hit-and-run style since it means your guns are bearing on the target while your nose is pointed away. The basic gameplan is to pull up alongside a target at the edge of the blob, fire a couple of volleys, and hit the plasma burn system to GTFO before your shields overload.

HSA requires you to get extra-close, but otherwise it's the same basic strategy you'd be using with Plasma Cannons or Autopulses, and those can work just fine.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 09, 2022, 10:46:15 AM
I don't think I'd try with the Apogee either. It's got really good shields so not actually very fragile, but it's still too slow. The Sunder is fast but fragile, with shield and armor that are not suited for super close-in brawling. The Falcon might work, it's just about fast enough and moderately durable. Possibly the Eagle too, since it has Maneuvering Jets.

Ive always seen the Apogee as a dedicated long range/support ship. It has the shields to hold up against an attack and back out but it lacks some critical design stuff to allow it to punch up. A large forward-mount energy weapon can do alot but I would rather have eagles and falcons in the front because of how their weapon mounts are layed out.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 09, 2022, 10:48:56 AM
HSA tachyon is 600 range. Only 100/160 less than a Plasma cannonn.

The main problem is that you can get two Plasma Cannon for less OP than 2 Tachyon Lance and the TL is generally an inefficient weapon.

That being said it’s probably worth tweaking that build:

1) you’re better off with 1 Xyphos and 1 Wasp. Xyphos is good but two is probably overkill.

2) the ship is hugely over-PD’d. And the PD range is dangerously close to main Gun range. Swap all the front slots for Tactical Lasers (same range as Tach Lances! 1 to 1 dmg ratio! You’ve got a boatload of them)

3) Unstable injector seems a bit much. Maybe it works I am not sure. Generally I don’t have speed issues that would require it but the extra range is very nice.

4) piliums are… probably inefficient. You won’t need them for small ships and you will kill big ships faster with typhoons, harpoons, or breach SRMs

I am also a huge fan of omni shields on an Odyssey but that is maybe preference. All I know is that it makes venting (even skilled venting) far easier
I don't think I'd try with the Apogee either. It's got really good shields so not actually very fragile, but it's still too slow. The Sunder is fast but fragile, with shield and armor that are not suited for super close-in brawling. The Falcon might work, it's just about fast enough and moderately durable. Possibly the Eagle too, since it has Maneuvering Jets.

Ive always seen the Apogee as a dedicated long range/support ship. It has the shields to hold up against an attack and back out but it lacks some critical design stuff to allow it to punch up. A large forward-mount energy weapon can do alot but I would rather have eagles and falcons in the front because of how their weapon mounts are layed out.

Yea the Apogee, to me, is best with a Tach Lance, a squall, and a buuunch of shield mods/tank mods. You have your fleet escort it and use it as an anchor
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 09, 2022, 10:59:33 AM
Yea the Apogee, to me, is best with a Tach Lance, a squall, and a buuunch of shield mods/tank mods. You have your fleet escort it and use it as an anchor

Spoiler
(https://i.imgur.com/qAb4Tn5.png)
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This is my current Apogee setup. I should probably revamp the design soon since ive been doing a mostly wolf-pack fleet but it works. Tach lance deals huge amounts of damage to ships with downed shields and torps for them to exploit further while the lance recharges.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 09, 2022, 11:38:56 AM
I tried messing around with that Odyssey posted above and my results is that its just strictly worse than a Plasma Cannon Oddysey. Disabling through shields is nice. But you're still probably better off with a mix of TL and PC in that case. And frankly a set of 4 to 5 Ion Cannons on the front pretty well flatten things once their shields go down. And a PC odyssey puts shields down much faster than the TL HSA Odyssey
Title: Re: High Scatter Amplifier builds
Post by: Supraluminal on February 09, 2022, 11:51:30 AM
HSA tachyon is 600 range. Only 100/160 less than a Plasma cannonn.

The main problem is that you can get two Plasma Cannon for less OP than 2 Tachyon Lance and the TL is generally an inefficient weapon.
You mean 2 TL + HSA? One PC costs more than a TL by itself, but yeah, accounting for HSA you pay more for the TLs. Of course then you need more vents to run the PCs!

Regardless, yes, TLs are not as OP-efficient as Plasma Cannons when looking at pure damage. On the other hand, you get the accuracy of beams, great armor-cracking capability, and heavy EMP damage, so it's not an apples-to-apples comparison. And in any case, I'm not too interested in whether HSA TLs is an optimal loadout - just whether it's "good enough" to use and have fun with, which I do find it to be.

Quote
That being said it’s probably worth tweaking that build:

1) you’re better off with 1 Xyphos and 1 Wasp. Xyphos is good but two is probably overkill.

2) the ship is hugely over-PD’d. And the PD range is dangerously close to main Gun range. Swap all the front slots for Tactical Lasers (same range as Tach Lances! 1 to 1 dmg ratio! You’ve got a boatload of them)

3) Unstable injector seems a bit much. Maybe it works I am not sure. Generally I don’t have speed issues that would require it but the extra range is very nice.

4) piliums are… probably inefficient. You won’t need them for small ships and you will kill big ships faster with typhoons, harpoons, or breach SRMs

I am also a huge fan of omni shields on an Odyssey but that is maybe preference. All I know is that it makes venting (even skilled venting) far easier

1) Maybe. I like having both wings of Xyphos because they can really save your bacon at times. If you accidentally overload near enemies - which you will do from time to time with a brawler - they do a fantastic job of body-blocking, EMPing, and PDing threats while you run away. I've watched them shoot down more than a few torpedoes headed for my sparking butt. And like I said before, this build is meant to disable targets aggressively, so lots of Ion Beams are welcome. I'm sure you could make it work with only one wing if you wanted to though.

2) This is intentional. The PD beams contribute meaningful DPS, are dual purpose, more efficient than Tac Lasers, and benefit from HSA just like other beams. Not sure what you mean about the range being "dangerously close" to the main gun range, though? I haven't had any problems arising from that.

3) I tried it quite a bit with and without UI, and decided that it was worth it in the end. Obviously I wouldn't put UI on an Odyssey I'm using as a sniper, but in this case HSA already forces you into very close range. At that point, a small amount of extra range isn't as valuable as higher mobility to me. But again, there's room for personal preference here.

4) Pilums are kind of placeholders for Resonators on here, but overall the medium missile choice isn't central to this build. You can use whatever seems best, for sure.

5) I just don't like omni shields. I prefer the turn-to-cursor/keyboard strafe control scheme, and omni shields are very hard to use with that. I basically can't pilot the Conquest for that reason, but thankfully the Odyssey gets 360 degree coverage with the front shield conversion. And it's fast enough that I'm happy to just run away from the fight briefly to vent in safety.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 09, 2022, 02:43:11 PM
HSA + SO is an interesting idea trying to make the range reduction unimpactful. My main issue with that concept in general is that SO is already a massive OP sink, so the extra OP to equip HSA is a really big issue. I also think that beam weapons are generally low flux/s and DPS, but SO wants the highest DPS weapons possible to take advantage of the extra dissipation, so I think the two hullmods just don't really work together. I would rather just use heavy blasters. Maybe there are some good builds though.
Tried HSA + SO combination on Falcon and Eagle, and it seems effective.  At first, I tried HSA plus HMGs and chaingun (plus Graviton Beams) without SO, but Eagle was too slow.  With SO, Eagle got the speed it needed to close in and kill opponents in SIM duels.

HSA is basically alt-mode for Graviton Beam.  The range reduction does not hurt burst PD as much as I first thought.

The one ship where I would consider HSA Tachyon is Brilliant if I want HMGs for its ballistic mounts instead of longer ranged kinetics.  It chews up some enemies (like SIM Aurora) that get close faster than something like autocannons and no HSA, although it doubt it is very practical.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 09, 2022, 03:55:49 PM
Tried HSA + SO combination on Falcon and Eagle, and it seems effective.  At first, I tried HSA plus HMGs and chaingun (plus Graviton Beams) without SO, but Eagle was too slow.  With SO, Eagle got the speed it needed to close in and kill opponents in SIM duels.

So the fit was HMG, Chaingun, Graviton, HSA, SO?

Is it better than HMG, Heavy Blaster, SO?

I kind of feel like HSA could be zero OP and might see use there.
Title: Re: High Scatter Amplifier builds
Post by: Supraluminal on February 09, 2022, 04:44:02 PM
I kind of feel like HSA could be zero OP and might see use there.

That's an interesting idea. The range penalty is so steep, I could see it working as a zero-cost mod that's essentially just an alternate fire mode for beams. As it stands, nobody seems to have a loadout for it that rises above "it kind of works," so why not treat it as a tool for making beams different rather than better?

Like I mentioned above in the thread, there is some risk of HSA beams starting to step on the roles of already-existing projectile weapons, but I don't think it's that big a concern honestly. Beams with HSA actually end up shorter-ranged than nearly all the other mainstream weapons anyway.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 09, 2022, 06:35:09 PM
So the fit was HMG, Chaingun, Graviton, HSA, SO?

Is it better than HMG, Heavy Blaster, SO?

I kind of feel like HSA could be zero OP and might see use there.
Yes, on loadout.  On Eagle, it was 2 HMG, 1 Chaingun, 3 Gravitons, and 5 burst PD.  Falcon is one less HMG, Graviton, and burst PD than Eagle.  I looked for more ships that can use HSA Graviton aside from Remnant ships that need Automated Ships to use.  The SO and HSA Falcon/Eagle loadouts are not great ships like SO Hyperion is.  I only tried them to see if HSA is good enough to be useful on them, and it seems so.

I have not tried Blasters on SO Falcon/Eagle yet.  I rarely use SO beyond Hyperion.

Quote
Like I mentioned above in the thread, there is some risk of HSA beams starting to step on the roles of already-existing projectile weapons
I do not see that happening.  Only four beams with 600 range.  Tactical Laser is underpowered, inefficient, and slow at tracking (not good anti-missile with IPDAI).  Graviton is the only real gem here, efficient anti-shield even if a bit underpowered compared to projectiles.  HIL is basically an energy chaingun (usable by Brilliant).  And Tachyon Lance is... phase lance with hard flux and EMP.


Update:  Just tried Heavy Blasters on SO Eagle.  I replaced three Gravitons and HSA with two Heavy Blasters and more vents, and two HMGs plus chaingun with three HMGs.  Opponent was SIM Eagle.  Kill times of both loadouts are very close or nearly equal to each other, about 37 seconds, give or take a few seconds.  Tried to fight Dominator and Aurora, but AI was not reliable, either Aurora would run like a coward at times (and nothing Eagle can do to stop it), or Eagle would suddenly break off and run away from Dominator like a coward sometimes.
Title: Re: High Scatter Amplifier builds
Post by: Szasz on February 13, 2022, 03:06:05 AM
Took a little inspiration from Megas to overcome my initial disappointment on Graviton beams and might have found something viable.
Still need to find a lot of Tempests to spam them and maybe officers but it seems promising as it is nimble, flux neutral and a perceptible (tangible?) threat in a knife fight, something that projectile builds can't do due to incurring OP costs. What do you think? Missile can be probably whatever but anti-armor works nice.

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Title: Re: High Scatter Amplifier builds
Post by: Megas on February 13, 2022, 08:45:56 AM
Double HSA Graviton Beam Tempest works well as a frigate hunter.  The loadout I tried was a bit different.  I gave it Swarmers for token anti-armor, Hardened Subsystems, Resistant Flux Conduits, and (of course) High Scatter Amplifier for hullmods.  Caps and Vents were 7 and 10.

I sent it against two SIM Lashers.  It smashed one quickly then dispatched the other.  When I tried a Pulse Laser loadout, it took much longer to kill the Lashers.  On the other hand, when tried to hurt Enforcer, the Swarmers did much of the anti-armor after Gravitons took down the shield.  The Pulse Laser Tempest had a slightly better time.  (They both run out of PPT, so it did not matter much in the end.)
Title: Re: High Scatter Amplifier builds
Post by: Thaago on February 13, 2022, 12:00:11 PM
My hesitation with that is that its a Tempest with only 2 gravitons for DPS. Does that do better than 1 pulse laser? Its giving up onboard PD, so something like 1 pulse, 1 ion pulser is the competition, and I think its similar OP counts for a lot more DPS and a lot more ion.
Title: Re: High Scatter Amplifier builds
Post by: TaLaR on February 13, 2022, 12:32:39 PM
I suspect it's useless in practice. Even the AI is smart enough to armor tank pure kinetic damage.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 13, 2022, 01:24:23 PM
My hesitation with that is that its a Tempest with only 2 gravitons for DPS. Does that do better than 1 pulse laser? Its giving up onboard PD, so something like 1 pulse, 1 ion pulser is the competition, and I think its similar OP counts for a lot more DPS and a lot more ion.
It does better against some opponents, namely frigates with weak shields or nimble enough to dodge non-beam shots.  Yes, giving up PD makes it a bit more dangerous, but so far, the AI Tempest seemed to handle it fine.  That was why I called HSA Tempest a frigate hunter after I tried it.

I suspect it's useless in practice. Even the AI is smart enough to armor tank pure kinetic damage.
The enemy will take hits from Terminator Drones and maybe any missiles Tempest has.  (I used Swarmers because AI does not conserve them, ammo count is fairly high for its size, and short range is not a problem in frigate duels.)  Plus, armor tanking will not help weak frigates enough.

That said, I have not tried it yet in a real (bounty) fight where opponents vary.  Just the SIM where its performance can be better than convention loadouts against some opponents.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 13, 2022, 01:31:30 PM
Could mount a torp in the missile slot just to let it have something to punch above its class. Terminator drones are pretty well-rounded enough to function as general missiles otherwise.

Torpedo's are probably a good pick. Since the Graviton Beams are busting shields quickly, it will probably use them correctly to instantly kill smaller ships without much effort.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 13, 2022, 01:37:59 PM
Could mount a torp in the missile slot just to let it have something to punch above its class. Terminator drones are pretty well-rounded enough to function as general missiles otherwise.
Drones are limited like other missiles thanks to replacement speeds, so another option to use when drones are not online would be handy.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 13, 2022, 01:55:18 PM
Could mount a torp in the missile slot just to let it have something to punch above its class. Terminator drones are pretty well-rounded enough to function as general missiles otherwise.
Drones are limited like other missiles thanks to replacement speeds, so another option to use when drones are not online would be handy.
Limited but not exhaustible, which helps alot on a limited weapon platform.
Title: Re: High Scatter Amplifier builds
Post by: WildWazoo on February 13, 2022, 02:33:41 PM
My best HSA build is a Hyperion with SO and HSA, 2 Phase lances and a heavy Needler.  I’ve see the AI use this ship to solo kill cruisers regularly.  Gets into the fight fast, and warps out when things get too hot
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 13, 2022, 03:22:22 PM
Tried HSA Graviton Tempest some more.  Sent a group of them against a bigger ship (like four Tempests against one cruiser), and another group with different loadout (like pulse laser and burst pd).  So far, HSA Tempests work about as well as other loadouts up to moderately armored ships (like SIM Eagle).  Starts to falter when used against heavily armored targets like SIM Dominator.

Will try them soon in bounty battles.

Limited but not exhaustible, which helps alot on a limited weapon platform.
Can be practically exhaustible, when rate goes to 30% (and ship is no rate boost).  Drones take a long time to respawn compared to other fighters.
Title: Re: High Scatter Amplifier builds
Post by: Szasz on February 13, 2022, 03:54:49 PM
Yep, the Tempest build works and the reasons are logical. So far its tearing apart cruisers and AI is significantly better in my experience with this loadout. And I've given up on dorito ordos since basically only the most imbalanced stuff works there anyway.

To the rest of you: I don't understand your obsession with PD. The most dangerous projectiles Hell, all projectiles but two that can be shot down deal HE damage. HE already has a hard counter called shields. What am I missing? PD is counterproductive most of the time since its fire is drawn by random missiles or flares and beam speed is slow in Starsector, and the resultive constant retargeting significantly reduces anti-fighter capabilities which are often the bigger threat or outright the source of incoming missiles. Unless its named Dual Flak or Guardian I don't even consider equipping it anymore with one exception: small mounts sitting right on top of engines nozzles.

Addendum: Tempest has a new system in case anyone missed it.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 13, 2022, 05:42:00 PM
To the rest of you: I don't understand your obsession with PD. The most dangerous projectiles Hell, all projectiles but two that can be shot down deal HE damage. HE already has a hard counter called shields. What am I missing? PD is counterproductive most of the time since its fire is drawn by random missiles or flares and beam speed is slow in Starsector, and the resultive constant retargeting significantly reduces anti-fighter capabilities which are often the bigger threat or outright the source of incoming missiles. Unless its named Dual Flak or Guardian I don't even consider equipping it anymore with one exception: small mounts sitting right on top of engines nozzles.

I would agree on the smaller mounts, but the AI doesnt like it when you dont give it any PD unless you use mostly reckless officers or something.

Frigates are small and generally speaking can dodge oncoming missiles and some attack pretty easily, but most missiles got tracking and unless you have some sort of defensive frigate like the omen to provide guard duty against it, you need point defense to evade and parry oncoming missiles, cause a few good hits can take out engines or worse. Granted terminator drones could be the PD, but since they also double over as your weapon system and the AI likes to throw them, its not reliable. On the upside, might as well fill a few of the slots out since the OD cost is really low and practically uses no flux when fired.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 13, 2022, 06:38:49 PM
I tried HSA Graviton Tempest in several endgame bounties, and they worked about as well as a Tempest with a Pulse Laser loadout.  The range is a bit short, so I added ITU to the configuration.  10% more range is noticeable in frigate duels and lets the Tempest attack slightly further back otherwise.

The only thing next I could try them against is large Ordos fleet full of alpha cores in a red system.

To the rest of you: I don't understand your obsession with PD.
When I tried older loadouts that worked before the system change to Termination Sequence, my Tempests died more often.  When I replaced the weapon in the right mount with heavy burst laser, survivability went up to about pre-Termination Sequence.

Also, heavy burst laser doubles as anti-armor or anti-hull when enemy shields are down, and the range is the same as pulse laser.

Shield cannot be relied on when...
* Flux is too high to block all incoming Harpoons, Pilums, or whatever.
* Shield pointing toward enemy ahead instead of the Salamander coming up from behind, then engines get knocked out (or shield moves to block salamander then ship gets blasted by enemy).

Addendum: Tempest has a new system in case anyone missed it.
Which means Tempest can no longer rely on drones for PD because the AI will lob the drones at the enemy soon enough.  The drones were excellent PD in previous releases, but after Termination Sequence was added, the AI only sees the drones as Harpoon equivalents to launch at the enemy when shields are down.  Thus, if player wants PD on Tempests, mounting a small or medium burst laser in one of the mounts is the only feasible option.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 13, 2022, 07:42:42 PM
I wonder if it works on the TT brawler.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 14, 2022, 06:01:31 AM
HSA Graviton works on Brawler TT.  Needs missiles for anti-armor.  I used Swarmers if it had Expanded Missile Racks, or Breach if not.  This is one case where conserving small Breach works.  For hullmods, I used Extended Shields for near 360 shields, Hardened Shields, ITU, and one other hullmod.  Had 10 capacitors and (I think) 9 vents.  Vents may seem like overkill, but it helps the AI dissipate the flux faster when it backs off.

Whether HSA Graviton Brawler works better than other loadouts, I do not know.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 14, 2022, 06:51:38 AM
Tried Brawler TT with Phase Lance & Sabot SRM with SO on. I found that it basically shredded the shields & killed instantly against the two SIM Pirate Wolfs. It generates ridiculous flux though and has a hard time dissipating it.

Spoiler
(https://i.imgur.com/zTmBzVC.png)
[close]
Someone more skilled than me can probably whip up something better, but it performed pretty well but cant punch up, which for how fragile its flux systems are isnt great.

Edit: Tried it against the SIM support sunder. Alone it had a hard time doing anything against it without a distraction, which I had to deploy a carrier to give it the fire support needed to actually fight it. Conclusion imo is that Brawler (TT) doesnt work too well with this setup, but can do alot in the initial burst if it can get past shields.
Title: Re: High Scatter Amplifier builds
Post by: Serenitis on February 14, 2022, 08:10:30 AM
Nothing spectacular, but I've had some small amount of success with a HSA Sunder.
Don't particularly like flying it myself, but the AI seems to do okay with it.

Phase Lances in both medium mounts, an Ion Pulser in the large and a single Vulcan on the back.
HSA + SO + Hardened Subsys. + Armoured Weapons.
16 remaining OP into caps.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 14, 2022, 09:33:51 AM
I tried HSA Brawler TT in some endgame bounties, and they survived like other frigates.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on February 14, 2022, 09:45:15 AM
Nothing spectacular, but I've had some small amount of success with a HSA Sunder.
Don't particularly like flying it myself, but the AI seems to do okay with it.

Phase Lances in both medium mounts, an Ion Pulser in the large and a single Vulcan on the back.
HSA + SO + Hardened Subsys. + Armoured Weapons.
16 remaining OP into caps.

Why would you go 2X PL +ion instead of 1x TL + ion?
Title: Re: High Scatter Amplifier builds
Post by: Candesce on February 14, 2022, 10:10:24 AM
Why would you go 2X PL +ion instead of 1x TL + ion?
Higher efficiency, higher DPS, lower OP, I'd assume. Less EMP, but you've still got the Ion Pulser, so.

Better question from my point of view - once you're SOing a Sunder, why not just mount a Plasma Cannon? You've actually got the flux for it, at that point, and the PC's got very nice stats if you can afford to mount it at all.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 14, 2022, 10:22:09 AM
Why would you go 2X PL +ion instead of 1x TL + ion?
Higher efficiency, higher DPS, lower OP, I'd assume. Less EMP, but you've still got the Ion Pulser, so.

Better question from my point of view - once you're SOing a Sunder, why not just mount a Plasma Cannon? You've actually got the flux for it, at that point, and the PC's got very nice stats if you can afford to mount it at all.
Ive seen more success with an autopulse laser w. extended magazine on an SO sunder. 56 shots will tear apart most anything. Shields wont help much, nor will armor and its fast enough to basically be a frigate speed destroyer with cruiser firepower.
Title: Re: High Scatter Amplifier builds
Post by: Serenitis on February 14, 2022, 12:35:11 PM
Why would you go 2X PL +ion instead of 1x TL + ion?
Not having any large energy guns.
It's a 'make do' build that worked better than expected.

Title: Re: High Scatter Amplifier builds
Post by: Salter on February 14, 2022, 03:44:16 PM
Tried my hand at a HSA build with the shriek, cause I remember it being a good light destroyer that works well with aggressive officers and its won most of its duels. Since im running wolfpack tactics, the image shown was designed for it to sink bigger ships/stations with the help of smaller shield shredders but you can easily replace the Reaper Torpedo Tube with a Sabot SRM pod since they have the same OD cost.

For the 1v1 duels w. Sabot pod, I used the Medusa SIM. For the Reaper Torp Tube, I used the Aurora SIM and gave it a scarab built for shredding shields as support.

Spoiler
(https://i.imgur.com/pY1ZBCn.png)
[close]

I enjoyed the result alot. If it ever gets a hit on you with its phase lance, its guaranteed to sink even the high end destroyers with one shot. You need an aggressive officer/AI though or it wont ever stay on top of its opponent cause with the sabot it will shoot its missiles and instantly shred its shields, which the missiles cant be PD'd cause they will blast from behind the Shrieks own shields. Ill probably deploy the pod as I begin exposing it to the Ordo fleets to see if I want the pod or the torp tube long term, especially for station busting. My fleet currently lacks a dedicated ships for sinking big capitals when their shields are overloaded.

Wasnt too sure about the Hardened shields for this loadout, but it surprisingly made it very tanky with its shields. It has issues about overloading from the phase lance being used too much and doesn't have a way to bring down shields on its own if it doesnt have the sabot pod, but the idea is that in fleet engagements, it will have the rest of the wolfpack to compensate for it and it sinks anything the wolfpack finishes bullying.

Edit: Replaced the center TL with an Ion Cannon and swapped a few capacitors to install LR PD lasers, found that its pretty good for helping harass and keep a ships weapon systems down for the wolf pack and the LR lasers managed to catch some missiles aiming for its rear. It didnt get all of them, but I figure this is something that will eventually hash itself out with interceptor fighters marching up with it.

Edit of an Edit: I traded out the LR PD lasers for more Tactical Lasers (Since they cost less). Trading the already limited PD range due to HSA for strong TL's has made it really effective at stopping fighters. Made Integrated PD AI into an S-mod for the ship and its doing twice as effective of a job at stopping missiles as the LR PD was doing.

Keeping a backup save in case I need to revert if I dont like how it functions tho.
Title: Re: High Scatter Amplifier builds
Post by: Megas on February 15, 2022, 05:48:22 AM
Triple HSA Phase Lance (and no other weapons) on SO Fulgent.  Murders destroyers and smaller fast.  With a core for Energy Mastery, Target Analysis, and other skills, it can crush cruisers as well.

Sunder can use it too, but it is more fragile and has less PPT.
Title: Re: High Scatter Amplifier builds
Post by: Salter on February 15, 2022, 08:01:35 PM
Tried a double phase lance HSA on a fury with two Tactical lasers on the side of each. In the hands of a player and some decent kiting it tore up ships up to its size with little trouble and killed lesser ones in one shot. Gave it a reaper torpedo tube to finish off bigger enemies when they overload. In the hands of the AI, it performs poorly though since it likes to angle its nose towards the enemy and the awkwardness of its mounts.

An update on the Shrike, didnt like point defense AI on it and replaced its back TL's with burst PD lasers. Performs alot better now.
Title: Re: High Scatter Amplifier builds
Post by: Megas on March 11, 2022, 07:33:06 PM
For those with elite Point Defense, HSA Tactical Laser spam is the longest ranged hard flux attack for high tech ships without ballistic mounts.  Yes, it has less range and efficiency than IR Pulse Lasers, but if I want range (plus hard flux) above all else...

If I have elite PD, and want to use high-tech ships without ballistics, I might consider Tactical Lasers (in small and medium mounts) with IPDAI and HSA for maximum hard-flux range, at least on something like Wolf that needs the range.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 04, 2022, 03:20:05 PM
So this topic has been dead for a while but i think i found a concept that works. Its not great. But its not bad. And its kind of player only. And there is kind of only one ship or two ships you can kind of make use of it on.

The things it works on is phase ships that have phase anchor so long as the pilot has elite field modulation(or is in the Ziggurat)

The reason is that with elite field modulation and phase anchor you can fire your beams, and phase to halve the beams cooldowns and then fire again effectively doubling their DPS in real time and trebling or quadrupling their DPS in game time. The problem that HSA solves is very good shield tanks. Even very well kinetic structured Ziggurats can start to falter against super tanked shields and if that happens then the enemy may be able to back out. This is very bad because you're not very fast in the Ziggurat but also because the phase anchor tachyon cycle naturally pushes your hard flux up.

The range reduction is a problem. But not necessarily that much of a problem. With the Ziggurat, tachyon lances in the forward slots still have decent range at 1,050. Which isn't that too far behind heavy needlers, which you will want to fit for this build as well because HN fits very well within the framework of phase anchor, having high burst and a long cooldown time. (unless you can get your hands on resonator MRMs)

The main example for me is testing against the sim paragon essentially skill-less (going for player controlled AI ships in this game and don't have any personal combat skills except the ones in tech yet). Without HSA the below fit* needs to vent in order to kill the sim Paragon. With HSA it does not.

*(just because of what I have access to 2x AMSRM, 2x Tach Lance, 1x Heavy Armor(built in), 1x ITU(built in), 2x Heavy Needler, 2x Resonator MRM, IEM, Phase Anchor, HSA [IEM for flavor and because i want to have a dumb low sensor profile]. With HSA removed you add a few more caps and some more vents.

Is this maybe a minor advantage? Yea. But if you need to eeek out every last power against like... doritos then it will be valuable.
Title: Re: High Scatter Amplifier builds
Post by: BigBrainEnergy on August 04, 2022, 03:56:34 PM
I recently found HSA is decent on tempest with graviton + ion beam. Consistent and efficient shield pressure at about the same range as its other weapon options and it has termination sequence for when it needs some punch.
Title: Re: High Scatter Amplifier builds
Post by: intrinsic_parity on August 04, 2022, 04:17:43 PM
It feels like if you are trying to solo big fleets with Zigg, range might be more valuable than in a 1v1, but I don't really enjoy playing that way enough to try it lol.

Any time I have tried to make HSA work (for the AI), I have found that all my other normal builds do as much or better. Usually even just removing HSA and putting the OP into something else is just as good as HSA, and intuitively, I know that reducing range by 1/2 puts the ship into much more dangerous situations. It's hard to see much value personally.

I recently found HSA is decent on tempest with graviton + ion beam. Consistent and efficient shield pressure at about the same range as its other weapon options and it has termination sequence for when it needs some punch.
Ion beam with 500 range is just a worse ion pulser. Gravitons are at least interesting with HSA though.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 04, 2022, 04:31:28 PM
It feels like if you are trying to solo big fleets with Zigg, range might be more valuable than in a 1v1, but I don't really enjoy playing that way enough to try it lol.

The range of the Tachyons is so far beyond the rest of your guns (unless you're using gravitons) in the med universal that the range penalty isn't that bad. And the Tachyons, while great at pegging small ships, will definitely falter against bigger ones.

I wouldn't use it for soloing but if you wanted to use it as primary damage when you had like, supporting frigates? Definitely has some value
Title: Re: High Scatter Amplifier builds
Post by: Candesce on August 04, 2022, 05:34:08 PM
Ion beam with 500 range is just a worse ion pulser. Gravitons are at least interesting with HSA though.
600 range, and the Ion Pulsar is the lowest-accuracy Medium Energy weapon, which you might care about for, like, frigate duels.

But at about 1/4 the DPS for the same flux over time, you'd better be shooting at a really evasive target, or really need that extra 100 range.
Title: Re: High Scatter Amplifier builds
Post by: BigBrainEnergy on August 04, 2022, 05:44:14 PM
Ion beam with 500 range is just a worse ion pulser. Gravitons are at least interesting with HSA though.
The point of the ion beam is so they can't drop their shields and take the graviton on their hull, ion pulser isn't consistent enough for that purpose.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 04, 2022, 05:48:51 PM
It feels like if you are trying to solo big fleets with Zigg, range might be more valuable than in a 1v1, but I don't really enjoy playing that way enough to try it lol.

Also if you are soloing the enemy will surround you pretty quickly. So i would not expect you to get a lot of value out of the extra range on the non HSA tachyons
Title: Re: High Scatter Amplifier builds
Post by: Igncom1 on August 05, 2022, 01:01:57 AM
Ion beam with 500 range is just a worse ion pulser. Gravitons are at least interesting with HSA though.
The point of the ion beam is so they can't drop their shields and take the graviton on their hull, ion pulser isn't consistent enough for that purpose.

Ironically I think in that instance works in the Ion Pulsers favour as the AI will often drop the shields and let ion shots in by accident.
Title: Re: High Scatter Amplifier builds
Post by: Amoebka on August 05, 2022, 04:35:48 AM
HSA Graviton + Ion beam is effectively one LAC + a small ion cannon. That's less than a Centurion and you are paying 8 DP for it. The DPS is way too low.
Title: Re: High Scatter Amplifier builds
Post by: Megas on August 05, 2022, 08:07:26 AM
If I want to solo fleets with Ziggurat (and I do not have Omega missiles), I want Ballistic Mastery to boost needler range, and the added range is worth it.  If I go down that path, I do not want to reduce range of the lances.  There are times when soft flux from lances do not matter.  Lances do not have too much more range than needlers boosted by Ballistic Mastery.

(I also want ePD for IR PL with more range and PD because motes alone are not always enough PD.)
Title: Re: High Scatter Amplifier builds
Post by: Schwartz on August 05, 2022, 01:22:00 PM
I haven't yet found a HSA build that was not a shoehorn trying to "just make it usable, for the love of god", where other options weren't simply better. Such as not using HSA and having double the range. Range is far more valuable than flux type. Beams are not consistently dangerous enough that you want to brawl with them either. They're the spaghetti noodles of Starsector. They better be long and there better be a lot of them.
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 05, 2022, 07:00:04 PM
I haven't yet found a HSA build that was not a shoehorn trying to "just make it usable, for the love of god", where other options weren't simply better. Such as not using HSA and having double the range. Range is far more valuable than flux type. Beams are not consistently dangerous enough that you want to brawl with them either. They're the spaghetti noodles of Starsector. They better be long and there better be a lot of them.

Tacyon Lances out of a Phase Anchor'd Ziggurat may be the highest DPS weapons in the game. I estimate that "real time" that the cooldown of tachyon lances is about 1 second. So their DPS is about 1125 each per weapon.
Title: Re: High Scatter Amplifier builds
Post by: Schwartz on August 05, 2022, 07:16:59 PM
I would never trade hard flux for half range on Tachyon Lances either, they don't need it as they spike shields anyway. HIL maybe, if it was Energy damage and not Explosive. HSA is just a very uncomfortable marriage with the weapons it alters, it doesn't really work.
Title: Re: High Scatter Amplifier builds
Post by: Amoebka on August 06, 2022, 02:52:21 AM
Tacyon Lances out of a Phase Anchor'd Ziggurat may be the highest DPS weapons in the game. I estimate that "real time" that the cooldown of tachyon lances is about 1 second. So their DPS is about 1125 each per weapon.

Yeah, and the higher the DPS, the less improtant hard flux is, because the enemy will overload before they can passively dissipate anyway.
Title: Re: High Scatter Amplifier builds
Post by: Candesce on August 06, 2022, 03:50:00 AM
Tacyon Lances out of a Phase Anchor'd Ziggurat may be the highest DPS weapons in the game. I estimate that "real time" that the cooldown of tachyon lances is about 1 second. So their DPS is about 1125 each per weapon.
They've got 500 armor pen, which implies 1k DPS exactly for the duration of the beam.
Title: Re: High Scatter Amplifier builds
Post by: Megas on August 06, 2022, 10:39:43 AM
Tachyon Lance with faster reload from Phase Anchor will out-DPS plasma cannon.  Very lethal when combined with four Heavy Needlers (preferably boosted by Ballistic Mastery) which also get faster reload from Phase Anchor.  Ziggurat does not need hard flux from Tachyon Lances when it can also fire four Heavy Needlers with the lances.

Phase Anchor makes Ziggurat strong.

The only ships I consider HSA on are Tempest and Brawler-TT, who both get dual Graviton plus missiles (Swarmers or Breach).
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 06, 2022, 12:47:51 PM
Tacyon Lances out of a Phase Anchor'd Ziggurat may be the highest DPS weapons in the game. I estimate that "real time" that the cooldown of tachyon lances is about 1 second. So their DPS is about 1125 each per weapon.

Yeah, and the higher the DPS, the less improtant hard flux is, because the enemy will overload before they can passively dissipate anyway.

4k DPS at .5 shield efficiency is 2k passive regen. When radiants have and paragons effectively have. Any battleship with good shields will be very close to out-regenning your tachyon lances and so if there are other ships around you also have to deal with that will be a problem.
Title: Re: High Scatter Amplifier builds
Post by: Amoebka on August 06, 2022, 12:51:56 PM
Do those Paragons and Radiants not have any weapons fitted or do they cost 0 flux to fire?
Title: Re: High Scatter Amplifier builds
Post by: Goumindong on August 06, 2022, 04:39:05 PM
Do those Paragons and Radiants not have any weapons fitted or do they cost 0 flux to fire?

They do. But you do not need to shoot to beat a phase ship that is flux trading. You just need to survive until there are other ships around or the phase ships flux is high.