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Starsector => General Discussion => Topic started by: Grievous69 on July 17, 2022, 12:20:47 PM

Title: So what's the plan with the Fury?
Post by: Grievous69 on July 17, 2022, 12:20:47 PM
Once again, I came across Furies in my playthrough and I think my relationship with them is even worse than with Auroras (hell even Medusa). But the thing is, I can at least justify Aurora as an expensive flagship. Fury is just not at the 20 DP tier it currently stands. Now if Alex decides to nerf every other cruiser in the game, then ok this post is pointless. Otherwise it either needs to be a bit cheaper or get a slight buff. Now the situation isn't as serious as I'm making it out to be, the ship isn't straight up unviable or bad, it's just that the balance currently is in a such good place, the Fury is a thorn in my eye and my over analytical playstyle. I'm not even sure how would you go about buffing it, except boring stat changes. If it stays the same then it absolutely can't be more expensive than Apogee (18 DP).

Obligatory "I called it": https://fractalsoftworks.com/forum/index.php?topic=22611.0
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 17, 2022, 01:22:09 PM
Interesting, I stopped piloting SO Auroras, because it felt too much like cheating. I don't know, Furies feel largely mediocre, taking DP into account probably bit better than Eagles/Falcons, worse than Champions/Eradicators and considerably worse than Apogees.
Title: Re: So what's the plan with the Fury?
Post by: intrinsic_parity on July 17, 2022, 01:33:06 PM
I think a significant factor for the Fury feeling worse was the eradicator being added at the same DP and being a bit stronger IMO. 18 DP seems like maybe a better place for it. I don't think it's unusable ATM, but it definitely feels a little over costed at 20 DP.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 17, 2022, 01:49:12 PM
For the full meme experience: Fury stays the same, Eradicator gets annihilated with the nerf bat > no more complaints about Fury being too weak. This was only a joke, please god no.
Title: Re: So what's the plan with the Fury?
Post by: Ruddygreat on July 17, 2022, 02:14:13 PM
the fury is in a theoretically good place rn imo (it's ~60% of an aurora for ~60% of the cost) so I don't really feel like much could be done to it?

like, lowering the DP would make it comparatively better vs the aurora, buffing the stats would have a vaguely similar effect, maybe swapping the system for plasma jets would make it feel less "meh", though idrk how much of a difference that'd make.

and the erad does deserve a hit with the nerf bat, between it and the champ the eagle is basically useless
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 17, 2022, 02:19:00 PM
Yeah but that's the big part of Aurora, lots of weapons on a ship that can move very fast, even backwards. Not really sure how Fury being better would obsolete the Aurora, I'd argue that Odyssey obsoletes all of them then lol. Again, it's fine if nothing changes, I just personally don't see a use for the ship unless I somehow get it super early for free. And the AI is absolutely atrocious with it.
Title: Re: So what's the plan with the Fury?
Post by: FooF on July 17, 2022, 07:05:15 PM
Fury at 15 DP was clearly OP. I don't have a strong opinion on the Fury at 20 DP. Anecdotally, if I give it to the AI, I hardly ever lose them except in endgame full Ordo fights. As a flagship, I think they're far better than a Falcon and at least on par with the more-expensive Eagle. The Eradicator is a first-pass ship right now and is slightly over-tuned. If anything, it will get nerfed just like the Fury.

I think the real selling point for the Fury right now is that not only is it faster than an Aurora, it also has ~93.5% of the shield tanking ability for 2/3rds the cost. It doesn't have near the firepower of an Aurora but it's an extremely safe ship. It's toward the top of shield tanking ships in an absolute sense, and even factored for DP, it's way better than the Aurora (which is actually rather middling). For a very fast ship, it can take a lot of damage: it just can't deliver much.

I don't know, I'm not unsatisfied with it at 20 DP so I don't think it really needs anything right now.

(https://i.ibb.co/TYJKCLY/Screenshot-2022-07-17-215810.jpg)
(https://i.ibb.co/Fh3NgTn/Screenshot-2022-07-17-220329.jpg)
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 17, 2022, 07:21:35 PM
If nothing else, today I learned why the shrike and apogee are my favorite ships. Jury's still out on the mercury.
Title: Re: So what's the plan with the Fury?
Post by: Amoebka on July 17, 2022, 07:24:54 PM
Aurora is a cursed ship that will never be allowed to be good again. Comparing things to it isn't meaningful.

Fury is, imo, worse than even the pirate Eradicator. 20 DP is definitely too much.
Title: Re: So what's the plan with the Fury?
Post by: Salter on July 17, 2022, 08:10:49 PM
20 feels like alot but a pack of fury's can decimate most ships. The Aurora feels like it has its place still though. It has generally better specs, a generous weapon system and plasma jets will beat plasma burn any day.
Title: Re: So what's the plan with the Fury?
Post by: Thaago on July 17, 2022, 09:24:12 PM
I have been satisfied with the Fury at 20. Its fast, it has a bunch of missiles, good flux for some guns, and a good shield. Range is an issue for dueling other cruisers, but it has the speed of a destroyer so...

The Eradicator is currently overtuned - the discussion of the Eagle comes to mind. It doesn't need a huge nerf, but AAF + all those ballistics is really good.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 17, 2022, 11:49:40 PM
Wouldn't really call 1 medium + 1 potential medium slot a "bunch of missiles" for 20 DP. Manticore has that much missile firepower and it's not even built around it. Anyways I can't believe my eyes someone would say Fury is a safe ship, or more recent, that a pack of Furies mean business. No, both are factually wrong because my very first playthrough this patch, I had 3 Furies in my fleet probably 80% of the game. Eventually had to change them out because I was so disappointed with the performance and the biggest issue was them dying first in fights. All 3 were different versions of builds, all 3 were safe and sane builds, neither had a reckless officer, and all had 2 s-mods with maxed officers. Speed of a destroyer is a non argument when almost every fight they just burn in, maybe kill a frigate or two, and then get into a bad position where you have to rescue them. It's really not me crying about it because I ran a couple of sim tests. I played a full damn campaign with them and they're just underwhelming. I currently have an Eagle in my fleet and despite the slower speed it's a much better performing ship (and that's the one people think is weak right now!!). I'm not sure what else can I say to paint a clear picture that the Fury is the problem, not everything around it.

Speaking of other cruisers, think I'll make a separate topic for Eradicator, so this one doesn't get derailed.

Btw you don't have to compare Fury just to a ship of the same cost, compare it to an Apogee, Champion, Mora, etc. And see what each ship brings to a fight compared to our little topic here.
Title: Re: So what's the plan with the Fury?
Post by: Salter on July 18, 2022, 05:27:51 AM
The fury works if you are running something akin to a wolfpack. Think of them as big dire wolves. In this context I wouldn't mix the furys up too much and just make them the same build across the board, giving one of them ion options to disable a target and the other two as hunter-killers to punch up/torpedo the enemy. They wont function as adequately hunting Ordo's but still make nice offensive ships to include in any composition for raiding/bounty hunting.
Title: Re: So what's the plan with the Fury?
Post by: Candesce on July 18, 2022, 06:05:02 AM
The Fury is probably going to benefit significantly from the new Kinetic Blaster, thinking about it.

Being able to use your main gun to efficiently pressure shields and missiles to punish venting and overloads is a much more comfortable dynamic than what it's got right now.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 18, 2022, 06:17:23 AM
True, but we're yet to see how easy is to get Kinetic Blasters (doesn't seem that easy for early game fleets), and how actually good they are.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 18, 2022, 06:37:49 AM
Fury costs too much at 20 DP.  I prefer it over Eagle, but not over Apogee or Eradicator.  It should be no more expensive than Apogee, 18 DP.

Aurora is a cursed ship that will never be allowed to be good again. Comparing things to it isn't meaningful.
30 DP is too much.  At least as an AI ship, it is worse than Dominator or Champion, or more precisely, I do not get my DP's worth like I do with those two 25 DP cruisers.  Aurora feels more like a 25 DP ship.
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 18, 2022, 06:56:36 AM
I wouldn't mind Aurora buff, but at the same time - bad on AI, good in players hands is a fine niche as well. Wouldn't Ziggurat need buffing if we tried balancing it around AI usage?
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 18, 2022, 07:01:02 AM
I wouldn't mind Aurora buff, but at the same time - bad on AI, good in players hands is a fine niche as well. Wouldn't Ziggurat need buffing if we tried balancing it around AI usage?
There is only one Ziggurat in the game, and the player cannot build or find another.  It is Starsector's hero ship Vindicator.  Also, Ziggurat is the biggest, baddest ship the player can use in the game - it is a monster.  Player can build as many Auroras as he wants, and Aurora is not the biggest ship.

It is disappointing that the AI cannot use Ziggurat as well, but that is more of a problem with AI not being able to take advantage of Phase Anchor's combat boosts.
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 18, 2022, 07:06:14 AM
I don't disagree, thematically it is "biggest baddest" and at AI hands it's not worth the DP points. Not an issue. Same thing with Aurora or Hyperion or Doom. It's fine that some ships are only good in players hands, it's an ok niche.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 18, 2022, 07:42:50 AM
I don't disagree, thematically it is "biggest baddest" and at AI hands it's not worth the DP points. Not an issue. Same thing with Aurora or Hyperion or Doom. It's fine that some ships are only good in players hands, it's an ok niche.
Hyperion is actually very strong, possibly overpowered, even in AI hands... but only with Safety Override to enable teleportation while shields are up and get the flux stats it needs to sustain three medium weapons.

Doom needs Combat skills, especially Systems Expertise, to be good, but AI can do alright with it.  If all the player wants is a crash test dummy that can cheat death, then Doom with Phase Anchor is okay at the job.

P.S.  If the ship is underpowered or overpriced as an AI ship, then the ship had better be overpowered enough to be one of the best options in the entire game for the player can use, or at least do something unique and game-changing no other ship can do.  Ziggurat easily qualifies.  Afflictor chains can qualify if player is skilled enough.  Aurora does not.  Aurora is strong in player's hands, but it is not overpowered enough to kill everything.  Aurora is best at sweeping multiple smaller ships.
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 18, 2022, 07:52:21 AM
Interesting, will try it out! What weapon setup do you go for for AI Doom?

Edit: I don't agree with that standard for player only ship, it feels a bit artificially manufactured to get a "win" in this conversation. SO Aurora is super fun to fly - it's fast, with combat skills it's maneuverable, yes it's great at bullying anything smaller than a capital, but in real fight it kills or sets up kills for capitals all the time. I like to put a bunch of reapers on it, so it can one shot almost any capital with it's shield down, but most importantly it feels fun to fly and is very impactful in the fight.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 18, 2022, 08:02:32 AM
I do not have specific loadouts for Doom.  Probably heavy blasters and maybe kinetics and/or Pilums for AI Doom.  The only thing necessary is Phase Anchor so that it does not die when hull collapses, provided CR is high enough.  (Remember only one ship per battle can dive.)  I do not remember if I armor it up like I would with Vanguard or Derelicts.  I do not expect Doom to work miracles and kill everyone.  As long as it kills some ships or at least enable others to do so, and not die will doing it, it does want I need it to do.  I am averse to casualties because I want pristine ships and, without Hull Restoration, ships that die will get d-mods when recovered.
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 18, 2022, 09:41:46 AM
Cool, thanks, will try it out.
Title: Re: So what's the plan with the Fury?
Post by: Thaago on July 18, 2022, 09:47:27 AM
Wouldn't really call 1 medium + 1 potential medium slot a "bunch of missiles" for 20 DP. Manticore has that much missile firepower and it's not even built around it. Anyways I can't believe my eyes someone would say Fury is a safe ship, or more recent, that a pack of Furies mean business. No, both are factually wrong because my very first playthrough this patch, I had 3 Furies in my fleet probably 80% of the game. ...

The Manticore does have that many missiles, but the Manticore is an outlier! And it is OP limited, so its hard to fit both missiles to the full extent with racks and ECCM without giving up something about its guns (if the Manticore weren't short on OP it would be pretty overpowered, as it stands it can be built to excel at either guns or missiles but not really both, at least in my builds). Its not really a good point of comparison

For comparison to other ships I think are missile heavy but not purely a missile ship, a Champion at 25 is a single large, a Dominator at 25 is 3 mediums, Apogee is 1 large at 18, Onslaughts are 4 mediums for 40, Legion 5 mediums for 40, Aurora 2 medium 4 smalls for 30, Shrike 1 medium for 8 - I'm sure I'm missing a few, but 2 medium for 20 fits right into that trend, maybe slightly on the low end. Oh, Conquest at 2 larges, 2 mediums for 40, thats significantly above the trend of the other ships I've listed.

When you had 3 furies, were you operating at the DP limit or in battles where you were deploy limited? Because the only thing that changed about the Fury from last patch (if searching the notes is enough info) is the DP and cost - they are the same warship underneath. If you were DP limited fair enough, but I've had them perform just fine both before the DP change and after.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 18, 2022, 10:27:50 AM
I'm fine if a ship is slightly worse in AI control but shines in player hands, but balancing a ship around the player's skill is wrong, you're left with a detriment if it's an AI ship. You can only have one flagship at the end of the day. If an Aurora is worth 30 DP then Falcon (P) could be 25, Gryphon could be 35, Afflictor 20. You can see how this would get absurd really fast.

@Thaago
Not really an outlier since every other ship also can't fit missiles + EMR + ECCM and good guns. But that's not really important here.

Yeah I think I was just slightly above the 240 DP limit, had a few frigates as reinforcements. Also I wouldn't be here complaining about the DP cost if I never got to the cap lol. Only then you can really tell how much is each ship worth.
Title: Re: So what's the plan with the Fury?
Post by: Tadas on July 18, 2022, 10:47:19 AM
My argument is that "not all ships need to be balanced around AI usage", not "all ships need to be balanced around player". Ships with gimmicks will probably be considerably stronger in player hands. As I said before I generally stopped playing with Aurora, because it felt a bit too strong, so I don't think it needs a buff, but I am fine either way. If I won't like it, I will just use self-imposed rules.
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 18, 2022, 11:46:24 AM
I typically either run SO Furies or Xyphos Converted Hangar Furies personally, and those seem to work well enough even against end game Ordos (especially if I've got s-mods on everything).

The thing about SO Furies is they have frigate tier speed (ignoring their plasma burn) with a pair of 1000 energy DPS heavy blasters.  I vaguely view them as an easier to find Hyperion replacement, that has a bit more PPT.

Alternatively, Sabots + Xyphos + Heavy Blaster is a solid disabling build that doesn't need the 1400 flux/second that SO provides.

I find both builds tend to be pretty safe, as they either move out of danger easily, or they reduce incoming fire significantly.

Since playstyle and fitting are a huge component to effectiveness of ships,  I'd be interested in hearing how people are configuring them for use by the AI, both for those that think they're underperforming and those that feel they're fine.  It may be trying to shoehorn them into a job which they are ill-suited for.

I'm pretty sure I've seen posts showing off mono-fleets of Furies being able to handle end game Ordo fights at the 20 DP price point in the campaign after the latest release, although maybe I should try that for myself.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 18, 2022, 11:57:32 AM
I don't remember the exact builds but I tried pretty much everything except the Xyphos build you mentioned.
Heavy Blaster + Sabot + Typhoon
Ion Pulser + Pulser Laser + Breach
Pulse Laser + Phase Lance + Sabot
There's probably more, and in the 2 small energies that can point forward, I tried AMBs, IR Pulse Lasers and Ion Cannons.

Don't like SO so didn't bother with such builds.

I'm sure if you min max enough for a certain fight you can beat it with a lot of mono fleets, but I'm not sure if that's a valid argument for game balance.
Title: Re: So what's the plan with the Fury?
Post by: Draba on July 18, 2022, 12:18:00 PM
The thing about SO Furies is they have frigate tier speed (ignoring their plasma burn) with a pair of 1000 energy DPS heavy blasters.  I vaguely view them as an easier to find Hyperion replacement, that has a bit more PPT.
...
Since playstyle and fitting are a huge component to effectiveness of ships,  I'd be interested in hearing how people are configuring them for use by the AI, both for those that think they're underperforming and those that feel they're fine.  It may be trying to shoehorn them into a job which they are ill-suited for.
Fury with SO is pretty silly (SO in general is overpowered IMO), but is also fast/durable enough to be used with used unstable injector+elite helmsmanship officer and double heavy blaster+ion cannon (no other weapons). Can almost max caps/vents, it smashes smaller things and can gang up on big ones. It does have the pretty common problem of low range ships, AI sometimes just doesn't want to close in so might need some extra babysitting when used as a line ship.
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 18, 2022, 03:54:37 PM
Don't like SO so didn't bother with such builds.

Fair enough, certainly I'd expect the ship to be worth the points with or without safety overrides.  I will note, SO does play to the strengths of the Fury more than say, an Eradicator, so I tend to think it gets more mileage out of it than most low or mid-tech ships.  Plasma burn + SO means you can't be kited all day by an ion beam Wolf or Tempest, unlike most other SO cruisers (Eradicator included).

I'm sure if you min max enough for a certain fight you can beat it with a lot of mono fleets, but I'm not sure if that's a valid argument for game balance.

That brings up the age old question, what is a valid argument for game balance?  As you noted, the DP cost is meaningless for early campaign, it's just a few supplies here and there.  It only matter at the 240 DP fleet limit.  So what am I usually fighting when I've amassed a full 240 DP fleet? Ordos, Doritos, and end game bounties.  How do I test just the Fury effectiveness with as few other confounding factors?  Just use Furies, aka a mono-fleet.

Perhaps there's a better metric, and I'd love to hear other testing methodologies.   General experience feedback is obviously valuable, but it's hard to place in context given it is presumably with a specific loadout (or set of loadouts) in a specific fleet composition played in a certain way.

As for weapon choices, my philosophy of medium energy weapons goes something like this:

I consider Pulse Lasers to be primarily for frigates (it's almost literally 2 IR pulse lasers).  Phase lance is mostly a secondary weapon for swatting fighters, or on a ship like the Harbinger that can bypass shields in some way.  On AI ships I tend to see it get dumped into shields way too often, and it's not a continuous pressure weapon, so AI mistakes hurt.  Graviton and Ion Beams are long range support soft flux weapons, which again isn't great for actually killing things as the primary weapon (unless your entire fleet is doing beam spam, plus I can get 2 Ion beams at no slot and flux cost for 42 OP, or 27 with s-mod).  Heavy Burst PD is mostly PD, although some anti-armor.  Ion Pulsars (which combine Ion damage with 900 energy burst DPS) are great for bursting down frigates/destroyer shields, while having Ion utility against cruisers and battleships.  I consider Heavy Blasters to be 2/3's of a Plasma Cannon DPS and all of it's armor penetration, in a medium mount for 2/5 of the OP cost.  I'm discounting mining blasters as those are either pirate weapons or niche Harbinger builds.

So if I'm running a full fleet late game, my Auroras and Furies are going to be fit with Heavy Blasters and sometimes an Ion Pulser mixed in.  And then sabots.  Its admittedly a bit monotone in weapon selection, but there really are only two hard flux medium energy mounts to consider for cruisers as primary DPS.

63 OP for 1 Heavy Blaster, 1 Ion Pulsar, 1 Sabot Pod, and 30 Vents would be my starting point for a non-SO, non-converted hangar build.  900 flux/second sustained matches dissipation, and has 680 sustained DPS, 9800 energy damage burst over 7 seconds.  That burst will crumple almost all* frigate shields.

*depends on whether you consider Hyperions to be "frigates" or cruisers in frigate clothing.
Title: Re: So what's the plan with the Fury?
Post by: prav on July 18, 2022, 04:43:46 PM
The issue I have with the Fury is that it has so few mounts for its flux that you're heavily pushed into using a Heavy Blaster. Putting something else in the nose turret is just making things complicated for little gain, and often means skipping half your missiles.

Also, unless I'm missing something the variant fits seem pretty bad, so in faction fleets it's rarely carrying its weight.
Title: Re: So what's the plan with the Fury?
Post by: Draba on July 18, 2022, 05:30:29 PM
The issue I have with the Fury is that it has so few mounts for its flux that you're heavily pushed into using a Heavy Blaster. Putting something else in the nose turret is just making things complicated for little gain, and often means skipping half your missiles.

Also, unless I'm missing something the variant fits seem pretty bad, so in faction fleets it's rarely carrying its weight.
Yeah, for some reason whenever I try to mix it up with other weapons and reapers AI doesn't use the reapers nearly as well as it would on an Onslaught/Odyssey.
In the end Fury is best at running around on the sides, swatting frigates/destroyers but there is some really stiff competition for that role (Scarab/Glimmer are both very good).
At old cost was definitely overpowered, for current version 18-ish might be fair but only having M energy is the main limit so new weapons/missiles could shake things up.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 18, 2022, 11:10:40 PM
It was simply too boring to have every Fury build be Heavy Blaster + Sabot Pod, since I already did that combo a million times on high tech ships. That's why I tried some experimenting with the AMB in a small turret but the ship either hangs back or goes in too deep. Now that it's brought up, yeah I'm also not a huge fan of the mount setup. It present itself like you can do a lot there, but is in fact very limited if you want an effective build. It all goes back to my age old complaint of high tech cruisers with only medium mounts, they'll either be frigate/destroyer hunters or rock Heavy Blasters with Sabots. We'll see how much of a difference with the Kinetic Blaster make, but I'm not getting my hopes high up.
Title: Re: So what's the plan with the Fury?
Post by: smithney on July 18, 2022, 11:42:50 PM
That brings up the age old question, what is a valid argument for game balance?  As you noted, the DP cost is meaningless for early campaign, it's just a few supplies here and there.  It only matter at the 240 DP fleet limit.  So what am I usually fighting when I've amassed a full 240 DP fleet? Ordos, Doritos, and end game bounties.  How do I test just the Fury effectiveness with as few other confounding factors?  Just use Furies, aka a mono-fleet.

Perhaps there's a better metric, and I'd love to hear other testing methodologies.   General experience feedback is obviously valuable, but it's hard to place in context given it is presumably with a specific loadout (or set of loadouts) in a specific fleet composition played in a certain way.
Team players like Vigilance and Onslaught are going to have an infinitely worse time mono-fleeting than say Hyperion or Odyssey. A better test would be to assess which roles you want the hull to be competitive at, make up a couple different fleets to fit them in, then make up a couple more where you fit the tested hull's spot with its competitor (and with randos), and finally let your testers try all these against fleets you expect the player will be facing when using this hull and compare the results. The point would be to see whether the tested hull feels weaker than its competitors to the point where the players would prefer not using it so they don't shoot themselves in the foot.

I haven't tried Fury in the last patch, but my guess is that it feels weak without SO or cookie-cutter builds. Mono-fleeting is just an extreme case of wolfpacking, which was Fury's forte back when it was released and I wouldn't be surprised if it's still good at it now. Is it possible that Fury's current problem is that it lacks alternative builds that would feel viable?
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 19, 2022, 07:04:26 AM
Team players like Vigilance and Onslaught are going to have an infinitely worse time mono-fleeting than say Hyperion or Odyssey. A better test would be to assess which roles you want the hull to be competitive at, make up a couple different fleets to fit them in, then make up a couple more where you fit the tested hull's spot with its competitor (and with randos), and finally let your testers try all these against fleets you expect the player will be facing when using this hull and compare the results. The point would be to see whether the tested hull feels weaker than its competitors to the point where the players would prefer not using it so they don't shoot themselves in the foot.

That's a very good point.  Onslaughts and other slow non-fighter capitals would likely perform better with at least an escort ship each.  Furies are natural wolfpack ships, so a monofleet plays to their strength.

I guess I was thinking about Furies too much and viewing it from the sufficient argument rather than a necessary argument.  If you can defeat end game enemies with a monofleet of a ship, then that ship is at least good enough when compared to the challenges presented by the game.  Might be too strong if it sweeps them to easily, but at the very least it doesn't need to be made better.  This is looking at the point of view of campaign balance as opposed to relative ship balance.  I.e. the campaign should be the balancing point, not ships that may or may not need to be brought down in strength to match the campaign.

The thing about picking a role, you have to pick a reasonable job for the ship to do.  Apogees, for example, have come up several time as a better ship for the DP cost, which makes no sense to me as a comparison, since they're not competitors for the same type of role in a fleet.  Apogees and Furies fly completely differently.  Their only similarities are the fact their cruisers that have similar DP costs. 

It was simply too boring to have every Fury build be Heavy Blaster + Sabot Pod, since I already did that combo a million times on high tech ships. That's why I tried some experimenting with the AMB in a small turret but the ship either hangs back or goes in too deep. Now that it's brought up, yeah I'm also not a huge fan of the mount setup. It present itself like you can do a lot there, but is in fact very limited if you want an effective build. It all goes back to my age old complaint of high tech cruisers with only medium mounts, they'll either be frigate/destroyer hunters or rock Heavy Blasters with Sabots. We'll see how much of a difference with the Kinetic Blaster make, but I'm not getting my hopes high up.

I haven't tried Fury in the last patch, but my guess is that it feels weak without SO or cookie-cutter builds. Mono-fleeting is just an extreme case of wolfpacking, which was Fury's forte back when it was released and I wouldn't be surprised if it's still good at it now. Is it possible that Fury's current problem is that it lacks alternative builds that would feel viable?

The Fury's problem is it's claim to fame is being the fastest base speed cruiser, with a fast mobility system on top of it.  Which leaves you with two options when designing the weapon systems.  Either short range, high DPS for darting in and out (i.e. Heavy Blasters + Sabots to overload in that window), or long range safe but slow to kill kiting beam builds that are either support or all beam fleets.  That is the "standard" high tech play style.  Long range reasonable hard flux is a no go for balance reasons, and low DPS is terrible for darting in and out.  It's the exact same build options the Aurora has.

The short range high DPS build is then further accentuated by safety overrides, as it makes it easier to dart in and out, and gives more flux for high DPS but inefficient weapons.  The long range support build is best done with converted hangar Xyphos, since fighter beams can shoot over friendly ships, and provides 400 equivalent in flux for guns.

What other flying styles does one imagine for the fastest cruisers in the game that can chase down frigates easily or disengage from capitals quite safely with their 360 degree shield pools?  For example, if you add more medium mounts to the Fury, it just becomes an Aurora, and I don't put pulse lasers or phase lances on that ship either.  If you add a large slot, now you've got beams which when combined can start overloading ships (i.e. Tachyon Lance) or you're going for burst (Autopulse, which is akin to Ion Pulsers but with more range), or a real Plasma cannon, which is the Heavy Blaster equivalent but with more range.

What slot layout would people like to see, and how do they imagine it flying in a distinct way from low and mid tech?  Would you be adding new weapons to the energy weapon line up or tweaking current weapons, adding new mount types to it (Large? Balllistic?).  Is this mostly a Pulse laser/Phase Lance/Graviton Beam vs Heavy Blaster issue?  Is this more of an issue about the high tech play style in general rather than just the Fury feeling underwhelming with non-heavy blaster and non-sabot loadouts?
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 19, 2022, 07:15:59 AM
It's the exact same build options the Aurora has.
And that was a concern of mine when it was first teased. There's already a number of ships that pretty much have exact same build and design philosophies. I don't mind the Shrike because it's cheap. So either Fury or Aurora needs to change a little bit since imo they're too similar too each other. Bunch of medium energy and medium mounts, 180 omni shield, mobility system. Aurora has the advantage of having a better mobility system that can go backwards, that's it. If the fast high tech ships had more options for builds I wouldn't complain I think, right now it seems weird to have many same options which are basically "punch down" ships.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 19, 2022, 07:26:40 AM
AI Aurora can run away with its Plasma Jets system.  The AI Fury cannot.  AI Fury is not smart enough to turn away and burn.  It backpedals like any other regular ship, which is generally not fast enough (without Safety Override).  If AI Fury gets in over its head, it is dead.

As for punching down, we have smaller ships that can deal with small fry.  A big ship that can only punch down well but not its peers is not that great.  People want big ships to deal with everything up to its weight class.
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 19, 2022, 08:10:09 AM
Quote
There's already a number of ships that pretty much have exact same build and design philosophies. I don't mind the Shrike because it's cheap.
The fury really does feel less like it's own thing and more like the middle child between shrike and aurora, but those two ships are far apart enough they don't step on each other's toes even if they use the same weapons. It doesn't help that from an aesthetic standpoint the fury is the ugly duckling of the bunch.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 19, 2022, 08:12:50 AM
The fury really does feel less like it's own thing and more like the middle child between shrike and aurora, but those two ships are far apart enough they don't step on each other's toes even if they use the same weapons. It doesn't help that from an aesthetic standpoint the fury is the ugly duckling of the bunch.
It is the Falcon of high-tech, and one of the few ships in the high-tech blueprint pack (instead of locked up in rare singleton blueprints).
Title: Re: So what's the plan with the Fury?
Post by: FooF on July 19, 2022, 08:13:25 AM
What I’m hearing is that the Fury doesn’t have a place because the Aurora exists. The more I think about it, the more I believe this is more of an Aurora problem than a Fury problem. Yes, the Aurora was here first but as a 30 DP rare find (and simply more options on the sprite itself!) it has more leeway for changes than the Fury.

I know I suggested back in, I don’t know 2016/17(?), about making the rear Medium Energy (at the time, now Synergy) into a Large Energy. It would force the Aurora to broadside to bring its heaviest gun to bear, which would be odd/unique, but it would turn the Aurora into more of a high-tech line cruiser. It would also differentiate the Aurora and Fury more now.

The problem, of course, is how you fight a Frigate-speed Cruiser that can endlessly kite with a Tachyon Lance. I suppose the two worst offenders (HIL and Tachyon Lance) don’t deal hard flux so this might be ok for some things, and the fact the Aurora would have to turn to use them. I’m afraid that the Large Mount would become a trap option or at least a point of contention because it can’t contribute to the otherwise forward-facing main battery. Maybe I’ll mod it in and see how it feels.
Title: Re: So what's the plan with the Fury?
Post by: prav on July 19, 2022, 08:23:21 AM
You could remove the Aurora from the game entirely and it would not change my usage of the Fury one bit.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 19, 2022, 08:24:39 AM
The medium synergy turret used to be energy, and the medium synergy hardpoint used to be a large missile.  Its system was originally High Energy Focus, and it earlier releases, High Energy Focus was a toggle that disabled shields while it was on.  Aurora was the original Gryphon or Champion before those two ships came along.
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 19, 2022, 12:35:33 PM
It's the exact same build options the Aurora has.
And that was a concern of mine when it was first teased. There's already a number of ships that pretty much have exact same build and design philosophies. I don't mind the Shrike because it's cheap. So either Fury or Aurora needs to change a little bit since imo they're too similar too each other. Bunch of medium energy and medium mounts, 180 omni shield, mobility system. Aurora has the advantage of having a better mobility system that can go backwards, that's it. If the fast high tech ships had more options for builds I wouldn't complain I think, right now it seems weird to have many same options which are basically "punch down" ships.

What I’m hearing is that the Fury doesn’t have a place because the Aurora exists.

I kind of view the Aurora as the player ship version of the Fury.  Mostly because "punching down" ships punch up by wolf packing (i.e. multiple Furies for every one of bigger ships, having eliminated the smaller escorts quickly).  At 20 DP per ship, Furies are much better at getting bodies on the field than 30 DP Auroras.  In a DP limited situation, I'll typically take 3 Furies over 2 Auroras.  Also more benefit from converted hangar (i.e. non-SO builds).

The situation where that doesn't apply is where I only have 1 of a resource, namely player piloting.  At which point player in Auroras has more of a multiplicative effect than a player in a Fury.  An Aurora can pack enough sabots to knock out the shields on Capital while still running 2 Heavy Blasters and an Ion Pulser.  So if I was running a high tech cruiser fleet, one composition might be 1 Aurora (player), 9 Furies, 2 Hyperions.  Overall fast, mobile playstyle where one ship distracts a capital each, and the rest eliminate escorts and then focus efforts on the capital(s).

As for too many punch down style ships, if a ship is fast, it basically has to be a punch down style.  If it's fast, it can catch smaller ships, and if it's a cruiser, it has cruiser grade firepower and can kill smaller ships quickly.

So what do we have for a breakdown on combat cruisers in the current release?

Fast, punch down style?  Fury (90), Aurora (80), Falcon (80), all with mobility boosts and no large mounts.
A mid-speed Eradicator (70), which has solid burst in AAF or pursuit in Burn drive, and no large mounts.
Slow "punch up" ships which include Dominator (30), Champion (60), and Apogee (60), each with 2 large mounts.

Which leaves the ugly duckling of the Eagle that is both slow (50) and no large mounts, although Alex is dropping the DP point to 20 it sounds like, so we'll see if that helps.  I mean 3 or maybe 4 out of 8 being fast combat cruisers doesn't sound crazy when the only other option is being slow.

As for tweaking mounts, there's not much to be done in that space, unless you just want to add longer range weapons.  For dash in/dash out, and vent playstyle, sabots are pretty optimal as they are the only burst kinetic missiles available.  Similarly, Heavy Blasters are essentially a large weapon in a medium mount.  Of vanilla guns, only Plasma Cannons and Mjolnir cannons have higher DPS.  Only Hellbores and Tachyon Lances have higher penetration.  Being able to slap on a Plasma Cannon basically just means 100 more base range and missile/fighter pass through (which is a really nice perk admittedly).

As far as I can tell, Heavy Blasters were designed such that fast high tech ships didn't need a large energy mount and the extra range that potentially entails. As for burst (like Autopulse), the current Ion Pulsars can fill that role pretty well.

To be honest, the only other thing you can do with fast energy mounts is beams, which are terrible in isolation and merely OK if massed.  Although even massing them can be hard since ships block each other.  That one tournament with beholders (i.e. slow ships with tactical laser drone fighters, not unlike Xyphos) was good because they all shot through each other and could focus fire better as well as shoot down missiles together.

Actually, that makes me wonder, instead of High Scatter Amplifier halving range and giving beams hard flux as a hullmod, what if Alex doubled down on the long range beam spam and made a hullmod such that all beams gained allied ship passthrough (like what the Paladin has).  Would that provide enough of boost to make graviton beam Furies and Auroras more viable?  It also would give some boost to the PD/anti-fighter capabilities of Eagles.
Title: Re: So what's the plan with the Fury?
Post by: smithney on July 19, 2022, 11:14:25 PM
Actually, that makes me wonder, instead of High Scatter Amplifier halving range and giving beams hard flux as a hullmod, what if Alex doubled down on the long range beam spam and made a hullmod such that all beams gained allied ship passthrough (like what the Paladin has).
I thought viable sustained long-range beams are a no-no because there is no counterplay to them. Wouldn't it end up in a situation like the Pilum spam?

The more I think about it, I don't see any reason to change Fury or Aurora up. As you wrote, Fury and Aurora are two sides of the same hi-tech cruiser coin, where Fury deals better in packs, while Aurora leverages player's piloting. Their logistical profile is a justified drawback considering how versatile hi-tech hulls are in general. The only threat I see is to the viability of Fury at the hand of the infamous  m e m e t i c  hi-tech frigate monofleets. But then again those are almost harder to build up and manage than a pack of Furies.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 20, 2022, 07:16:30 AM
What I’m hearing is that the Fury doesn’t have a place because the Aurora exists.
Aurora costs too much DP.  Fury is nice because its DP cost is more reasonable, even if slightly overpriced at 20, and it is more widespread (for now).  Wonder if Independents will have it after the factions get "uniquified" next release.
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 20, 2022, 07:22:19 AM
Actually, that makes me wonder, instead of High Scatter Amplifier halving range and giving beams hard flux as a hullmod, what if Alex doubled down on the long range beam spam and made a hullmod such that all beams gained allied ship passthrough (like what the Paladin has).
I thought viable sustained long-range beams are a no-no because there is no counterplay to them. Wouldn't it end up in a situation like the Pilum spam?

It is a good question.  The fact that beams are included in the game means there should be some sensible playstyle that utilizes beams.  Right now, most builds I've seen proposed for Furies do not include things like Graviton beams or Tactical lasers.  I think I've seen disco support Aurora builds posted on the forums, but they tend to be rare and mostly a really safe AI build.  A player can't really leverage such a build to make important plays. 

I mean, I can't think of a time when I've put a Graviton beam as a primary weapon on a ship, as opposed to an after thought on an Eagle or Falcon.

On the other hand, I've seen effective builds relying on Xyphos, because of flux free Ion damage.  Although it's acting in a support capacity instead of directly killing something with DPS.

So people are saying it feels like there is only one way to properly build a Fury or Aurora.  My question is, how would we make a different style viable?  Currently, we have beams which people are reluctant to use, because they don't kill anything solo. You can mass them right now and if you micromanage the positioning, you can get them concentrate properly, but it's a lot of work and any losses will quickly eat away at your killing power.

What I'm suggesting isn't actually increasing their peak power, simply making them more AI friendly and opening up a new usage possibility.   The DPS is exactly the same.  Since they're long range, normally you can surround or line up such that the beams can concentrate anyways.  However, it does open up the possibility of more efficient escort ships, since those tend to hang behind the escorted ship. It helps the case where you've only put in 1 or 2 beam ships, or only partially use beams, like on an Eagle.  Certainly would help solidify Eagles as anti-fighters (and maybe even anti-missile with Heavy Burst Lasers (1190 range with Gunnery Implants, Advanced optics, ITU) .

Essentially, if you have a hullmod that adds passover to beams, and you throw in Advanced Optics, ITU, and Advanced Turret Gyros, and IPDAI, you've now invested a fair bit of OP into making for a giant PD Xyphos that does more than just keep ships off a capital's backside, but can also contribute to what's going on in front.

It gives them a different role in a fleet, instead of punch down frigate killer, now it becomes a reasonable escort to a capital or heavy cruiser.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 20, 2022, 07:35:05 AM
I mean, I can't think of a time when I've put a Graviton beam as a primary weapon on a ship, as opposed to an after thought on an Eagle or Falcon.
Wolf because it does not have the flux stats to comfortably support pulse laser or any other medium-sized energy bolt weapon.

If I pilot Wolf, I want ePD+IPDAI and use two IR PLs as primary weapons and an Ion Pulser as a finisher.  IR PL is efficient but lacks range without ePD+IPDAI.


If beams are to be supported, then Energy Mastery should change.  The damage falloff is too severe for anything aside from bolt usage on small or SO ships.  There should not be any falloff, seeing that damage is all normal Energy Mastery gives, unlike Ballistic Mastery.  (I like the suggestion of merging both Ballistic and Energy Masteries into one like Shield and Phase skills were.)
Title: Re: So what's the plan with the Fury?
Post by: Draba on July 20, 2022, 08:32:59 AM
What I'm suggesting isn't actually increasing their peak power, simply making them more AI friendly and opening up a new usage possibility.   The DPS is exactly the same.  Since they're long range, normally you can surround or line up such that the beams can concentrate anyways.  However, it does open up the possibility of more efficient escort ships, since those tend to hang behind the escorted ship. It helps the case where you've only put in 1 or 2 beam ships, or only partially use beams, like on an Eagle.  Certainly would help solidify Eagles as anti-fighters (and maybe even anti-missile with Heavy Burst Lasers (1190 range with Gunnery Implants, Advanced optics, ITU) .
Since the main limit on long range is usually ships getting in each other's way a big ball of tac lasers with advanced optics+IPDAI/PD would roll over anything IMO.
Tac laser is already kinda-sorta OK, if you have some other weapons on the target it steadily plinks away and usually does surprising amounts of hull damage for the cost.
Agreed that tacticals and especially gravitons aren't the stronger weapons in the game ofc, and need to be spammed or be used along squalls/ballistics to really work.
Title: Re: So what's the plan with the Fury?
Post by: Hiruma Kai on July 20, 2022, 09:47:06 AM
Since the main limit on long range is usually ships getting in each other's way a big ball of tac lasers with advanced optics+IPDAI/PD would roll over anything IMO.
Tac laser is already kinda-sorta OK, if you have some other weapons on the target it steadily plinks away and usually does surprising amounts of hull damage for the cost.
Agreed that tacticals and especially gravitons aren't the stronger weapons in the game ofc, and need to be spammed or be used along squalls/ballistics to really work.

Unclear to me without testing.  You may very well be right, although soft flux is still a really strong weakness.  To actually kill, you need to get enough damage to beat dissipation since the AI will stop firing weapons at very high soft flux.  It takes 17 tactical lasers to just barely break even with a Fury with 30 vents.  That is a lot of lasers for a single 20 DP ship.  If SO is involved, you have to double that to 34, which is kinda crazy.

Although trying a quick test where I copy over the Paladin pierce set and collision class on Gravitons and Tactical lasers, and take fleet of 12 Furies with 2x Gravitons and 6x Tactical lasers (with Advanced Optics/ITU/Gunnery implants) against an Ordo, it performs worse than a bog standard Heavy Blaster + Ion Pulser + Sabot pod + burst PD build.  I couldn't take out a double Radiant ordo with the modified beams (i.e. fleet wipe), but was able to use that bog standard build to take out a triple Radiant ordo with 4 of the 12 Furies destroyed.

The beam build didn't have enough pressure to be able to keep the Furies together - they kept drifting apart as the remnants pushed in, at which point they had trouble killing even remnant destroyers, plus needed to constantly issue eliminate orders to get them to focus fire - they typically shoot at the closest.  Other ships might do better with it, but at first look it doesn't seem crazy.  Now tachyon lances might be too strong with it - AI typically tries to trip up opponents by getting foes in a line, and so it wouldn't be as valuable in this case against a certain subset of weapons - but that's already true of guided missiles and fighters.

Anyways, I'm probably diverging from the thread topic, so maybe I should make a suggestion thread on the idea.
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 20, 2022, 10:05:10 AM
At this point it sounds like we could make some standardized dp "classes" for cruisers if the numbers were cleaned up a bit - 20 and 25 are already the standard points for "normal" and "heavy" cruisers. If we look at the outliers, the eagle very likely is moving down to "standard" and we could pull the p-radicator and fury to 18 along with the apogee to make a sort of "budget-friendly" cruiser class. Then the only notable outliers are the falcon and venture at 14 but to be honest I'd like to see one or two more light cruisers at 14 to fill the gap between destroyers and standard cruisers. Then there would be four distinct cruiser categories: 14, 18, 20, and 25 which would make comparisons much easier. "Does this 20 dp cruiser match up to other 20 dp cruisers?" is much easier to evaluate than whether or not we should give it plus or minus a couple dp.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 20, 2022, 11:24:32 AM
And elite cruiser at 30+, although Aurora under AI control does not feel very elite.
Title: Re: So what's the plan with the Fury?
Post by: Draba on July 20, 2022, 01:02:47 PM
The beam build didn't have enough pressure to be able to keep the Furies together - they kept drifting apart as the remnants pushed in, at which point they had trouble killing even remnant destroyers, plus needed to constantly issue eliminate orders to get them to focus fire - they typically shoot at the closest.  Other ships might do better with it, but at first look it doesn't seem crazy.  Now tachyon lances might be too strong with it - AI typically tries to trip up opponents by getting foes in a line, and so it wouldn't be as valuable in this case against a certain subset of weapons - but that's already true of guided missiles and fighters.

Tried it myself and yep, pure beam firing over allies isn't nearly as silly as I'd have expected. Lots of time idling even with eliminate orders, and that really hurts beams.
Tac laser/HIL tucked behind some ballistic frontliners is pretty broken though.
Spoiler
(https://i.imgur.com/gT7753Fl.jpg)
[close]
Title: Re: So what's the plan with the Fury?
Post by: Thaago on July 20, 2022, 01:03:47 PM
I do love me a disco paragon!
Title: Re: So what's the plan with the Fury?
Post by: SafariJohn on July 20, 2022, 01:06:26 PM
Lock-step DP is lame.

I never use Fury or Aurora. The latter's mounts have always been too weird for me, even when it had a large hardpoint. The former was marketed as "Shrike, but bigger" and Shrike already seemed only so-so.


High tech has gone in weird directions as the game has progressed.

It started as the "quality over quantity" doctrine that was better at long fights (infinite ammo, shield focus, phase skimmer, Paragon, etc.).

With CR it got flipped into the "win fast or lose to CR decay" doctrine. Sabot became a mainstay.

Then SO came out and ballistic ships usurped the win fast niche with their MGs and Chainguns (and Sabot). Somewhere along the line XIV variants came out with quality AND quantity.

High tech ships have stayed good despite the various changes, but the doctrine seems muddled to me. You can deploy a Paragon and be locked into an anchored deployment. You can wolf pack but all the ships are basically interchangeable except Omen (EMP) and Wolf (meh). You can put up an Astral and... does anyone even use Astral anymore? Even the NPC factions? It's just good for spewing torpedo bombers, anyways...
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 20, 2022, 01:15:27 PM
And then came Omega weapons that are basically made for high tech, and they thankfully make things more interesting, but such weapons are very limited.

I honestly don't mind the "zoom in, do burst damage, try to get out" playstyle, or just looking for fluxed targets, but there's only so many high tech ships that can have the same "thing". It also doesn't help that such ships are pretty much just player-bait, since AI performs poorly with such ships. It's ironic, high tech ships can mount the coolest weapons, but the ships themselves are mostly samey, while other tech levels use more basic guns, but have more interesting designs and mounts.

EDIT: Wait why doesn't energy AAF equivalent exist? It's perfect for ships with crap mounts and already good speed. Not sure how that would work with beams but you wouldn't mount beams on such ships anyway.

EDIT 2: Also there was like 3 ships that lost damage amplifying ship systems and got mobility ones instead, WHILE we were getting brand new high tech ships, with yes, mobility systems.
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 20, 2022, 01:46:04 PM
Quote
Wait why doesn't energy AAF equivalent exist? It's perfect for ships with crap mounts and already good speed. Not sure how that would work with beams but you wouldn't mount beams on such ships anyway.
Isn't that HEF? It's just not as flashy as AAF because the amount of lead going down range remains the same. Actually, it'd be kinda cool if HEF caused the projectiles to change colour so it's more obvious when someone's using it.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 20, 2022, 01:58:15 PM
Yeah I guess, but get a load of this. Not a single high tech ship has HEF, only midline ships still got it (I think at least). I believe the decision to remove HEF from so many ships was because it's just a "do more damage" button at the end of the day. Which is fair, but now we're just left with either defensive or mobility systems. Tempest is the only good example of a ship that lost HEF, got an interesting system and is still a useful ship.

So my thoughts led me to a dilemma, would it be better for a Fury or Aurora to have sonething not tied to mobility? We'd at least have more uniquification then (I know I'm using the word wrong).
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 20, 2022, 03:05:20 PM
That is pretty funny, the only human ships with HEF now are the champion and sunder. At the end of the day pretty much every system is some flavour of damage/defense/mobility. Termination sequence is fundamentally just a damage system but it has a much more interesting cost - instead of a simple charge-based system you have to throw away a drone. You lose defensive value for a burst of damage.

It's not like AAF is any better than HEF in that regard, it's just a "do more damage" button, but I think people like it more because it feels more satisfying to use: you get to hear the revving sound just before you pump out a tonne of ordnance. Compared to that HEF has a humming sound you can barely even hear and... uh... purple? I'd like to see it on more ships but right now it feels kinda lame to use even if the damage is good. Imagine if on top of the damage boost it also increased projectile speed by 33% and changed their colour. It would give off the feeling of "supercharging your weapons" a lot better. Or it could add emp damage instead of regular damage, but then we're getting into the territory of a different system entirely.
Title: Re: So what's the plan with the Fury?
Post by: intrinsic_parity on July 20, 2022, 03:28:48 PM
Scarabs system (I think it's temporal shell) is basically AAF + plasma jets.
Title: Re: So what's the plan with the Fury?
Post by: Megas on July 20, 2022, 03:56:53 PM
The high-tech ships that originally had HEF were Aurora and Odyssey.  I think they were changed because they had no mobility and were easily clobbered by anything with more range.  Aurora was okay when it had large missiles, but when they were downgraded to synergies in 0.7.2, it became awful because it could no longer torpedo everything in the whole fight (no double reapers and not enough ammo with only medium instead of large), while it remained slow.  Odyssey was too slow to act as a battlecruiser and all it could do well is focus lances from long range (when all three lances converged).

As for Tempest, its system was the Terminator Drone itself (and it was a single drone with a phase cloak) when fighters were ships.  Then when fighters became missiles weapons, Tempest got Active Flares, then High Energy Focus, and now Termination Sequence.
Title: Re: So what's the plan with the Fury?
Post by: Thaago on July 20, 2022, 04:22:04 PM
For the Shrike: its a light ship thats basically a frigate hunter or torpedo/sabot swarmer with good shields/DP, but they aren't worth spending an officer on at endgame so while I'll keep them around I don't seek them out for endgame unless I'm doing a support doctrine swarm (6DP for a good shield, medium missile, light but ok guns, and potentially a fighter). But in the early and midgame they are so economical and good! Their base cost is only 20k and they have burn 10, so for any frigate fleet they are a great way to get more staying power and medium missiles (nothing like a typhoon reaper launcher to crack open those annoying pirate ventures/colossi/enforcers). With the improvements to IR pulse and the OP difference, I think the pirate and normal versions are roughly equivalent: pirate version is better against enemies with strong shields because kinetic, normal version is more flexible and usually has better stats just from the extra OP.
Title: Re: So what's the plan with the Fury?
Post by: Nazeth on July 21, 2022, 04:19:44 AM
Shrike is probably my favorite early game ship.

A simple build with Pilum, Ion Beam, 5x Tac Beam is very effective against most of enemy fleets instead of Remnants (lack of hard flux).
Then build with Sabot/Pilum, Blaster/Pulse, Ion Cannon and 4x IR is a nice support for more advanced fleets.
On such cheap ship that costs 8 DP a converted hangar with Wasp/Spark is amazing source of drone spam with PD lasers :D

Overall Shrike lack of anti-shield capabilities. Sabots are nice, but soon on later you will be out of ammo, so often i replace them with infinite Pilums.

Medusa with 2x Railguns/Needlers and extra pulse/blaster is more efficient, but require more DP
Title: Re: So what's the plan with the Fury?
Post by: intrinsic_parity on July 21, 2022, 07:00:35 AM
At 8 DP, I just run scarabs. Officered wolfpack scarabs are amazing.
Title: Re: So what's the plan with the Fury?
Post by: Thaago on July 21, 2022, 10:34:14 AM
At 8 DP, I just run scarabs. Officered wolfpack scarabs are amazing.

If I can find them and am building that way I agree with you. The medium missile, large PPT advantage, and ability to mount converted hangar gives shrikes some advantages as a base hull/support doctrine build, but Scarabs have a significantly higher "ceiling" in terms of performance once fleet skills (wolfpack!) and high level officer skills (system expertise!) are factored in, which also fix the PPT issues. I think scarabs are... 30k base price? Something like that, I'm not near a computer with SS installed to check.
Title: Re: So what's the plan with the Fury?
Post by: BigBrainEnergy on July 21, 2022, 10:48:45 AM
I find shrikes can be good in the very late game with cryo blaster + sabot pod. It's got the right combination of shield strength and speed to put them to good use.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 21, 2022, 10:53:02 AM
Why are you all talking about Shrikes lmao? I thought everyone agreed they're good where they're at.
Title: Re: So what's the plan with the Fury?
Post by: SCC on July 21, 2022, 11:10:08 AM
Locking all ships to certain DP numbers is dumb. Ships don't have to be literally equivalent, just viable to a similar extent.
Aurora is... Fine, I guess, in player hands, but I felt better with either Fury, Doom or Odyssey. Fury and Odyssey handle similarly, while Doom is also an elite cruiser. Also, I think Fury should be 19.99 DP.
Title: Re: So what's the plan with the Fury?
Post by: Grievous69 on July 21, 2022, 11:20:05 AM
Also, I think Fury should be 19.99 DP.
Ah, the negotiator.

And I forgot to reply to that locking DP part. Likewise I say no that for that, it's not like a ship costing 17 or 22 DP is breaking anything. Granularity is great in these types of games.

One thing about the actual topic I haven't yet mentioned. When Fury was first released, it was my flagship for a while and honestly it felt strong, but not that much for 15 DP as people seem to say. To this day, the ship is closer to 15 DP than 20 compared to rest. It's pretty much 2 Shrikes melted together (not even that), and for some reason it costs 20 DP. Sure it can tank a lot more than a Shrike but it's also pretty big. The profile really doesn't scream light cruiser to me, it feels like it should've been stronger and maybe a tiny bit slower. I'd rather have 2 Gryphons than 3 Furies. Btw come on it's called Fury after all, not Mild Anger cruiser.
Title: Re: So what's the plan with the Fury?
Post by: Nazeth on July 24, 2022, 05:31:35 PM
I have commonly 2-4 battleships, 8-10 frigs for flanking/pursuit and rest are mostly destroyers destroyers, eventually cruisers. I know strength of cruisers, but its so easy to outmaneuver them with numerous destroyers / frigates and keep 240 dp fleet limit for bonuses. Taking a quantity advantage in battles against fleet with bigger ships is just a matter of time. Especially with Wolfpack bonuses. If i will take a Converted Hangars on my 20+ destroyers, then together with 120+ Wasps they can melt any escort and constantly keep advantage even with enemy reinforcements. Sometimes i think its a waste of 23 OP, but its worth that price.

Some of you may say why im even take care about 240 dp from perks? Well. Avoid it make game easier. i need to make it harder. Easy win is boring :D

My common composition is Wolf, Shrike/Enforcer/Hammerhead, Falcon, Onslaught. Mostly because they costs low DP compared to theirs good possibilities, so i can get quantity advantage with good quality.
Title: Re: So what's the plan with the Fury?
Post by: itBeABruhMoment on July 25, 2022, 09:23:03 AM
To be honest I kind of find that SO eagles actually outclass high tech cruisers. Why spend 20dp on a fury when for an extra 2 dp you can get a ship that has nearly same stats as an aurora. You could argue that the whole no sabot pods thing is a pretty big downside but the ability to mount 3 heavy blasters worth of anti-sheild dps in the form of heavy machine guns still gives a plentiful amount of anti-shield.
Title: Re: So what's the plan with the Fury?
Post by: intrinsic_parity on July 25, 2022, 09:36:55 AM
It's unfair to compare SO to non-SO ships. Compare SO eagle to SO aurora. I would rather have the SO aurora personally, particularly as a flagship.

But I generally don't use SO because IMO it makes the game boring.
Title: Re: So what's the plan with the Fury?
Post by: itBeABruhMoment on July 25, 2022, 12:58:57 PM
The base stats of the eagle are nearly the same as the base stats of the aurora. Basically the only advantages in raw stats the aurora has is 10 more speed, 10 more ordinance points, and 200 more dissipation, which is not much for a ship that costs 8 dp more than the eagle. Also, the eagle can mount flux efficient ballistic weapons and make better use of it's flux than the aurora, so that kind of diminishes the flux dissipation advantage of the aurora.
Title: Re: So what's the plan with the Fury?
Post by: Amoebka on July 25, 2022, 01:14:41 PM
The base stats of the eagle are nearly the same as the base stats of the aurora. Basically the only advantages in raw stats the aurora has is 10 more speed, 10 more ordinance points, and 200 more dissipation, which is not much for a ship that costs 8 dp more than the eagle. Also, the eagle can mount flux efficient ballistic weapons and make better use of it's flux than the aurora, so that kind of diminishes the flux dissipation advantage of the aurora.
Aurora also gets 125 speed from jets, instead of 50 for Eagle, and has 6 times more missiles. The ships aren't directly comparable like that, because the speed difference is much, much more extreme than what you imply.
Title: Re: So what's the plan with the Fury?
Post by: intrinsic_parity on July 25, 2022, 02:34:02 PM
Agree with Amoebka that plasma jets are a much more powerful maneuverability system than maneuvering jets, which on top of the base speed difference makes for a very large overall difference. Higher speed is a big difference for the bursty SO play style.

Also, 200 dissipation is quite a bit, and is doubled by SO. So that's 400 dissipation which is more than a maxed out tempest.

Title: Re: So what's the plan with the Fury?
Post by: TaLaR on July 25, 2022, 11:36:21 PM
Plasma Jets is a good system that AI makes bad use of. It has fairly long cooldown, so it has to be used with correct timing. Otherwise ship ends up unable to disengage/pursue when needed.

Maneuvering jets have short cooldown, so just using them whenever available (as AI does) usually is not punished too much. Eagle also doesn't up in situations when it's shot without being able to shoot back nearly as often as Aurora (due to having decent weapon range) even when it fails to maneuver correctly.

For AI, I'd rather use Eagles. Them being much more available helps too.
Title: Re: So what's the plan with the Fury?
Post by: Vanshilar on July 27, 2022, 12:03:12 AM
The base stats of the eagle are nearly the same as the base stats of the aurora. Basically the only advantages in raw stats the aurora has is 10 more speed, 10 more ordinance points, and 200 more dissipation, which is not much for a ship that costs 8 dp more than the eagle. Also, the eagle can mount flux efficient ballistic weapons and make better use of it's flux than the aurora, so that kind of diminishes the flux dissipation advantage of the aurora.

Eh briefly, base speed of Eagle is 50 su/s while base speed of Aurora is 80 su/s, so that's a 30 su/s speed difference which is huge. Also, the Aurora's plasma jets amount to a difference of 463 su in extra distance per use every 11 seconds, or 42 su/s, while the Eagle's maneuvering jets amount to a difference of 288 su in extra distance per use every 12 seconds, or 24 su/s.

The Aurora's biggest selling is its speed. Having that much firepower at that mobility point is huge. That's also why it's more of a player ship than an AI ship; players are much more adept at determining if they can get away with a hit-and-run than the AI, to take advantage of its mobility.
Title: Re: So what's the plan with the Fury?
Post by: Euphytose on July 27, 2022, 05:31:54 AM
I like the Fury. As other have said, it's a better player ship than AI because plasma burn is a terrible ship system for AI, it just tends to suicide with it.

I use two pulse lasers, two antimatter blasters, and the rest as burst PD, and it's doing alright.
Title: Re: So what's the plan with the Fury?
Post by: Serenitis on July 28, 2022, 01:54:19 AM
This thing so dumb. And I love it.
Perfect small child!
Spoiler
(https://i.imgur.com/j5ogkye.png)
Prox. Launchers manually controlled - both in same group + linked.
Everything else automated.
Boost in. Rinse everything with Ion. Dissolve with charges. Run away. Repeat.
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