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Starsector => Suggestions => Topic started by: Pratapon51 on November 20, 2022, 12:12:34 PM

Title: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on November 20, 2022, 12:12:34 PM
I don't have hard numbers to back this claim up, but even after their buff, I still cannot find reasons to field Eagles and Falcons in any fleet approaching 'optimal'. One can make them work, but other cruisers are simply better than they are.

Falcons are fast and low DP, sure, but lack the firepower to effectively perform a hunter-killer role against its intended prey (destroyers), are regularly outdone in damage output by said destroyers, and tend to blow themselves up with alarming regularity versus any hint of resistance, because their intermittent speed advantage does not suffice as a defensive measure.

Eagles are .. offensively mediocre in all regards. In a fleet, the Dominator is a chunk of metal and missiles that'll hold off and wear down an enemy capital. The Champion, a heavy cruiser in the same doctrine group, is not only better armed and armored but also enjoys a greater base speed (50 vs 60) and HEF easily compensates for its on-paper slightly weaker flux stats. The Gryphon is a Gryphon. The Fury carries nearly all the firepower of an Aurora at a significantly lower cost, with a strong ability to aggress. And let's not get started on the Eradicator...

What do you think could be done to help our poor avian cousin-cruisers? Personally, these are some options I considered:

 Falcon
- Slight bump in speed
- Upsize small missiles to medium missiles, or extra pair of smalls
- Inbuilt HSA-like mod to encourage some types of beam as a small ship zapper

 Eagle
- Slight bump in speed
- Extra pair of small missiles
* Built-in Advanced Optics or Energy Bolt Coherer
* Hangar bay? Modular or otherwise
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 20, 2022, 12:15:51 PM
I'd still wait for the patch to actually see their place. Along with the new weapons, fighters, hullmods, ship nerfs, buffs (Eagle pretty much confirmed to get buffed), there's just many changes that could indirectly buff them.

Also something being mediocre in all stats isn't that bad, it's nice to have such ships in a game.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on November 20, 2022, 01:07:19 PM
I find Falcons are pretty good now, but I agree on Eagles.

For Falcons I find that they are fast enough to use the 600 range medium energy guns - particularly phase lances - so they have 'decent' firepower for their DP and very good mobility/defenses if kitted for closer ranged engagement. Easily kills destroyers (which it should at 14 DP vs their ~10) and can tank cruiser firepower while being fast enough to hit and retreat. For long range IE ion beams + HVDs or some other 1000 range combination, they have a very good speed + range combo (best in the game by a pretty large margin) at the cost of low DPS.

For Eagles, I don't think they can use 600 range energy weapons effectively because they are too slow compared to the cruisers that have come out recently, and they are a worse kiter than the Falcon (slower) for more DP in the long ranged role.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on November 20, 2022, 02:07:06 PM
Yeah, upon reflection I realized I forgot to include my reasoning for Eagle acquiring EBC or something similar. Medium energies don't synergize well with medium ballistics the majority of the time. Equipping a sleek, midweight, Starsector-iconic space cruiser as a medium-beam-carrying fire support boat is not only DP-inefficient but also doesn't feel good, and the alternative builds are not better.

As a craft intended to be a generalist, the Eagle is outperformed by the specialists in nearly all roles anyway because it has awful killing power per DP, which really begins to tell against it as fights approach endgame toughness and quantity.

 
I'd still wait for the patch to actually see their place. Along with the new weapons, fighters, hullmods, ship nerfs, buffs (Eagle pretty much confirmed to get buffed), there's just many changes that could indirectly buff them.

Also something being mediocre in all stats isn't that bad, it's nice to have such ships in a game.
Fair enough.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on November 20, 2022, 07:54:42 PM
I'd still wait for the patch to actually see their place. Along with the new weapons, fighters, hullmods, ship nerfs, buffs (Eagle pretty much confirmed to get buffed), there's just many changes that could indirectly buff them.

Also something being mediocre in all stats isn't that bad, it's nice to have such ships in a game.
Are we here yet ?
https://www.youtube.com/watch?v=w7C9hPPF5x8
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 20, 2022, 11:26:58 PM
I used to hate the Eagle with a burning passion but it kinda grew on me once my Eradicators got roflstomped by Radiants a few too many times. They have an actual shield tank and some of the best flux stats in the game - 600 base flux dissipation is high tech level but without the high tech shield tax to go with it. It's very easy to keep an Eagle flux neutral... which means more OP left to be spent on tank.

I will agree that the speed is an issue, I mean there's no reason why "average cruiser" Eagle should be slower than the "heavy cruiser" Champion. If anything it should be 50/60/90 for Champion/Eagle/Falcon which is a +10 buff for Falcon as well. Personally I am a big fan of giving Eagle a built-in hangar, perhaps at the cost of both middle energy mounts. Or maybe a faction version of an Eagle with a hangar?

Also as far as I know the DP of Eagle has already been decreased to 20 in the dev so there's that.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on November 21, 2022, 10:20:41 AM
We’ve had some Eagle threads but I don’t recall if a built-in hullmod was ever considered. The Medium Energy mounts are counter-intuitive due to the range mismatch with the Ballistics but what if the Medium Energies got some sort of range boost?

“Aquila Targeting Core” - Increases Medium Energy Weapon range by 150, up to a maximum of 1000. Note that this is applied before other modifiers, such as Integrated Targeting Core.

Oddly specific, I admit, but it would offset the placement disadvantage of the Medium Energies for all assault Energy weapons while leaving Beams where they were. It also mean your Medium Energies would have the same range as 700 range ballistics. It wouldn’t do much for the pairing of Long-range ballistics but that really can’t be expected. But Phase Lances, Pulse Lasers and HBs all having 750 base range would help a lot, I think. It would at least mean that the Eagle isn’t leaving half its firepower off the table at normal engagement ranges.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Ruddygreat on November 21, 2022, 01:34:43 PM
yeah, vs the champion & eradicator the eagle & falcon have definitely felt like they've lost their place.
the eagle vaguely has a place as a boring line holder (it can't kill things, but it takes a lot to kill one), but that's just not a particularly good role to have imo.

it'll probably be more viable next update with the new coming weapons, esp. the IR autolance for hull damage, but we'll have to wait and see for that.

as for changes I honestly feel that the eagle itself is fine & other ships are the problem.
Imo the eradicator is a bigger offender than the champion here; at least the champion has a higher DP cost for the better stats & mounts you get from it, while the eradicator is just better for the same cost.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on November 21, 2022, 03:01:16 PM
Falcon is fast enough to be useful.  It is practically a midline Medusa.

Eagle is weak for its speed and cost.  Anything it can do, another cruiser can do the job either better or cheaper (or both).

The main things I remember Eagle will get are lowered DP cost from 22 to 20, and the addition of the beam Thumper (IR Autolance or something).  I am not convinced they will be enough to buff Eagle enough if nothing else changes.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Schwartz on November 22, 2022, 11:00:57 PM
Also, this may play into why Eagle and Falcon are so uninteresting: Apogee is a bunch of OP too cheap still. It tanks better than any Cruiser, is the cheapest and can mount a Plasma Cannon. Logic?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: TaLaR on November 22, 2022, 11:39:59 PM
Apogee is slow and short ranged (aside from limited missiles that can be baited and soft flux HIL/TL that can be shield tanked). Eagle,Falcon or even Hammerhead can defeat it in completely one-sided manner, they just need to consistently maintain optimal range (which they easily can due to speed advantage). But AI doesn't do this, so to so many players Apogee seems stronger than it actually is.

Apogee can be a genuine threat with SO, but not in it's base state.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 22, 2022, 11:53:35 PM
But AI doesn't do this
What is the point of writing that even? We're discussing choices for the player fleet, someone being able to kite a larger ship has zero impact on what you will bring with you in fights.

Some folks here are so adamant that Apogee is meh, calling it slow, yet everybody uses them. But that's beside the point since the roles of Apogee and Falcon (Eagle) are completely different.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on November 22, 2022, 11:57:13 PM
I don't think the Apogee is too cheap. It's got good stats for what little you pay for. But, like its lore blurb says, paper armor and hardpointed armament can make it a liability in serious fleet engagements.

(Still faster than the Eagle's base speed, though, at 60 vs 50.  8) )
Title: Re: Eagle and (base) Falcon remain anemic
Post by: TaLaR on November 23, 2022, 12:08:27 AM
Eagle has effective average speed close to 75 and better hard flux range. It totally dominates Apogee in 1v1 fight.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 23, 2022, 12:09:52 AM
Eagle has effective average speed close to 75 and better hard flux range. It totally dominates Apogee in 1v1 fight.
I'll save this post in case the game ever becomes a 1v1 gladiator arena.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 23, 2022, 12:28:56 AM
What is the point of writing that even? We're discussing choices for the player fleet, someone being able to kite a larger ship has zero impact on what you will bring with you in fights.

Is this sarcasm my detector failed on? Because most of ships in player fleet are AI controlled. All but one in fact.

I can also add that AI is generally terrible with hardpoint mounts and Apogee is no exception.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Schwartz on November 23, 2022, 12:34:13 AM
Just tried it in the simulator.. Apogee has no problem taking apart an Eagle.

Now, custom vs custom loadout may be a different matter.

Paper armor won't matter if the shield stays up. Speed is a non-issue for big fleet engagements. Crunch time happens in a flux battle vs. another cruiser or two.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 23, 2022, 12:36:57 AM
What is the point of writing that even? We're discussing choices for the player fleet, someone being able to kite a larger ship has zero impact on what you will bring with you in fights.

Is this sarcasm my detector failed on? Because most of ships in player fleet are AI controlled. All but one in fact.

I can also add that AI is generally terrible with hardpoint mounts and Apogee is no exception.
What? It's my response to the "AI doesn't know how to do that", when we're discussing AI ship choices. Unless the game becomes pvp it's completely irrelevant.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: TaLaR on November 23, 2022, 12:44:36 AM
Just tried it in the simulator.. Apogee has no problem taking apart an Eagle.

Sim Eagle has incompetent loadout: 3 Heavy Mortars + 3 Gravitons. Gravitons are not shieldbreaking weapons - their role is flux debuff for enemy weapons. Useful, but doesn't actually win the flux war on their own. Eagle has to equip 2 or 3 kinetic weapons (with Tachyon Lances, if all 3. Though AI can't use lances due to too large flux spike).
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Oni on November 23, 2022, 05:43:55 PM
I wonder if swapping the Eagle's 'Maneuvering Jets' for a 'Burn Drive' would help with the speed issue?  ???
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on November 23, 2022, 06:28:27 PM
I wonder if swapping the Eagle's 'Maneuvering Jets' for a 'Burn Drive' would help with the speed issue?  ???

That would just make it worse. Maneuvering Jets lets it get in and out of a fight, burn drive is just in, which is usually an easier thing to do anyways.
Not having the retreat ability that Maneuvering Jets gives just makes the Eagle even more fragile.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on November 23, 2022, 08:30:53 PM
Apogee is slow and short ranged ...
Hammerhead can defeat it in completely ...
Tachyon  + 2 Tactical lasers lasers  +  ITU + Adv. Optics = Gives about 1600 range. (feel free count exact number include pilot bonuses) Thanks to Tachyon "pulse" beam delivers damage over short   time period, without need long time target  aim.
add (Squall+ Breach) linked + missile rack = enough rockets for  anything

Pilot : Missile Specialist elite, Field Modulation elite, Gunnery Implants, some other skill,

If you can still encircle somehow with Hammerhead, then I can add Thrusters Hullmod  for better turning, so you cant.

I sold Apogee in my first playthru, because It looked like  too expensive and doing nothing. When you mount Annihilator to the weird positioned small slot, it makes ship dance like madman. Well, after some time I learnt to read  rocket desc. :-] Now, I see, it is actually one of the most useful ships. When you find proper weapons and pilots it offer perfect price to performance ratio.

Definitely prefer Apogee over Eagle or  Falcon.
-------------------------------------------------------------------
Mr. Alex,
could you post the upcoming patch  notes  sneak peak? Specifically the balance part, so forums addicts gets some snack in advance. Pour some fuel to dimming fireplace. ;)
Thank you
Title: Re: Eagle and (base) Falcon remain anemic
Post by: TauCetiRedGuard on November 23, 2022, 08:46:47 PM
Sim Eagle has incompetent loadout: 3 Heavy Mortars + 3 Gravitons. Gravitons are not shieldbreaking weapons - their role is flux debuff for enemy weapons. Useful, but doesn't actually win the flux war on their own. Eagle has to equip 2 or 3 kinetic weapons (with Tachyon Lances, if all 3. Though AI can't use lances due to too large flux spike).
Do you mean phase lances? Because tachyon lance is a large energy and eagle only gets mediums.
Also please show me what kind of hammerhead variant can kill an apogee under AI control that isn't an SO build because I genuinely don't see one that could do it.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: TaLaR on November 23, 2022, 09:09:38 PM
Apogee can get decent *soft flux* range. But it's pointless - with max stacked shield hullmods and flux regen Hammerhead out-regens it. The rest is just matter of intermittently holding fire to let flux build-up dissipate. And missiles can get baited, Hammerhead has enough PPT to afford such stalling tactics.

Do you mean phase lances? Because tachyon lance is a large energy and eagle only gets mediums.
Also please show me what kind of hammerhead variant can kill an apogee under AI control that isn't an SO build because I genuinely don't see one that could do it.

Phase Lance, right. AI can't, because it's too dumb. Even most idiot-proof Hammerhead build I tried just let Apogee corner it, although Hammerhead was slowly winning until that point (armor damage + missiles running out on Apogee, still enough PPT to finish on Hammerhead). But ship spec-wise it's trivial.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 23, 2022, 11:28:18 PM
Here they go again with the player 1v1ing a sim ship. It's just Lasher vs Onslaught all over again. Which is the same thing here, you could defeat an Apogee with a Lasher. That must mean Lasher is a better ship lmao roflcopter /s

All discussion (like these) falls flat when someone decides they're the pilot.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Schwartz on November 24, 2022, 01:34:20 AM
Yep, I may have oversold how cheap Apogee is (18 OP is not crazy low and it lost some shield efficiency recently), but its downsides almost completely disappear in fleet combat, whereas Falcon feels like fodder by comparison.

The two line-cruisers *should* be really nice. In practice I think the thing most hurting them is that medium ballistics & medium energy don't synergize well. You either get piddly beams that, when paired with kinetics pale by comparison and paired with explosives are too slow to ramp flux. Or you get energy damage dealers with about 1/2 the range of your ballistics, so they're half a sniper and half a brawler. Ion Beams never feel worthwhile to use. Brawly ballistics and mobility could be a fun option. I haven't used these two ships much. Except for Falcon (P) which is heaps fun in the early game.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 24, 2022, 02:07:21 AM
I always used Eagle as a do-everything ship, one that rounds up your fleet I guess. Usually equip them with long range ballistics (800 range ones are good as well), and then equip a single Phase Lance or a Pulse Laser to act as anti-fighter or just a bonus weapon when I tell it to eliminate something. With PD all around of course. Yeah you end up with a ship with a weak punch, but it's also one that can guard your other ships, provide kinetic pressure, have a big PD net, and pop frigates that come too close. Obviously people usually prefer straight up more damage, so other choices are cooler, but never underestimate the safest cruiser in the game.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 24, 2022, 02:07:57 AM
Speaking of medium energy, next patch will introduce the IR Autolance - very low flux, 1000 range fragmentation burst beam. We'll see how it fits on the Eagle. And Falcon. And Champion.

And speaking of Odyssey, I was playing with them today and had a case of AI spazzing out not once but twice in a single fight(that I've seen): It switched to direct control over one of the Heavy Burst Lasers in the side slots, then tilted the entire ship(because HBL doesn't have arc forward) to fire it at the enemy, which meant the Plasma Cannon was now pointing AWAY from the target and well, not much happened after that. I thought I recorded it but AMD's Instant Replay really doesn't like Java games so all I recorded was my desktop, yay.

Either way the AI definitely switches weapons groups too much. If a ship has turrets it's less of a problem(unless these are really slowly rotating turrets like HILs, Tachyons or Gauss - I once saw a Gauss Onslaught miss three times in a row because AI kept wiggling the ship) but for hardpoints hoo boy, the ship starts dancing and flailing the main armament everywhere almost the moment combat starts.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Serenitis on November 24, 2022, 03:14:18 AM
...but never underestimate the safest cruiser in the game.
Sir I think you may be confused, this is an Eagle thread. :P
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on November 24, 2022, 05:06:47 AM
The main issue eagle has (aside from just being bad at everything and kinda overcosted) is that it can't bring it's 3 medium energies to bear on it's enemy. It basically leaves you to be a 3 medium ballistic ship for 22 dp, which is, terrible. You are basically stuck to SO, which is ok, if a bit slow and overcosted. High range is as previously discussed, trash, and midrange is decent but a bit disappointing for 22 dp. Yes I know of 3 gravitons and 3 HVD or whatever. It's terrible.

If only there was a way to make those energies be used on the enemy...

But wait! Alex literally just teased something that does that!!

I think Eagles should get that hullmod the new remnant ship gets, which increases projectile energy weapon range. Instantly solves all of the problems the eagle has. Give it to the Falcon too I guess. Now you can bring 6 mediums and 3 smalls to an enemy like it was designed to do. For the Eagle maybe also a small speed/manouverability buff and dropping it to 20 dp? The falcon is fine as is just give it the hullmod IMO.

Also Hammerhead can beat an Apogee if player piloted and it can definitely beat Apogee if you gave it that build
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 24, 2022, 05:30:01 AM
Again, you people are being too harsh. Just run a simple test, AI Eagle vs AI Eradicator. Matchup that's supposed to be ez pz for Eradicator, since AAF ships are basically 1.5x of their DP when soloing something. Tried Heavy Autocannons with a single Phase Lance, tried Arbalests. Both builds win even though it's a low tech opponent. I used the Assault Eradicator variant since imo that's the most fair, it has plenty of kinetic damage plus a whole day of Harpoons.

Seriously, it's not how some make it out to be.

Quote
Also Hammerhead can beat an Apogee if player piloted
We've been over this, with a Lasher you can kill almost any sim opponent. Such statements have no meaning in balance discussions.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on November 24, 2022, 10:59:20 AM
I think Eagle vs Eradicator is a nice case for where the Eagle currently works, and a hint about how to fix it for general use: its juuuust fast enough to keep the eradicator in range after they initially close with each other and has the defensive stats to whether the fire, so it can control the engagement and win. As a contrast, when the Eagle is slower than its opponent it can't control when its medium energy mounts are in range and it can be reduced to 3 medium ballistics only for firepower. So I'd really like to see an Eagle speed boost: 50 base speed is too slow for a medium cruiser... with system its 75 (but the system doesn't benefit from navigation boosts so its a bit slower in practice than a 'real' 75 speed ship) which is 'ok', but then the ship effectively has no system!

On the one hand, I'm excited for IR autolance! On the other, I don't like the idea of a ship's weapon mount being pigeonholed into just a few options because the other options don't work well with the ship design.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on November 25, 2022, 12:13:48 AM
I think the reveal of the new support fighter hullmod is a big deal for this topic. Both Falcon and Eagle are excellent CH platforms, brought down by the fact that no good support fighters exist for them (Xyphos is rather pointless with all the beams they already have).

If it will be possible, I will experiment with CH support bombers on both.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 25, 2022, 12:28:39 AM
What new support hullmod?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on November 25, 2022, 12:48:17 AM
What new support hullmod?
"Defensive targeting array" - makes all fighters tethered to the carrier and increases their anti-fighter/missile damage. From Alex's twitter. Straight up stealing user ideas from the official suggestion forum, devs truly have no shame these days.  ;D
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 25, 2022, 04:52:16 AM
So I just put 4 Longbows on a Legion and burn drive into things?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Schwartz on November 25, 2022, 05:26:34 AM
I think this is mostly going to be good for hybrid ships like Odyssee or Venture, where you can outsource PD to a few wings of cheap fighters. Spending for Converted Hangar AND DTT AND fighters just so they can do PD duty - is PD really an issue for the line cruisers?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on November 25, 2022, 05:31:38 AM
I think this is mostly going to be good for hybrid ships like Odyssee or Venture, where you can outsource PD to a few wings of cheap fighters. Spending for Converted Hangar AND DTT AND fighters just so they can do PD duty - is PD really an issue for the line cruisers?
No, the issue is lack of firepower of the only sensible build (1000 range ballistics + beams). Being able to bolt on additional weapon mounts fixes that, especially if bombers aren't prohibited. The usual 2 HVD + 1 Mauler + 2 Graviton + 1 Ion becomes a lot scarier when you add infinitely regenerating atropos to it.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on November 26, 2022, 06:09:41 AM
Quote
Again, you people are being too harsh. Just run a simple test, AI Eagle vs AI Eradicator. Matchup that's supposed to be ez pz for Eradicator, since AAF ships are basically 1.5x of their DP when soloing something. Tried Heavy Autocannons with a single Phase Lance, tried Arbalests. Both builds win even though it's a low tech opponent. I used the Assault Eradicator variant since imo that's the most fair, it has plenty of kinetic damage plus a whole day of Harpoons.

This means nothing. An eradicator is cheaper, hits DP breakpoints better, and has higher range, damage, and consistency which is going to help it a lot more in a fleet battle. Also must've used a redditor Eradicator build for Eagle to win that on AI.

Quote
I think the reveal of the new support fighter hullmod is a big deal for this topic. Both Falcon and Eagle are excellent CH platforms, brought down by the fact that no good support fighters exist for them (Xyphos is rather pointless with all the beams they already have).

Eagle is not a good CH platform. Falcon is alright, but there are definitely better CH platforms. However, this changes nothing. Spending so much OP on 1 sub par fighter wing is a bit suspicious in the first place. But they will remain just as bad, and other ships can run CH to equalize everything.

Quote
No, the issue is lack of firepower of the only sensible build (1000 range ballistics + beams). Being able to bolt on additional weapon mounts fixes that, especially if bombers aren't prohibited. The usual 2 HVD + 1 Mauler + 2 Graviton + 1 Ion becomes a lot scarier when you add infinitely regenerating atropos to it.

You can already do that. And there are other ships that can already do that for cheaper.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 26, 2022, 06:27:43 AM
This means nothing. An eradicator is cheaper, hits DP breakpoints better, and has higher range, damage, and consistency which is going to help it a lot more in a fleet battle. Also must've used a redditor Eradicator build for Eagle to win that on AI.
Assault Eradicator is a default game build made by Alex sooo... You can just add such variants to the sim, but it seems you're too busy being a smartass.

My point was never damage or whatever metric you seem to favour. It was survivability against tough opponents. Of course if we're comparing effectiveness, Eradicator comes on top and is probably a better choice in your fleet. But too many people in this thread last time used the Eagle in 2019 or so, and act like it's a meme ship.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on November 26, 2022, 03:53:22 PM
Just FYI, the current set of changes to the Eagle in-dev is:
1) 20 supplies to recover/for maintenance (down from 22), and
2) 700 base flux dissipation (up from 600)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on November 26, 2022, 05:40:55 PM
An extra 100 dissipation is pretty decent. That’s a bit less direct than a speed or range buff but it would give the Eagle more opportunity to leverage those Medium Energies.

I will say the new support fighter would help a CH Eagle a lot. That’s a lot of free kinetic damage and PD and would allow the Eagle to focus a bit more on HE. Back to the old “Eagle should have a flight deck”, that support fighter only costing 12 OP would be huge but that’s probably not in the cards anymore.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on November 26, 2022, 06:22:59 PM
Back to the old “Eagle should have a flight deck”, that support fighter only costing 12 OP would be huge but that’s probably not in the cards anymore.

Yeah - I've seen the suggestion, and I think it's a pretty reasonable idea! But it doesn't fit how I see the Eagle, which is less "jack of all trades" and more just... "a respectably average baseline ship", let's call it. And putting a flight deck on it definitely makes it an outlier among cruisers, so it goes against that, feel-wise. Plus, I'm not a huge fan of small amounts of fighters sprinkled in on too many ships - I think too much of that can make combat feel unnecessarily messy.

An extra 100 dissipation is pretty decent. That’s a bit less direct than a speed or range buff but it would give the Eagle more opportunity to leverage those Medium Energies.

I think it also gives it more flexibility! I am personally fine with a lot of the medium energies being suboptimal on the Eagle; a lot of that is just the breaks for midline (though: HBL is buffed some!). The new Diktat skins play around with the range buff concept, (though not on the Eagle or Falcon, ha!); I think it's more thematically appropriate there since it's basically TriTach doing fairly unsafe but flashy and interesting things on the Diktat's dime.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on November 26, 2022, 07:37:16 PM
tbh I'd rather see Eagle as a 22 DP bruiser than try to put it in line with the 20 DP cruisers.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on November 26, 2022, 08:43:52 PM
The new Diktat skins play around with the range buff concept, (though not on the Eagle or Falcon, ha!); I think it's more thematically appropriate there since it's basically TriTach doing fairly unsafe but flashy and interesting things on the Diktat's dime.
Ooh, teaser on the new version of Lion's Guard's special "upgrade" mod. Unsafe experimental range buff for energy weapons, at least the non-beam ones, seems like a neat thing. Definitely on-brand for Andrada, he is the kind of guy to increase the on-paper usefulness of those fancy energy weapons even if it is not particularly safe or well thought out. Tis a shame the Eagle and Falcon don't get it, but it does make sense as range buffs on fairly slippery cruisers could cause problems.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on November 26, 2022, 09:47:29 PM
Just FYI, the current set of changes to the Eagle in-dev is:
1) 20 supplies to recover/for maintenance (down from 22), and
2) 700 base flux dissipation (up from 600)

Interesting.  Overall, a 33% increase in base flux dissipation (or about 21% increase in max) over the 0.95a Eagle.  It is quite the statement about the ship that you can change one of the most important stats that much, and it still doesn't look overly strong yet.  Plus the 10% increase in base flux capacity.  Those changes are starting to put it on par with high tech cruisers in terms of flux stats.  Which to be fair, it probably needs at its base speed.  It technically has the shield tank of an Aurora or Fury and will have the flux dissipation between a Fury and Aurora (and matched to an Apogee).

With all those flux stat improvements along with DP discount down to 20, the Eagle might start to take the cheap, slow, and strong shield tanking role from Apogees.  With the changes to Squalls and Hurricanes, large missile slots potentially won't be as valuable, or at least universally as good.  If the Eagle can run a reasonable weapon loadout (not great, but reasonable) at flux neutral with shields up, it allows it to use its full 11,000 capacity/0.8 efficiency shield (13,750) to tank, which is what the Apogee did with its 12,000 capacity/0.7 efficiency shield (17,142).  Speed 60 and smart flares versus speed 50 and Maneuvering Jets.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 26, 2022, 09:51:02 PM
Just FYI, the current set of changes to the Eagle in-dev is:
1) 20 supplies to recover/for maintenance (down from 22), and
2) 700 base flux dissipation (up from 600)

I'll take any buffs I can get but I find it weird that a) nothing is done to the speed and b) of all things flux dissipation got a buff, when it was already fantastic. I mean, that gives Eagle flux stats very much like Aurora.

What to even do with that much flux? 2x HVD, 2x Ion Beam then just turn enemy ships off one by one?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on November 26, 2022, 11:47:39 PM
Step 2 : Flip the med. ballistics and energies.  8)  8)  8)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on November 27, 2022, 12:00:04 AM
That's an impressive buff I must say, although I kinda liked its unique 22 DP cost. Btw now the Fury looks even worse at 20 heh, hopefully you got something coming for it as well.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Drazan on November 27, 2022, 12:50:42 AM
With the changes to Squalls and Hurricanes, large missile slots potentially won't be as valuable, or at least universally as good. 

New missiles are coming, and so far every new stuff in the game have been a bit of a powercreep so I would expect the new missiles to be too strong and the they will be nerfed later.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on November 27, 2022, 05:21:59 AM
Yeah - I've seen the suggestion, and I think it's a pretty reasonable idea! But it doesn't fit how I see the Eagle, which is less "jack of all trades" and more just... "a respectably average baseline ship", let's call it. And putting a flight deck on it definitely makes it an outlier among cruisers, so it goes against that, feel-wise. Plus, I'm not a huge fan of small amounts of fighters sprinkled in on too many ships - I think too much of that can make combat feel unnecessarily messy.

Reading this, I wonder how Eagle ends up feeling 'average' without remaining 'mediocre'. I don't think I'm wrong that one of the reason Eagle's coming so often up as a topic is that players want it to feel strong in their fleets. I feel like this is a chance for Eagle XIV to have a strong niche fit for lategame fleets if base Eagle's supposed to be an 'elite mook'. (Itching for LG ships to be the 'elitest' of mooks, anyway :D)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on November 27, 2022, 06:39:34 PM
Reading this, I wonder how Eagle ends up feeling 'average' without remaining 'mediocre'. I don't think I'm wrong that one of the reason Eagle's coming so often up as a topic is that players want it to feel strong in their fleets. I feel like this is a chance for Eagle XIV to have a strong niche fit for lategame fleets if base Eagle's supposed to be an 'elite mook'. (Itching for LG ships to be the 'elitest' of mooks, anyway :D)

Well, to be fair, the Eagle has always been the bog standard cruiser. The reason it doesn't "feel strong" is probably more perception than reality but there has been some definite power creep with the new Cruisers and they kind of just passed the Eagle by. With the proposed changes, it's going to win flux wars a bit better and while it's not fast by any stretch, it can at least disengage better than some of its peers. As Greivous69 has said many times, it's probably one of the "safest" Cruisers out there by a comfortable margin, at least for cost.

 I think Alex is right in envisioning the standard Eagle as the via media for Cruisers and I don't blame him. Something has to be sort of the plum line for Cruisers (and perhaps the rest of the game) and the Eagle just fits into that "good-not-great" spot. If anything, the the additional flux places it more fully into the Mid-Line M.O. of having generous flux stats for its generalist options.

The XIV variant (or even a weird LG variant) with a fighter bay would very much satisfy my itch to have the Eagle stand out a little. Heck, an XIV Eagle with the improved stats and fighter bay might need to be 22 DP!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on November 27, 2022, 09:28:15 PM
Back to the old “Eagle should have a flight deck”, that support fighter only costing 12 OP would be huge but that’s probably not in the cards anymore.

Yeah - I've seen the suggestion, and I think it's a pretty reasonable idea! But it doesn't fit how I see the Eagle, which is less "jack of all trades" and more just... "a respectably average baseline ship", let's call it. And putting a flight deck on it definitely makes it an outlier among cruisers, so it goes against that, feel-wise.
Rather than Eagle better suits to Aurora which also need some buff.
Here is why:
Astral      -  the best carrier         - high tech  - 6 decks
Odyseey - battle carrier              - high tech  - 2 decks
Aurora    - battle carrier smaller - high tech  - 1 deck

All three ships  looks like  a production of one construction/design office. It might also  fit into  Uniqifying faction project, when High tech faction is fighter focused.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on November 27, 2022, 09:51:39 PM
I'm with Alex on this one. Tossing fighter bays on everything makes the game messy, and is the most common shared feature of low-quality mods. Players already have a choice of doing that themselves with converted hangars, and the new support fighter and hullmod will expand on that playstyle more, but it shouldn't become the standart for the game as a whole.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on November 28, 2022, 01:16:59 AM
Well, to be fair, the Eagle has always been the bog standard cruiser. The reason it doesn't "feel strong" is probably more perception than reality but there has been some definite power creep with the new Cruisers and they kind of just passed the Eagle by. With the proposed changes, it's going to win flux wars a bit better and while it's not fast by any stretch, it can at least disengage better than some of its peers. As Greivous69 has said many times, it's probably one of the "safest" Cruisers out there by a comfortable margin, at least for cost.

I think Alex is right in envisioning the standard Eagle as the via media for Cruisers and I don't blame him. Something has to be sort of the plum line for Cruisers (and perhaps the rest of the game) and the Eagle just fits into that "good-not-great" spot. If anything, the the additional flux places it more fully into the Mid-Line M.O. of having generous flux stats for its generalist options.
It's a completely agreeable stance by Alex. Especially since Starsector is a single-player game, it makes sense for it to have its 'mooks'. But as you mentioned, new cruisers set a precedent by having a strong niche in addition to being released generally good. As you correctly picked up, my point was that this opens an avenue for faction variants to be rare, but tiered-up versions of their vanilla selves, designed to double down on their tactical niches. There's a great precedent for this with faction variants, notably with Phalcon. This doesn't mean that all vanilla hulls need an upgraded faction variant, many already do feel premium by themselves and deserve to, e.g. Aurora, Champion.

I would like to shout out the other Suggestions thread I've recently joined in. There's perhaps not a clear space for 'bad' hulls besides the 'good' ones and the 'great' ones, which makes the 'good' ones feel... bad. The 'bad' tier has been somewhat filled by rogue variants of civilian ships and heavily damaged combat regulars, but fielding those by the player barely feels right in the early-game, never later. In the thread I'm talking about, Hiruma Kai suggested that 'good' and 'great' ships are perhaps too readily available to the player in the early-game through markets. Is there perhaps a space for 'good' ships (and obviously the 'great', too), like the discussed vanilla Eagle, to be harder to get?

edit
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on November 28, 2022, 08:02:53 AM
Quote
Just FYI, the current set of changes to the Eagle in-dev is:
1) 20 supplies to recover/for maintenance (down from 22), and
2) 700 base flux dissipation (up from 600)

Sounds cool. Would still be average - sub par but slightly less so, and I guess that is the point. Although I agree with Safari that there are quite a few 20 dp cruisers already, and I think the Eagle loses a bit of identity like that.

Quote
Interesting.  Overall, a 33% increase in base flux dissipation (or about 21% increase in max) over the 0.95a Eagle.

It's 16.6%

Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on November 28, 2022, 09:45:30 AM
22 DP might be "identity" but it's also annoying to actually build a fleet around and basically forces you to use the ship in multiplies of 5 so that everything adds up to neat 240(or more realistically 200/220)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on November 28, 2022, 10:02:42 AM
Quote
Interesting.  Overall, a 33% increase in base flux dissipation (or about 21% increase in max) over the 0.95a Eagle.

It's 16.6%

It's 16.6% for the 0.95.1a Eagle, but 33% for the 0.95a Eagle.  To be fair, comparing to the previous release Eagle flux stats is a bit odd, but I was just struck by such large back to back flux stat buffs, on top of the coming 20 DP cost. It's gone from typical middle of the pack cruiser flux stats of it's original design to high tech tier flux stats.  I think it had been 525 flux/second since it's inception until the current release, but I only started around 0.7.  But being kind of in the slow but shield tanky slot like the Apogee, it's becoming clear it needs it.

From 0.95.1a patch notes:
Quote
Eagle:
Increased flux dissipation to 600 (was: 525)
Increased flux capacity to 11000 (was: 10000)

My point was the 0.95a Eagle (from the prior release) had only 525 flux dissipation (and 10,000 capacity) and we are discussing 700 flux dissipation and 11,000 capacity here, which means the 0.95a Eagle was that severely under tuned compared to other 0.95a ships like the Champion.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on November 28, 2022, 11:46:14 AM
This also separates the Eagle from the Falcon somewhat. Honestly, I think the Falcon is fine for its cost. The Eagle gains a premium on flux stats now for the (significant) loss of speed. 75% more flux for 43% more DP isn’t bad. It’s the Champion that now looks relatively anemic, but Ludd knows it doesn’t need a buff!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on November 28, 2022, 09:46:26 PM
22 DP might be "identity" but it's also annoying to actually build a fleet around and basically forces you to use the ship in multiplies of 5 so that everything adds up to neat 240(or more realistically 200/220)
  ... then  you pick a skill from  Leadership  line the "Support doctrine" and your plan is ruined again.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on November 29, 2022, 03:29:59 PM
Quote
Interesting.  Overall, a 33% increase in base flux dissipation (or about 21% increase in max) over the 0.95a Eagle.

It's 16.6%

It's 16.6% for the 0.95.1a Eagle, but 33% for the 0.95a Eagle.  To be fair, comparing to the previous release Eagle flux stats is a bit odd, but I was just struck by such large back to back flux stat buffs, on top of the coming 20 DP cost. It's gone from typical middle of the pack cruiser flux stats of it's original design to high tech tier flux stats.  I think it had been 525 flux/second since it's inception until the current release, but I only started around 0.7.  But being kind of in the slow but shield tanky slot like the Apogee, it's becoming clear it needs it.

From 0.95.1a patch notes:
Quote
Eagle:
Increased flux dissipation to 600 (was: 525)
Increased flux capacity to 11000 (was: 10000)

My point was the 0.95a Eagle (from the prior release) had only 525 flux dissipation (and 10,000 capacity) and we are discussing 700 flux dissipation and 11,000 capacity here, which means the 0.95a Eagle was that severely under tuned compared to other 0.95a ships like the Champion.

I think part of this is also recognizing the major buffs that missiles have gotten with the missiles skill potentially adding new ammo and +50% fire rate, all flux free. The Eagle only has 2 small missile mounts so it fell further behind in damage potential compared to Champion/Aurora/Dominator etc even though its flux got a buff.

Plus the skill system rewarding either ballistic or energy with the 'mastery' skills makes it harder for mixed firepower ships to stack bonuses, and the system expertise skill is ok but not great on the Eagle/Falcon as its just a medium/small speed increase... the updated skill system in general was not very kind to the pair!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 01, 2022, 11:43:10 AM
I modified the ship_data.csv with new values(20 DP/supply, 700 base flux dissipation) and played around with a monofleet of 10 Eagles. Ten level 6 quadruple elite officers, S-mods, the whole shebang. And the results are... not good. So "not good" in fact that when I pitted said Eagles against a 366k Hegemony bounty, an Eagle died. In two separate attempts. TBH I was surprised when it happened - I didn't expect it to be good but an outright ship loss? For a monofleet of cruisers that is basically unacceptable and should never happen against something as basic as a randomly generated Hegemony bounty.

If we rate ships by three criteria - firepower, tank and mobility - then Eagle brings almost nothing to the table: C-grade firepower, B-grade tank, C-grade mobility. Every other cruiser has something to get ahead. For example Fury may have C-grade firepower, but it has A-grade mobility and a B-grade tank(and people say it's underpowered) Apogee may have D-grade mobility, but it has B-grade firepower and A-grade tank(at 10% less DP) Eradicator has D-grade tank, but B-grade mobility and S-grade firepower. And so on, I'm not making a card game here so don't take these ratings too seriously but you get the overall idea. Hell, even Falcon beats Eagle at this game because while it may have D-grade tank and firepower at least it has A-grade mobility and a substantially lower DP cost - it has its own specialization/niche.

Since Eagle is supposed to NOT have a specialization/niche and be a jack of all trades then the firepower and mobility need to be brought up to B-rank at least. The mobility is simplest because it's just increasing one number, I still say it should be base speed 60(and 90 for Falcon to keep the "Falcon is 2/3 of an Eagle" theme going) A 20% increase is substantial and will go a long way combined with Maneouvering Jets.

The firepower is the tricky one because the problem is not really raw stats but mount configuration. First of all, since Eagle is not very mobile nor it has great tank, you generally want to fit it for long range. But because it's a full-sized cruiser with generous flux dissipation(even in current version of the game with base 600 it's really a lot) you don't want to waste mounts on "budget" weapons like Heavy Mortars or Arbalest Autocannons. So all three forward ballistic mounts will have weapon range of 800(if you fit Heavy Autocannons) or 1000(HVD/Mauler)

But then the question is, what will you put in the three medium energy mounts? If you fit Heavy Autocannons in front then you need 1000 range energy weapons to even match the range of the Heavy Autocannon(and where do you get explosive damage from then?) because the medium mounts are so far back. And if you fit HVD/Maulers then you need 1000 range beams and Advanced Optics hullmod to match the range of HVD/Maulers.

And, well, there are only two options when it comes to 1000 range medium energy (beam) weapons - the Graviton Beam which does almost nothing(and, again, it's a "budget" weapon - something you don't care about on an Eagle) and the Ion Beam. A third option is coming but from what I understand it's going to essentially be a PD weapon for capitals.

I did play with Eagles equipped with two Ion Beams and the results were... disappointing. Yes, you can quite literally "turn off" the entire enemy ship, but then what? In a fleet combat the disabled ship will simply retreat and another one will take its place. Even in the best case scenario where you are slowly grinding the enemy down this creates a fight that lasts stupidly long because you're slowly chewing through all of enemy ships simultaneously, when in reality you want to kill them quickly and one by one. In non-best case scenario the uneven distribution of enemy ships causes them to eventually "break out" through your anemic Eagles and start killing them one by one.

Here's a red hot take: even if you were to increase Eagle's base flux dissipation to 1000 it would not matter and they would still die to that 366k Hegemony bounty. It doesn't matter how much dissipation a ship has if it simply has no weapons capable of taking advantage of it in the first place.

IMO to fix the Eagle while still keeping it Eagle-ish you have to a) boost the base speed and b) do what people suggested long ago and simply swap the position of medium energy and ballistic mounts, i.e. put energy in the front and ballistics in the back. This drastically increases the variety of energy weapons you can put on the ship because you no longer have to worry about range as much, it keeps the mixed weapon types and it stops the ship from becoming a sniper boat(like it kind of does when fit with HVD/Maulers/Advanced Optics beams)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 01, 2022, 11:51:02 AM
Bad test above. Hope I saved the time and effort for someone at least :)

EDIT: Someone will probably get mad at me without an explanation so have this: Eagle is one of the worst ships in the game to "spam", due to almost non existent missile power and weak finishing potential.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 01, 2022, 12:31:38 PM
Yeah, I think that’s a bad faith experiment. Eagles aren’t good at taking on things bigger than themselves so a a capital or two will wreck them. You also need to post what the loadouts were because that is a huge part of the debate. If I’m interpreting Alex correctly, there’s no plan to switch the Ballistic and Energy Mounts and the mismatched ranges is a feature not a bug. The Eagle’s layout ain’t changing…

I’m not going to deny that I’d prefer a speed increase over more flux but even at 60 base speed, the Eagle doesn’t have finishing power. Even if it could dart in and out, it doesn’t have a lot of options for dealing damage opportunistically. Lack of missiles is one reason, lack of range on Energies is another.

An indirect buff to the Eagle would be to make High Scatter Amplifier better. The medium Energies are basically limited to Gravitons and Ions at standard Ballistic ranges, or to use them for PD. Phase Lances with 700 range would also help the Eagle a lot.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Harmful Mechanic on December 01, 2022, 12:53:24 PM
I, too, am playing around with the proposed changes in a mini-mod, and here's my take:

1) upping base speed to 60 is probably a good idea,
2) controversially... if you want to change a slot? Make the centerline medium Energy a large.

Having a single large Energy slot gives you the option of HIL/Grav Beam or Tach Lance fits. It makes an Autopulse Laser attractive. I can even imagine fits where it wouldn't be completely stupid to use a Plasma Cannon.

This might be too much overlap with the Champion, but I think it feels pretty good. Does it 'fix' the ship? Maybe. It's definitely more varied and fun.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 01, 2022, 12:59:43 PM
This also separates the Eagle from the Falcon somewhat. Honestly, I think the Falcon is fine for its cost. The Eagle gains a premium on flux stats now for the (significant) loss of speed. 75% more flux for 43% more DP isn’t bad. It’s the Champion that now looks relatively anemic, but Ludd knows it doesn’t need a buff!

Playing around with it, it doesn't actually feel that much better than the Falcons in terms of flux.  With actual builds, I often put on max vents for both the Falcon (non-pirate) and Eagle.  Falcons, being cruiser tier, benefit a lot from the fact you can dump 30 OP into vents.

Falcon: 14 DP, 7000 capacity, 400+300=700 dissipation
125 OP - 30 OP (Vents) - 15 OP (ITU) = 80 OP
500 capacity/DP, 50 dissipation/DP, 5.7 OP per DP

Eagle: 20 DP, 11000 capacity, 700+300 = 1000 dissipation
155 OP - 30 OP (Vents) - 15 OP (ITU) = 110 OP
550 capacity/DP, 50 dissipation/DP, 5.5 OP per DP

Eagle has a slight edge in capacity if nothing is spent on capacitors, dead even in flux dissipation at max vents, and behind on free OP assuming a simple ITU build.  And and at base, the Falcon is still significantly faster.

So, assuming a common build type where flux vents are maxed, it's 43% more DP for 43% more flux dissipation, and maybe 37.5% more OP, which doesn't sound nearly as good.  More hullmods favors the Eagle, but then converting them to s-mods favor the Falcons (at a the price of more story points).

If you wanted 75% more flux in actual practice for 43% more DP, then you'd want 925 baseline flux dissipation, going up to 1225 at max vents.  Which kinda sounds high, since that's nearly Odyssey tier flux dissipation.  I suppose it would let you run kinetics and a heavy blaster without a problem though.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Wyvern on December 01, 2022, 01:32:55 PM
Hm, for outright weapon mount adjustments... yeah, I think large energy would be too close to the Champion. But maybe a large ballistic in place of the center medium ballistic (and probably the forwardmost small energy - you'd have to have the gun set back into the hull a bit to look right, I think).

Plus, there are very very few ships around right now with large ballistic hardpoints; I think it's just the Dominator and the Mudskipper Mk II?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 01, 2022, 01:40:19 PM
I fully believe Alex made the right change. Eagle suddenly having a large mount would go against its very unique design. If you're so keen on adding large mounts, help the poor high tech cruisers.

Invictus will also have large ballistics on hardpoints.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 01, 2022, 02:17:08 PM
If eagle got a large energy mount, I would personally replace all three medium energy slots with it. Maybe upgrade the center small energy to medium also or something, but just changing one of the mediums to large is not a good idea IMO. Partially because alex determines OP numbers based on mounts (so that would be a hidden OP boost as well), and also because I don't think the eagle can use a large energy and two mediums along with all the other mounts, and I think over-mounted ships are bad design. Honestly, I'm not totally against it, but it feels a bit weird. I think 3x HVD + Tac Lance could be a pretty scary loadout and probably too good for 20DP.

I also am interested the alternative I've seen suggested before of converting some number of medium energy slots in medium synergy slots so that the eagle can wield more missiles firepower.

I do agree that speed is probably the more fundamental issue though. The eagle can either kite with long range ballistics, or press with short range energy weapons, and both of those strategies sort of require sufficient speed to maintain desired range bands. Even if the dissipation improvements make the agressive short range loadouts viable from a flux perspective (I am not sure they are enough), the lack of speed will still make that difficult.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 01, 2022, 02:42:25 PM
The eagle definitely has the speed and shields right now to do a long-range kite build.
The problem is it is never going to kill anything doing that as it has limited missiles and needs at least 2 ballistics to pressure shields, leaving only 1 ballistic and some beams to do the rest of the damage.
The eagle doesn't have the speed to close in to use its energy weapons after its ballistics have raised the enemy flux, so all it is going to do is EMP and maybe some mauler hits.
... which you could have just done with a Falcon for 6 less DP.

If the Eagle's role is a line holding kiter, the Falcon is always going to be doing about the same but much cheaper. The Falcon also gets to bully smaller ships much easier with its speed.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 01, 2022, 03:09:49 PM
Re: the discussion of weaponry above: phase lances are my 'go to' weapon for eagles and non-kiting falcons. They are relatively flux efficient, have great burst, good enough anti-armor (500 shot size effective), double as great anti-fighter/frigate weapons, and can have their range boosted to 800 with advanced optics (and advanced optics boosts the humble PD laser quite significantly!). 3 of them was a little too flux hungry before, but I wonder if with the new flux stats they could handle them?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 01, 2022, 03:50:35 PM
I don't agree that phase lances are reasonably flux efficient. 1.2 flux/damage is very much mediocre at best, and honestly kinda low-key bad, even for an energy weapon. Not to mention soft flux makes it effectively much less efficient against shields (which the AI absolutely loves to fire it into).

I do not mind them as a pure anti armor/hull weapon, but the AI will not use them that way.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Candesce on December 01, 2022, 04:05:22 PM
I don't agree that phase lances are reasonably flux efficient. 1.2 flux/damage is very much mediocre at best, and honestly kinda low-key bad, even for an energy weapon.
They do have perfect accuracy. That's not to be dismissed, when it comes to flux efficiency.

Soft flux is a bigger issue, but Phase Lances have enough punch against armor that you can skip out on HE and go pure kinetic with your ballistics.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 01, 2022, 07:04:22 PM
I think that when backed by kinetics their soft flux isn't a problem: they have high enough burst that a high flux enemy has no choice but to overload or take the shot on the armor/hull. If the enemy takes the shot and then shuts off weapons to let their flux go down... thats not really a problem in many cases. If they aren't firing then the eagle wins by default.

The main issue is the same as always: speed. When faced with an enemy tough enough to tank a phase lance burst or two, but fast enough to get away cleanly from the Eagle, is when the soft flux matters.

[Edit] In terms of flux efficiency, they are quite efficient for their anti-armor/hull capabilities of 500 shot size. They are far more efficient than the heavy blaster, more efficient than the tachyon lance, just slightly less efficient than the plasma cannon (which has 1.1) and HIL (1.0 with a 2x armor multiplier, but 2.0 vs shields). Compared to the pulse laser (100 shot size, 1.0 f/d) they have more efficient anti-armor performance for any armor over 26, IE for any armor and for any hull where the residual armor is 26 or more -> 500 base armor or higher effectively. A pulse laser hits minimum damage vs 566 armor: ineffective as a weapon vs any heavy destroyer or cruiser grade armor. A phase lance hits minimum vs 2833, and the damage being spread over multiple ticks helps a bit too, making it a moderately effective anti-armor weapon against cruisers and even capitals.

Compared to any HE options they are more efficient vs shields, albeit with the downside of soft flux (but thats what kinetics are for!).
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 01, 2022, 09:47:34 PM
My issue with phase lance is not with the armor performance (although the DPS is a little uninspiring). It's with the shield performance, because the AI will auto fire them and firing them into shields is worse for you than the opponent (builds up more flux in your own ship than the enemy). It's fine if you are bullying weaker ships with less capacity, but not for 'punching up'. If the AI just treated them as a strike weapon instead of a generalist weapon, I would be much happier using them.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 01, 2022, 10:57:44 PM
Eagles aren’t good at taking on things bigger than themselves

Yes, Eagles are bad. I think that's why this thread exists in the first place.

Quote
An indirect buff to the Eagle would be to make High Scatter Amplifier better.

Unless by "making HSA better" you mean completely remove the range penalty, that still wouldn't achieve anything.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 01, 2022, 11:07:01 PM
It's with the shield performance, because the AI will auto fire them and firing them into shields is worse for you than the opponent (builds up more flux in your own ship than the enemy). It's fine if you are bullying weaker ships with less capacity, but not for 'punching up'.
At the moment, it looks to me there is AI which controls  each weapon independently, regardless of other weapons on the ship. Therefore, rather than one  weapon "fix"  generalist >>  strike weapon it would be better to ask for  a

Ship weapon AI. This logic should evaluate flux efficiency of each  weapon against current status of  target.  Evaluation should include own ship flux  capabilities and weapon  systems.
e.g. Own ship  has anti armour weapon, anti  shield weapon and is mid flux >> hold anti armour, fire anti-shield and anti shield-rockets. If it doesn't help, another salvo  of rockets include all  rockets  to help overcome shield. Once enemy flux get up to 90% >>> it is  highly likely it goes  down. Start to fire  anti armour weapon.

Also, Ship weapon AI should be able to take advantage  of Helmsman skill, stop flux income to get bonus speed/manoeuvrer to be able to get into/out  of  position  quickly. Especially shield shunt ships wich firing PD at nonsence rocket,   instead of use speed to  get close to enemy. Or Hyperion which AI can not use jumps properly. Or ...

Ship weapon AI can be several levels. So pilot-less ships  use current logic, then   piloted ships get better (efficient) firing logic  as pilot  get levels.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 02, 2022, 09:25:46 AM
The way the AI works is that it has 'strike' groups that it controls 'manually' meaning it chooses the moments to fire based on enemy state (typically used for weapons like missiles or anti-matter blasters), and then the rest of the groups are handled by the auto fire AI. The auto fire AI is generally just 'if off cooldown and enemy in range, fire'. Auto fire does prioritize the targeted ship, and the AI will also switch auto fire groups off if it is high on flux, but that's about it for complex behavior outside of specific stuff like PD.

My point is that I think phase lance should be controlled manually. It has a significant cooldown, it generates a lot of flux, it's not effective against shields, it's fairly effective against armor/hull... all of those are good reasons to want the manual fire behavior over the auto fire behavior. I really don't understand why it is treated as a generalist/autofire weapon, and it makes the weapon significantly worse in AI hands.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 02, 2022, 09:31:52 AM
The fire control only applies to missiles, if a weapon is not a missile then it's autofire all the time as long as flux allows. AI controlling a weapon group manually simply means it will lead shots with 100% accuracy and that the weapon will lead the ship(i.e. if it's a hardpoint)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 02, 2022, 10:00:43 AM
I'm pretty sure the strike weapon logic is just a flag given to the AI and can be put on any weapon.

The point is that the logic for using the weapon properly already exists and should just be used.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 02, 2022, 10:34:58 PM
So I've been trying out the 20 DP Eagle with 700 base flux, starting a fresh game with those stats modded in, and playing my usual iron man run style.

To sum it up, I've been fleet wiping a lot, and getting that free frigate consolation prize.  My assessment of what I can handle appears to be way off at the stage where I have my first cruiser or three.  Eagles are not, say, Furies or even Medusa.  I've come to the realization I've been avoiding Eagles as an early or even mid-game ship for a long time now.

Early to mid-game (which I haven't gotten out of yet in this run, because of a fair number of wipes), the 20 DP vs 22 DP makes no difference.  I didn't mod the Eagle any cheaper in terms of credits, and it's still a burn 8 cruiser which means it slows your entire fleet down when you acquire one.  When it gets destroyed, and assuming it is not a fleet wipe (because I perhaps transferred to a Fury which was under AI control) I'm only saving about 1200 credits on the supplies for a full recovery (less once d-mods are accounted for), and we're talking 200 credits per deployment.

I think it finally struck home when I was trying to catch and kill a mule with a non-SO build.  The mule is baseline slightly faster, pulls away when its flux gets high, and tanks long range kinetics just fine on its armor.  Even if an Ion beam arc knocks its engines out, it's moving away at speed 60 (plus whatever skills it was benefiting from - might have had UI as well).  I was using a sniper setup, using 3 Hypervelocity Drivers, an Ion Beam, and 2 Phase Lances with ITU and Advanced Optics built in. The Phase Lances, which were my anti-armor, took forever to get into range, all the while I'm moving away from my fleet for like 30 to 60 seconds, which feels terrible.  However, when I was changing focus from ship to ship to stay with the fleet however, none of the enemy would die, since they had plenty of time to back off, and I just couldn't close the distance to phase lance range quick enough, or alternatively stay there.  Overloading and then ignoring the Mule just means it comes back tried to launch those Salamanders again from behind.

Even though I was personally piloting the Eagle, I was typically not top damage scorer.  I just spent too much time trying to close into things.  Not only was the Fury out damaging me, it was typically twice the damage of the other AI Eagle when I had all 3.  One fight against 6 pirate cruisers and 12 smaller ships, for example was Fury with 32% of the damage, my Eagle 28%, followed by an Eagle that was destroyed at 13%.  Rest to 4 high tech frigates.  Apparently, my personal piloting can't make up the difference in actual ability kill between the two types of ships (Fury had Heavy Blaster + Ion cannon + Anti-matter blaster + 2 Proximity launchers).

If I go SO, then there a number of ships which are just hard counters to the Eagle, like hypervelocity/mauler hounds (1000 range on 180 speed > 450 range on at max 175 speed and on average 145), beam Tempests, even Wolves can typically out speed an Eagle with phase skimmer, and once the percentage bonuses from skills start getting added in, you can forget it.  +10% on a Wolf is +15 speed, +10% on an Eagle is +5.  An SO Eagle's closing speed is just not high enough, so my flux is higher than I'd like by the time I get to actual firing range on most enemy cruisers.  SO Furies, SO Hyperions, SO Medusa can eliminate that distance in the blink of an eye.  I'd argue even the 17 DP burn drive Eradicator is better than the Eagle, simply because it has a "go fast forward" button, and just as many medium ballistics, plus small ballistics and missiles to back them up.  It can at least seal the deal, while tanking with its armor, but the Eagle doesn't really have that option.  However, I will reiterate, dropping the Eagle's DP cost doesn't actually help early to mid-game.  You could make it 10 DP early game, and I still won't be able to make it work well, assuming it was the same credit cost, burn speed and fuel usage.

You need a frigate or two as escorts you can order to go kill that frigate you just got to high flux, but then you have to do that for every single one.  And as mentioned earlier, Eagles are bad at fighting capitals, lacking any long range hard hitting weapons other than the Heavy Mauler, which has pretty bad DPS.  But they're also pretty bad at dealing with smaller ships I'm finding in the early game.  Where as a Medusa or Fury can get in close, drop a bunch of burst damage, and get out while destroying at least one frigate, an Eagle ends up needing 2 or 3 times the amount of time, and just cannot reduce the enemy fast enough to not get surrounded.  It's a tanky line cruiser which really does need a full battle line, backed up by things like large missiles and bomber wings.  I think, even with the current stats, it is a mistake to try and acquire early game for me, unless I'm getting it for "free".  Even then, I'm not sure it's worth the burn drop compared to grabbing, say, 2 more destroyers, or a Fury or Falcon (P or not).

I'll note Maneuvering Jets is poorly supported by Systems Expertise (+25 average speed becomes +30 average speed bonus, which is like the effect of basic Helmsmanship).  The other high tier combat skill, Missile Specialization, feels extremely weak when combined with only two small missiles on a 20 DP ship.  Compare to the crazy buffs Phase Skimmer and Plasma Burn get with System Expertise, or the missile benefits a Champion, Eradicator, Fury, or Dominator get with Missile Specialization.  So there's no good high tier combat skill to take with them that obviously gives them a big push in effectiveness.  The fact that Manuevering Jets is a temporary bonus to it's average speed means Helmsmanship and Coordinated Manuevers are 33% less effective than if it just didn't have a ship system and had a base speed of 75.

It's like every part of the design of the game just interacts poorly with the Eagle's design.  Skills treat it as weaker or apply to only half the ship.  Its loadouts are split.  It's got medium energies but not the speed to use the high DPS options.  Low DPS beams in general are a weaker choice, especially early to mid-game when you can't mass them.  It's medium long range mount options are low DPS, so poor against capitals.  It's seems to me to be intended as line cruiser as part of much larger fleet, and to be designed to have other ships do the killing blow (long range missile ships, bomber wings).  Eagle really needs a selling point to entice me to buy it at this point.  As it stands, I'm going to be spending the credits on 2 or 3 destroyers or even a Falcon instead.

Having been playing with it, I feel like the Eagle's greatest sin when compared many other ships is they're just not that fun to fly.  Eagles are a basically a pile of mis-matched stats, with an ability on top which doesn't viscerally feel faster.  It is technically faster, but it just doesn't have the same feel or effect on combat as a burn drive dive for the kill or a plasma burn dodge of a wave of incoming ordinance.  Manuevering Jets on the Eagle certainly doesn't let me dodge a Gauss shot or catch that retreating Hound, for example.  It's effect in play doesn't feel significant or noticeable.  Even at 20 DP and 700 flux dissipation, I believe you're going to get a number of reports that the Eagle is still too weak.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 02, 2022, 11:32:16 PM
Honestly, "line holding ship" probably isn't a good role to end up pushing the Eagle to unless that includes giving it more ways to use its medium energy.
Yeah, it may be able to hold the line, but so can a Monitor. And with that you have 14 DP free DP which coincidentally is how much a Falcon costs. Said Falcon is able to provide fire support for the frontline itself or go off on the flanks better than an Eagle ever could have, especially with a Monitor attracting ridiculous amounts of fire.
It's not like the Eagle is going to be able to do anything better than those two ships can.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 03, 2022, 02:29:53 AM
stuff

Wow, it's almost like good ships are always good and bad ships are always bad despite the artificial "roles" people in this forum try to shoehorn them into.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 03, 2022, 09:33:46 AM
Hiruma Kai said I’m so many words what I was going to post: the Eagle is a support ship, and not a particularly good one even at that. Its most obvious use-case is a stand-off pseudo-artillery platform. 3x HVD/Mauler with beams in back. Its upside is that it actually has decent shields and armor. Any kind of “line cruiser” variant ends up being too slow or too under-gunned.

At least with the Champion, the Large energy can hit hard and at range. With the Eagle all Energy weapons either have range or hit hard, but never both. The Eagle has the worst of both worlds and no speed to boot. I agree, the game’s mechanics actively work against almost every aspect of it.

In a clustered fight where the enemy can’t just back up, the Eagle is decent but fights have to reach a critical mass before the Eagle’s lack of range and speed aren’t such massive liabilities. If it can get in close and can use all its weapons, it probably is worth 20 DP but how often does that happen? It could end up chasing a Mule across the map…

Title: Re: Eagle and (base) Falcon remain anemic
Post by: SCC on December 03, 2022, 03:00:23 PM
If some mount changes are going to happen, I think I would much upsize one of the ballistics, rather than energies.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 03, 2022, 04:18:07 PM
With all these mount change suggestions, we should just split the difference.

Remove all the centerline mounts (1 medium ballistic, 1 small energy, 1 medium energy) and put a single fixed large universal there. :)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 03, 2022, 06:50:09 PM
With all these mount change suggestions, we should just split the difference.

Remove all the centerline mounts (1 medium ballistic, 1 small energy, 1 medium energy) and put a single fixed large universal there. :)

Since we’re talking craziness: spinal-mounted (remove all middle mounts), built-in Aquila Cannon. 1000 Energy damage, 800 range, 3 sec cooldown, perfect accuracy. Medium shot speed. :)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 03, 2022, 09:38:15 PM
Graphically a spinal mount would work better on the Falcon which already has a gap in the middle to fit one.

How about giving the Eagle the upcoming Energy Bolt Coherer hullmod? Thematically doesn't really fit but it would solve the short energy weapons range issue.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SCC on December 04, 2022, 01:13:15 AM
I don't think there's a point to fix issues that were created by giving Eagle energy mounts and not enough speed, but then again, there's precedent for that with Paragon. I still don't like it and would rather prefer Eagle to get more ballistics or missiles.
Graphically a spinal mount would work better on the Falcon which already has a gap in the middle to fit one.
Or Falcon's simply an Eagle that's missing the spinal mount.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 04, 2022, 01:27:19 AM
(Watching the community try to powercreep a ship when the same criticised a couple of latest ones)

But seriously, can't we just wait and see how it's gonna go in the next version... There's a bunch of things being added and changed, yet people modified one (not even final) stat for a ship and concluded it's trash. Surely you all realise there's much more to ship strength than pure stat adjustments. Weapons, hullmods, skills, other ship changes, new content, new enemies, and so on.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on December 04, 2022, 03:07:28 AM
(Watching the community try to powercreep a ship when the same criticised a couple of latest ones)

But seriously, can't we just wait and see how it's gonna go in the next version... There's a bunch of things being added and changed, yet people modified one (not even final) stat for a ship and concluded it's trash. Surely you all realise there's much more to ship strength than pure stat adjustments. Weapons, hullmods, skills, other ship changes, new content, new enemies, and so on.

Somewhat better flux and logistics stats don't fix the fundamental problems (well stated by other posters) of fielding an Eagle, which will continue to suffer in the midst of new content because stronger weapons and hullmods that make the Eagle viable will almost certainly make other cruisers that much stronger as well, still leaving poor bird cruiser in the dust.  8)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 04, 2022, 03:13:55 AM
(Watching the community try to powercreep a ship when the same criticised a couple of latest ones)

Hard to say it is powercreep when people have been pointing out the same problems with the Eagle for TEN YEARS

Spoiler
I'm going to throw my lot in with the Eagle as my least favorite ship.  It's got a good balance of energy and ballistic weapons, decent shields and isn't costly for it's class.  But the problems sit with the stock variants only changing the missile loadouts and the Flux problems that arise if you put on heavier hitting burst weaponry.  It's all using medium hardpoints so it requires a drawn out fight, breaking the shields and beating down on the armor, it's too heavily reliant on missiles and it's so slow that destroyers and fire support will pick apart your targets before you reach them.  It requires fleet actions as it can't deal with more nimble Strike Frigates and Destroyers, yet that same fleet renders it useless.
[close]
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 04, 2022, 03:30:24 AM
Man people are really so far into this to dig up ten year old forum posts, yikes. Yeah let's take it as fact since some random dude said so before. Who cares, we've had countless people claim Conquest is trash tier, Aurora is god tier. Giving a voice to every single person online is both the best and the worst thing that happened.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 04, 2022, 03:33:22 AM
Man people are really so far into this to dig up ten year old forum posts, yikes.

Took me 5 minutes. The forum has a "oldest first" search for some reason ???
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 04, 2022, 03:39:05 AM
Took me 5 minutes. The forum has a "oldest first" search for some reason ???
Well that explains the amount of crazy necros we see often.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on December 04, 2022, 04:01:49 AM
I think Hiruma Kai said it better than anyone could say. Just buffing it's stats just isn't gonna cut it. For a ship to be a "generalist" and still be good it needs to be pretty good at most of those things.

I still think giving them the proj range increase hullmod is the way to go as well as a speed boost. Alternatively maybe turning the small energies into ballistics/hybrids.

(Watching the community try to powercreep a ship when the same criticised a couple of latest ones)

Hard to say it is powercreep when people have been pointing out the same problems with the Eagle for TEN YEARS

Spoiler
I'm going to throw my lot in with the Eagle as my least favorite ship.  It's got a good balance of energy and ballistic weapons, decent shields and isn't costly for it's class.  But the problems sit with the stock variants only changing the missile loadouts and the Flux problems that arise if you put on heavier hitting burst weaponry.  It's all using medium hardpoints so it requires a drawn out fight, breaking the shields and beating down on the armor, it's too heavily reliant on missiles and it's so slow that destroyers and fire support will pick apart your targets before you reach them.  It requires fleet actions as it can't deal with more nimble Strike Frigates and Destroyers, yet that same fleet renders it useless.
[close]

Heh that is hilarious. Really goes to show how far Eagle is behind the curve. Should also be noted that Eagle isn't just powercrept but also featurecrept. The later ships all can do more stuff such as having more missile focused layouts, being able to burst, being better at moving in a certain direction, being tankier but less damage etc. You could say a ship is as strong as it's strongest link and Eagle is made up completely of mediocre links.

+1 to Pratapon51. Seems like a very basic lack of understanding of game balance if that isn't abundantly clear. Would be a different story if the new weapons were specifically made to synergize extremely well with eagle's mixed loadout, but do badly in any other situation, like maybe an 800 range anti shield or armor, but even then you will still be a trashy Champion.

Man people are really so far into this to dig up ten year old forum posts, yikes. Yeah let's take it as fact since some random dude said so before. Who cares, we've had countless people claim Conquest is trash tier, Aurora is god tier. Giving a voice to every single person online is both the best and the worst thing that happened.

Exactly why we should stop listening to your messages here
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 04, 2022, 04:16:42 AM
God forbid we have something unique, now everything needs a dozen of missile slots to be "usable". And I have zero clue why would anyone want to turn Eagle into a gimped Champion. There were some really interesting suggestions at the beginning of this thread, now it's just random "throw everything on it and call it a day" ideas which sound like a completely different ship. I'll repeat myself and say that people are overexaggerating things, it's not that bad. I still use them and they're fine, perhaps it's a hard ship for many to "click" with and they build it stupidly.

Do I mind it getting buffed? Absolutely not.

But there's too many whack opinions here I feel like I'm not on the official forums. It doesn't need large mounts, we have other ships for that.

It's not even in the top 10 worst ships in current patch...
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 04, 2022, 05:33:07 AM
I tried to avoid this thread because we've basically had this exact conversation like 3 times over the past year without the new patch dropping to actually see some change. I think this needs to be mentioned. Along with the fact that Alex is aware of the issue and even dropped a microspoiler to calm us down.

While I'm at it, my current two cents are that there is no reason why vanilla Eagle couldn't stay a mediocre generalist if there's a chance its variants could make up for it with their quirks. And as much as I disagree with Grievous69's attittude, I echo their sentiment that there is really no reason to drastically change Eagle if it does what Alex wants it to do. I still think that Eagle is an excellent design flavor-wise that deserves to have greater impact gameplay-wise, though, so hopefully it does turn out that way next patch, somehow.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 05, 2022, 02:52:57 AM
I was skeptical about large mount Eagle but, just to spite Grievous69, I made a quick mock-up version of a Composite(because it's such a rare mount type and if any ship is going to be composite it's probably going to be a midline one) large centerline Eagle.

(https://i.ibb.co/M9dF0n5/compositeeagle.jpg)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 05, 2022, 03:45:57 AM
You get a large missile mount, you get a large missile mount, EVERYONE GETS A LARGE MISSILE MOUNT!!

I already talked about this before but I fear we're getting into the oversaturated missile meta. Look at the new ships that are coming, many have large missiles, and usually two of them. It's already annoying fighting multiples Atlas MkII. ships, now you could be under even more missile spam. Alex already nerfed some large missiles because of the deadly potential they have. A single large missile won't do much in a battle, but when most ships have them it becomes a circus. So we started from the period where large missile mounts were powerful additions to a fleet, with strong weapons, and now I fear most will be underwhelming unless you spam them.

And you want even more? Someone commented that pure stat adjustments won't achieve anything. And to that I ask what the hell will more missile mounts achieve?

Composite mounts are cool and all but from experience we all know in 90% of the time those mounts will be filled to the brim with missiles. Long range, flux free damage that only gets better the more you have of it, sign me up.

At least the hangar idea was something interesting, although Alex doesn't want to go that way, which is understandable. Just please, no more large missiles.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 05, 2022, 04:34:50 AM
Eagle is  somewhat slow  (slow  eagle is  oxymoron,   ) and  feeling of famous assault when Eagle bird drops  to an  rabbit on the ground with insane speed and deadly  grip  is not there.
https://www.youtube.com/watch?v=HDcz_UWea8Q

Here are some ideas to add flavour  without (too much) power creep:
-  make it so the Ship's System Manoeuvring Jets charges can be  stored up to 2 (not just regular 1). e.i. the ship system can  be activated  twice in a  row without waiting for recharge. (3 times with skill Ship systems) Al thou  recharge comes in  standard  speed, so in a 5  minutes fight the  ship receive the same amount of charges, but they can be stored and used better.

- add  another Ship's System which is  activated at the same time. Add "Accelerated Ammo Feeder"
which means, when  ever the system ship  is activated both Speed  and Damage systems are activated at once >>> this way we get a feeling of a Eagle bird deadly  strike AND  manoeuvrability for short period of time.

- for more battle  awarness > remove  those two  engine backside oriented small enegry slots. but add one small energy slot on the cupula in the midle with 360 degree rotation.
 
Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 05, 2022, 08:32:02 AM
Without a large speed buff the medium energy mounts on the Eagle will still be pushed towards a support role because the good, high-throughput energy weapons have to be balanced around very fast ships with huge flux pools (and the Eagle probably isn't getting Aurora-level mobility).

So what I'd like to see is an expansion in medium ballistic weapon options, especially in the 800 range bracket. Small and large ballistics have tons of options at 700 and 900 respectively, medium just has the one at 800. Some higher dps, more flux intensive 800 range weapons (eg: medium railgun and Mjolnir equivalents) would allow the Eagle to better leverage its flux stats.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 05, 2022, 09:50:53 AM
I was mostly trying to make a joke with the universal large mount suggestion, although that sometimes comes through poorly with just text and emoji.

I'm pretty sure Alex's vision doesn't include adding a large mount of any type to the Eagle.  To selectively quote Alex from a previous Eagle thread this year:

FWIW, the way I see its role as ... "fluidly holding an area" might be the best way to put it. Something that makes anything weaker back off, and can safely disengage from most stronger opponents after driving up their flux, but lacks finishing power.

In this thread's feedback, I was trying to get a feel for the organic growing of an Eagle focused fleet instead of just creating a fully formed fleet with "Here's my cruiser line, here's my DPS backing ships, here my distraction frigates".  That was a set of tests I had already done earlier this year for a different thread, with a missile back up line (Gryphons/Conquest), comparing some ships in the line blocking role.  Conclusions I walked away then were Falcons > Eagles in a shield tanking/blocking role, Dominators don't play quite the same role (they're line breakers than line holders for a mobile back line, also AI without orders gets Gryphons killed), weapon loadout effective range makes a big difference, and oddly enough Champions looked to be only smidgeon better at holding a line than the Eagle, although that might have been my setup choices.

And well, growing a fleet organically with a focus on Eagle(s) early is rough.  Likely because an Eagle in a map wide speed comparison is not much faster than an Onslaught, but a pair of them doesn't have nearly the same presence or kill power.  And early game fights often devolve into a frigate on one side of the map distracting 1/3 of the fleet, another on the other side distracting 1/3, and the Eagle slowly making its way from one side to the other.

I feel the problem is the Eagle in having its speed cut back to 50 compared to the current Falcon's 80, is it can't back off fast enough, while the Falcon can.  Certainly, putting DP equivalents of the ships up against each other in that role with the same backing fleet has the Falcons walking away with the win nearly every time.  And their ability to impact early game fights is better because of both their strategic and tactical speed.

What does 2 Eagles get compared to 3 Falcons is the fundamental question I'm constantly asking myself when I come to these threads.  If Falcons are at an OK balance level, and Eagles give up 30 speed (out of either 80 or 105 avg speed, so 37.5% or 28.5%, or 300 units in 10 seconds difference in terms of relative range bands) along with +1 burn speed, what precisely are the Eagles gaining to compensate to make them OK?  There is some hard to quantify fact that they are a single unit that can't be separated, but half the time, that's also a disadvantage since one Falcon can back off and vent while the other comes forward to soak damage on its shield.  You can save an officer, but if it takes something like 3 skill/s-mod equivalents to reach parity in speed between the ships, I'm not even sure that ends up being in the Eagle's favor.

Going through the list of possibilities, it's not flux (1000 flux times 2 versus 700 flux times 3 is in the Falcons favor assuming maxed vents).  It's not a significantly larger pile of OP, especially after taking into account s-mods.  It's not significantly tougher in the aggregate, as long as the Falcons can step in and out for each other. 1000 armor on 2 ships and 750 armor doesn't sound that significant, especially when you have to go through 750 three times to 1000 twice (i.e. fewer missiles are more effective here against the Eagles).  And it's only 33% more hull hit points per hull, but the Falcons bring a whole another ship, so 50% more.   Eagles do have a higher baseline flux capacity (22,000 vs 21,000), but even a 5 point investment in caps on each ship equalizes it (24,000 vs 24,000).  Shield focused builds with max capacitors favors the Falcons (34,000 vs 39,000).  It's not weapon loadout which favors the Falcons (6 medium ballistic vs 6 medium ballistic, 6 medium energy vs 6 medium energy, 6 small missiles vs 4 small missiles, 12 small energy vs 10 small energy).

So the answer may be nothing, and Eagles are just intended to be weaker than Falcons at their DP values.

To visually give a better idea of the differential speeds in a straight line, I did some simulation races via vanilla showcase mod.  So no enemies, no hullmods, no skills, just AI going from point A to point B (which means 0-flux boost was available as well).  The first was showing off that burn drive is actually quite good for repositioning, given the Dominator is leading the Eagle and the Onslaught isn't that far behind.  The second one was me grabbing all ships which use medium energy weapons as a primary armament, and what a real speed advantage looks like.  That, graphically, is why Heavy Blasters and Ion Pulsers don't really work on an Eagle.

It means a solo non-SO Eagle can't really back off fast enough against over half of the cruisers and a majority of capitals (Onlaught, Legion, Odyssey, Conquest, Radiant).  It literally needs half the map to get less than 1000 units of range ahead of the Onslaught (whose TPC reach out 1600 units with ITU).  So Eagles end up being line cruisers since they need a line to back up into to be able to vent and cycle back.  And since they don't have killing power, they need to backed by something that does that can shoot over them, hence missiles and fighters being the obvious choices.  Which I think is supposed to be the midline cruiser school of thought, specialized cruisers which are greater than the sum of their parts when used together.  Gryphons and Herons hiding behind a line of Eagles and Champions.

Although arguably Monitors and Falcons fill the tanking role better.  Although saying that now, another way you could differentiate the Eagle from the Falcon is change the ship system. I'm almost tempted to say just put Fortress shield on them instead of Maneuvering Jets, although Monitors are annoying enough already.  It would at least give Eagles some synergy with Heavy Needlers and Phase Lances though (long cooldown and high burst weapons are good for fortress shield ships), and cement them as a front line for the cruiser school, but at that point they're not particularly fluid, and base 50 speed and no speed system would literally make them the slowest military cruisers in the game (and likely drive me crazy trying to fly them. :) )

[attachment deleted by admin]
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 05, 2022, 11:51:40 AM
@Hiruma Kai
Thank you for the analysis! Good that you mentioned Monitor there. I'd say it's actually coming up more than it should imho. It's one thing to be surprisingly useful meme ship, another to be a spectacularly efficient specialist, and wholly another to be a toxic design outclassing others. At first glance, Monitor sounds like the first, but finds itself somewhere between the two latter. That said, Monitor getting nerfed probably won't solve the issues Eagle has.

I feel like I need to bring back up the point that Eagle is suffering from too much function overlap with "newer" cruisers. Perhaps it's a point that Alex wants to make. The thing is, from a player's perspective, why should we settle for a mediocre generalist, when we can have an actually effective specialist? I feel like Alex might be missing that Eagle is a design that many players do want to use in their fleets, but have a hard time justifying using. There's nothing wrong with Eagle being an 'elite mook', but I don't think it feels right in the role. But if isn't supposed to be, what makes "a respectably average baseline ship" good enough for the player to use?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 05, 2022, 01:27:55 PM
I really appreciate all the thoughtful discussion in this thread!

I think... hmm. The "fluidly holding an area" idea - I mean, that's how I've been seeing it, but I think what it gets you over 3 Falcons in that case is a really, really valid point. And it cuts both ways, if the Eagle gets enough speed to fill that role, then the Falcon gets stepped on.

I wonder if cutting the Eagle's cost more - to somewhere around 16-18 - isn't the way to go here, making it a mediocre-but-cheaper cruiser choice. It's still a fairly effective ship, after all - yeah, there are some mechanical factors working against it, but it's capable enough that I think a right deployment cost can be found for it. And its credit cost should be reduced then, too.

(The Apogee is going up to 20, btw; I think it's a bit strong for 18.)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Harmful Mechanic on December 05, 2022, 02:22:53 PM
I think a little more speed on the Eagle  - up to 60 from 50, say - isn't that big a deal; it's still slower, but now you can actually get that firepower places to apply it. Given the design of the Falcon and Eagle, they're always going to feel really similar; this way, they're at least both useful.

If you felt nitpicky, the Eagle could get a -10 additional speed version of Maneuvering Jets (or, it could be charge based, with the the Eagle's version getting two charges and the Falcon's getting three). Lots of options for keeping them differentiated.

On the other hand, I feel like just dropping DP cost makes the Eagle less useful to the player overall; the problem with the low base speed is that it shortens the window of time when you'll want to use an Eagle at all (since if you're grabbing 'a slow midline cruiser', later on you'll almost always have the Champion as an option, or you'll be doing your heavy hitting with the Pegasus or Herons), while a faster 'generalist' heavy cruiser can be shoehorned into a lot of fleet comps.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 05, 2022, 02:38:50 PM
Hmm. Arguably, a significant DP reduction is more significant later on, not less, no? A 17-point Eagle vs a Champion is a 7 point difference, etc.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 05, 2022, 03:01:39 PM
There is still the problem of the Falcon + Monitor combo doing everything the Eagle wants to but better. Yeah, with a 16-18-point Eagle it costs 2-4 DP more, but that is a small price to pay, and you get two ships that do things outside of holding the line.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Harmful Mechanic on December 05, 2022, 03:05:26 PM
Yeah, but no amount of cost discounting is going to make up for a ship that doesn't feel useful on the field; if it's there in the game mainly for flavor, that's okay, but if it's part of a system where everything feels useful, not just in a by-cost sense but in the sense of actually having in-game synergistic capabilities (IE, fulfilling the classic cruiser role of being a fast, independent vessel with significant, though sub-capital, firepower), then there are breakpoints where no cost discount will make up for falling on one side of a breakpoint or not.

Even at 18 or 17 DP, I'd probably still take the Falcon; it's even cheaper, and even faster - and since neither one can stand up to a capital ship, I prefer the one that can run away better, hunt destroyers and frigates better.

I'm going to be a huge dork and quote Alfred Thayer Mahan on armored cruisers:

Quote
By giving this tonnage to armor and armament you have taken it from other uses; either from increasing her own speed and endurance, or from providing another cruiser. You have in her more cruiser than she ought to have and less armored vessel, or less cruiser and more armored ship.

If the Eagle stays at 50 speed, you could up-armor it, and get... well, the same species of disappointment you get in the Dominator, a classic 'armored cruiser' design. It's slow and clumsy for a cruiser, and it's still not quite capable of facing down a battleship. The Eagle is more like the interwar 'treaty cruiser'; a heavy cruiser with precisely limited armament.

Closing the speed gap would make the Eagle more generally-useful at cruiser tasks, while keeping it slow just makes it an also-ran, no matter how discounted.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 05, 2022, 03:38:03 PM
Along the same lines as the 3 Falcon vs 2 Eagle comparison, 2 Eagle vs 1 Conquest suggests to me that the Eagle is too close in speed to its capital counterpart: trading 5 speed for large and medium missiles, large ballistics and capital-grade ITU is a much better deal than trading 30 speed for similar mounts and flux
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SonnaBanana on December 05, 2022, 04:04:49 PM
Please tell us about the HBL buff!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 05, 2022, 04:08:06 PM
I'll save that for the patch notes; those aren't too too far off :D
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 05, 2022, 04:35:49 PM
I'll save that for the patch notes; those aren't too too far off :D

Spoiler
(https://i.kym-cdn.com/entries/icons/original/000/004/161/mybody.jpg)
[close]
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 05, 2022, 04:44:13 PM
So, I dusted off the old AI Battles mod and previously used variants, along with the fleet files I ran back in August, and did another round of Falcons vs Eagles, this time assuming a 17 DP price point for the Eagle, and a 700 base flux dissipation.

Core fleet:
Conquest (Elite variant)
2 Gryphons (1 Hypervelocity Driver, 1 Hurricane, 2 Harpoon Pods, 3 Sabot, 3 Vulcans, ITU, ECCM, 14 vents, 14 caps)
5 Centurions (Assault variant with missiles swapped to Harpoons)

The core fleet was combined with either:
5 Eagles (3 Heavy Autocannons, 1 Ion Beam, 2 Heavy Burst Laser, 2 PD Laser, 2 Swarmer, ITU, Stabilized Shield, 30 Vents, 23 Caps)
or
6 Falcons (2 Heavy Autocannons, 1 Ion Beam, 1 Heavy Burst Laser, 2 PD Laser, 2 Swarmer, ITU, 30 Vents, 23 Caps)

and sent against each other in the AI Battles (version 13) mod.  All personalities set to aggressive.  5*17 = 85 DP versus 6*14=84 DP, so nominally 185 DP vs 184 DP.

Yes, these aren't the best fits, but since it's almost a mirror match it probably not an issue, and along the lines I was asked to run back in August.

Results were:
Eagles won (2 Eagle, 2 Gryphons, 5 Centurions lost)
Eagles won (no losses)
Falcons won (4 Falcons, 2 Centurions lost)
Falcons won (1 Falcon, 1 Centurion lost)

That looks like AI piloting variation to me, which is a good sign.  At least in a full fleet context, 17 DP looks like it would work.  Probably should play around with some other cruisers and fits.  18 DP might be OK as well, especially when comparing to something like a Champion with less universally effective large missile options.  But 17 DP looks to be in the ballpark to me.

At that point, what that 30 speed loss is getting you is about 20% more flux dissipation and 25% more guns over Falcons.  Still doesn't make we want to pilot them early game because of the speed, but assuming a proportional drop in credit cost, I could at least see picking them up as a 3rd or 4th cruiser or something.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 05, 2022, 04:56:14 PM
Thank you for running that test, very cool! It's currently set to 17, so, *thumbs up*.

As far as getting it as a first cruiser: it definitely doesn't feel like a ship you'd want to pilot yourself. I could maybe see picking it up - on the relative cheap - to be an anchor while you pilot some kind of destroyer but, yeah, at that point you're less DP-limited, if at all, so it's just about the supply cost saving, and being cheaper to buy.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 05, 2022, 05:50:37 PM
How the mighty have fallen...22 DP down to 17 now. Not gonna lie, this wasn't the outcome I was hoping for...

That said, there's the issue of Burn speed. If it stays at Burn 8, you're going to have the liability of an inferior line cruiser and it's going to slow your fleet down so that superior Cruisers can catch you. I think the Eagle could really stand out in this new, cheaper version if it was Burn 9 along with the Falcon. It might not be fast on the battlefield but it doesn't slow your Destroyer fleet down and it could be a poor-man's line cruiser during mid-game.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 05, 2022, 05:52:04 PM
I often want to pilot Eagle because its looks and weapons are cool, except it sucks to fly.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 05, 2022, 06:01:12 PM
A line cruiser costing less DP than a light cruiser (Fury) and fast cruiser (Eradiator) honestly feels... wrong. Yes the Fury is high-tech and the Eradicator isn't "light" but... it just ain't right.

Feels like the Eagle got done dirty, instead of being a proper line cruiser feels like we're just acknowledging it is a failed product and are putting it on discount, "clearance sale 23% off all stocks must go!"
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 05, 2022, 10:34:08 PM
17 DP Eagle? That's great, now we can compare it directly with Eradicator P, wich has:

 - base speed as high as Eagle using Maneouvering Jets
 - Burn Drive on top of that
 - two more small ballistics and three more small missile slots all neatly pointed towards the enemy
 - base burn of 9
 - red space camo drip instead of Eagle's cheap puke green paint(then if you put Graviton Beams on it... yuck)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Pratapon51 on December 05, 2022, 10:43:38 PM
17 DP Eagle? That's great, now we can compare it directly with Eradicator P, wich has:

 - base speed as high as Eagle using Maneouvering Jets
 - Burn Drive on top of that
 - two more small ballistics and three more small missile slots all neatly pointed towards the enemy
 - base burn of 9
 - red space camo drip instead of Eagle's cheap puke green paint(then if you put Graviton Beams on it... yuck)

Hey man, I agree, but it's really more of a luxurious bronze...
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 05, 2022, 11:58:15 PM
Woooow can't believe both of those things.

First, Apogee NOW being 20DP. I remember Megas and me (couple others probably) claiming Apogee should be 20DP for like years. And now with many new cruisers, the general opinion is that it's priced appropriately. I'm surprised the change came now, did the new large missiles break it lmao? It just seems so out of place, I remember many even calling Apogee a weak combat ship...

And then second thing, I can't express with words how boring of a change is to make it even cheaper. 17 DP, wuuuut. Yeah I also think it's ridiculous to have Eagle at 17 and then Fury at 20. We got the whole balance thing backwards. I hated the idea of giving it a large mount, but I somehow hate this even more.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 06, 2022, 12:11:06 AM
I honestly think that the range disparity between its nose-mounted ballistics and its butt-mounted energies is the main problem with the Eagle. Tweaking flux stats and DP costs does nothing to address this. The alternative is to make the Eagle faster, but we already have that and it's called the Falcon.

The upcoming IR autolance is touted as a "solution" to this but by all accounts it seems to be an anti-fighter weapon with negligible effect on anything larger than a frigate.

If the Apex is getting a range boost for its energy weapons with the energy bolt coherer then the Eagle can too. Being able to match pulse laser or heavy blaster range with its ballistics would IMO solve 90% of its problems, and also serves to make the Eagle more "unique".

All other suggestions just makes the Eagle more similar to existing combat ships. Large mounts? Champion. Better flux stats? Aurora, it's starting to get hard to tell which one's high tech and which one's midline if you just look at their flux stats. More speed? Falcon. Less DP? Might as well slap on some mining drones and call it a Venture.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 06, 2022, 12:16:01 AM
Even an inferior version of that hullmod would be a fun thing.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SCC on December 06, 2022, 01:39:14 AM
I guess energy mounts ruin not only omega weapons, but Eagle as well.
I think the best comparison for Eagle is to Hammerhead. For long range, E has 3 medium ballistics and 3 medium energies and H thanks to AAF has 3 medium ballistics, 2 small energies. For short range, E has the same, but H has 3 small ballistics instead of 2 small energies. Speed is almost the same, so the difference is a single ion beam, 7/12 DP and E having more flux defensively. I should have pointed this out way earlier, but it never bothered me all that much and Eagle wasn't talked about much
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Razakai on December 06, 2022, 04:34:11 AM
Agree that a cheaper Eagle still doesn't feel great. Giving it large mounts feels a bit weird too (although a large ballistic midline ship would be cool). And while the EBC inbuilt would help, it feels odd that such a "high tech" system is built in to a generic midline cruiser.
Howver If we take inspiration from the world of modding there are some good "Eagles" out there.
Iron Shell has a ship system that acts like a weaker but combined AAF/HEF with a speed boost. Replacing jets with that would give a bit of a firepower boost.
Tahlan adds the Eagle NW which is still an eagle, but is an excellent high power cruiser. As well as a DP increase and stat boost as a "super ship", it alters the mounts to be 4 med ballistics, 2 med energy (centre), and 2 med missile instead of the current mediums and small missile. The system is "weaponry overdrive", aka HEF but also affecting ballistics. It's intentionally high powered but I wonder if some sort of variant of that weapon layout would work?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: vladokapuh on December 06, 2022, 07:05:48 AM
i think i would prefer speed going to 60 base over even less dp (or both)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 06, 2022, 09:11:00 AM
And it cuts both ways, if the Eagle gets enough speed to fill that role, then the Falcon gets stepped on.

Such is the nature of the two ships' current design.  They're very similar in weapons loadout, ship system, and even esthetics.  You have to admit, they're basically designed to be compared.  The problem being weapons loadout effectiveness in Starsector is very much tied to the base hull.  Some weapons just work better on some ships than others.  If you don't want them to fill the same role (and I don't think there's a problem necessarily with that), then I think you need to break the symmetry between the two ships much more.

I too would prefer the Eagle to be worth the line cruiser designation as opposed to being a cheap DP blocker.  The 17 DP with the ship 700 flux dissipation seems to work at first glance in a fleet context though, so if that is what we get I won't complain from a balance point of view.  A preferred play experience point of view perhaps, but that is a lot more subjective admittedly.

To expand on what people are saying, given the job description, which includes holding an area but without finishing power (hence the low missile count and poor pursuit capability), about the only direction you can go would be damage absorption/survivability.  I'll note Low tech uses it guns to improve survivability by having long range and fluxing up enemies before they can get too close.  Eagle can't quite do that with only 3 medium ballistics, and beams essentially have no effect at long range since the enemy isn't firing, so 100% of dissipation can be used to bleed of the soft flux.  So if you're not upping the firepower with mount changes or some kind of weapon specific hullmod, that means leaning into passive survivability stats and ship system.

So here's some brainstorming towards that end, namely having it be worth a line cruiser's DP as opposed to a light cruiser's without upping finishing power.  These are not all intended at the same time, but just ideas that could be changed to make the ship worth more DP and also highlight the use of the ship as a tanky blocker to new players.

1) If the ship isn't intended to be fast compared to other cruisers, remove Maneuvering Jets.  I think it is sending the wrong message to players and is almost like a tax which is limiting the potential design space.  And Maneuvering jets invites comparison to the Falcon.  Essentially it isn't a "choose this moment to use it" ability on the Eagle, but more of I need to keep hitting F every 10 seconds to keep up with the other ships.  Which feels like busy work as opposed to engaging gameplay.  Think of it as a quality of life feature that you don't need to constantly remember to keep pressing F.  Bump the base speed and maneuverability up to compensate.  Say to base 70 or 75 speed, and maybe 50% more turn rate?

2) Consider defensive ship systems such as Fortress shield or Damper Field. Or a brand new ship system.  If you want to keep the "press every 10 seconds" nature, maybe something that has 50% up time and gives 50% more shield efficiency while up, but doesn't affect outgoing weapons fire in any way (unlike Fortress shield or Damper field).  A shield AAF if you will.  Or perhaps more engaging, a short duration charged system which when activated blocks 100% shield damage for 2 seconds or the like (again without preventing return fire) with a fairly long recharge time for the charges.  So like a shield plasma burn - instead of dodging that bomber wave, you just tank the missiles.  Gives a reason to have Eagles go first, to tanking the initial enemy fleet alpha strike.

3) Just straight up improve the shield efficiency down to 0.6 (so 33% more shield tanking) and extend the shields to 300 degrees or even 360, or alternately switch to a 180 degree omni-shield.  Effectively give it a high tech flux/shield package.  Or go crazy all the way down to 0.5 efficiency.  Make the ship stats make it obvious it is a really tanky shield based ship.

4) Make it more obvious it's intended for fleet situations.  Build in Nav Relay and ECM Package, which indirectly buff survivability (shorter range for the enemy means more time to drive flux up before they start firing) as well helping to protect the other ships.  All that extra tonnage that is slowing it down is used as a command suite to coordinate better.  5 Eagles providing 20% speed and 15% ECM might have interesting large fleet implications that make up for the mediocre individual performance, although probably drops off heavily against Ordos.  Perhaps a unique built in hullmod that improves fleet performance in another way?

Of course, I'm not the developer and the more extreme the departure from the current version, the more work involved, both in coding, graphics, and balancing.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 06, 2022, 09:22:32 AM
I came here to post, read Hiruma Kai's message, and realized he'd said nearly exactly what I was going to say already. So... +1! I especially second improving the base speed and giving it a different ship system.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 06, 2022, 09:36:48 AM
A boring alternative to giving the energy bolt coherer to the Eagle (which I agree doesn't make sense thematically) would be to give it advanced optics. This doesn't really affect the 1000 range beams, but it does make phase lances more viable and as a bonus buffs the Eagle's PD capabilities - since the Eagle is apparently meant to be a defensive line cruiser, buffing it's PD net (as opposed to giving it a high tech grade shield) makes sense.

Plus there's already precedent in the Astral getting built in advanced optics so it's not too out of place.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 06, 2022, 10:34:52 AM
Lots of good ideas.

Bumping base speed and replacing the ship system is definitely my preferred route. Even at 75 speed, it won’t encroach on the Falcon’s role because the Falcon would still have the speed and maneuverability advantage nor would it cramp the Champion because the latter has way more punch.

Damper Field is interesting if only because it would be on a ship with relatively good shields but only average Cruiser Armor. It would make the Eagle more well-rounded defensively. Fortress Shield seems a bit strong but a pseudo-shield wall system (that you can continue to shoot through) would also be good.

I’m ok with the Eagle not intending to be the “killing blow” type ship but it needs something else to compensate. Some base speed and a defensive ship system would make it more of an anchor-type ship.

Edit: It might also be worth making the XIV and/or Pirate Variants a little different, too. Pirate might still have old stats and Maneuvering Jets at 17 DP. Standard could be at 20 with proposed changes and XIV could have even more but be 22 DP. Probably too much variety but the levers are there to pull.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 06, 2022, 10:54:49 AM
I like the idea of the different variants having different systems and DP! There's a ton of variety that can be opened up by increasing the base speed and getting rid of the jets (in addition to differentiating it from the Falcon).
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Spacer Heater on December 06, 2022, 11:35:50 AM
energy bolt coherer to the Eagle

I like the idea of giving the eagle the ability to use its medium energies for something other than support beams, but I think that this hullmod would pigeonhole (ha) the Eagle into "use pulse lasers" or otherwise we're back at this thread again.

Would replacing maneuvering jets with a new ship system that temporarily generically increases weapon range be too ridiculous? What mounts it would be enabled for (only energies, all mounts) how much (flat or percentage based), when it applies (base range or post modifiers), etc, is all up in the air but I'd like at least pulse lasers to be viable picks with normal ballistic.

Throwing in a speed down while active might not be a bad idea to prevent player abuse, if it would occur.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 06, 2022, 12:44:43 PM
Giving the Eagle Fortress Shield would make midline fleets obnoxious to fight(since they can have ~5 Eagles at a time, yay at total over half a million EHP to chew through) and wouldn't improve its combat performance in any way - Fortress Shield actively makes ships worse in AI hands because they keep interrupting their own guns with it. Damper Field is less obnoxious but still doesn't ultimately achieve anything.

0.6 shield efficiency is ill-fitting on a midline ship since that's highest of high tech territory. 0.5 is Omega territory so it's even worse.

Built-in ECM/Nav Rating is an interesting idea, though it's still stepping on high tech toes(Omen, Odyssey)

Most importantly, none of these would make Eagle worth using. A ship whose only defining feature is that it doesn't die or "holds the line" or whatever is worthless and the very idea is fundamentelly flawed. You don't win battles by not losing ships, you win battles by destroying enemy ships - and the best way to not lose ships is to simply kill enemy ships faster than they kill yours. Monitor kind of gets a pass because it's only 6 DP but even the Monitor is mostly a meme for cheesing the AI with(and you'd be far better off by paying premium for an Afflictor instead) But no one is going to spend XX DP on a cruiser that "doesn't die" when they can spend XX DP on one that can actually kill things.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Wyvern on December 06, 2022, 12:52:31 PM
As a general rule, my primary question for an AI ship is, in fact, "Is this ship going to get itself killed?"

Now, yes, given a ship that doesn't die but doesn't kill things, versus one that doesn't die but does kill things, I'll take the second one. But not dying is, on its own, sufficient; this tends to come up most noticeably relatively early game where, say, a deployed Kite or Mule is worthwhile, even when it's not going to get any kills itself.

Unfortunately for the Eagle, it's not a good choice for not-dying; the Falcon's mobility serves it better for the role of a ship that I can give to the AI and be reasonably confident it'll come out the other side of a fight in one piece.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 06, 2022, 12:56:18 PM
(The Eradicator (P) is currently 18 DP in the dev build, btw. I think it was slightly under-costed. Not so sure about the Apogee being 20; it *is* a really good tank and a large missile plus a large energy is not a bad combo, but maybe not worth 20; I'll keep an eye on it. The Fury... could possibly do with being a point cheaper, though I haven't touched it.)

For the Eagle - right, yeah, boosting its defenses would be a natural way to go given its "job description", but I'm really hesitant to add something like Damper Field - or another defensive system - to a ship with an already middling-to-poor offensive potential. (DF in particular might not even be that effective, since it interrupts firing and the Eagle is *really* dependent on firing continuously for what damage it has.) But I'd want to be careful about making a fairly common ship that much more difficult to take down.

The point about MJ on the Eagle not being super engaging is well taken, though. I suppose I could see something like "faster baseline plus ammo feeder"? But that gets into "bigger Hammerhead" territory. And "a heavier cruiser that can turn very quickly" is a fairly distinguishing feature.

FWIW, I think the Eagle - considering it aside from the cost - is a reasonable ship and its weapon slots make you do some things you might not normally do. It's not a ship that screams for player piloting, but not all ships do, and that's alright. I think making it cheaper opens up an interesting niche for it - it still costs enough DP that you could get a bunch of them with officers and make a middle-heavy fleet with, say, 4-6 of these as a core.

Something like a Pegasus (for the missile support!), a bunch of Eagles, a few smaller support ships - where if you're going for heavier cruisers, you'd likely opt for more of the smaller ships instead. This sounds interesting to me; I think I might just aim for that kind of build when I start playtesting and see how it feels.


Unfortunately for the Eagle, it's not a good choice for not-dying; the Falcon's mobility serves it better for the role of a ship that I can give to the AI and be reasonably confident it'll come out the other side of a fight in one piece.

(Probably abundantly obvious, but: the hope is that at a cheaper DP cost, you get enough of these that mutual support helps with this aspect of things.)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 06, 2022, 02:38:38 PM
The point about MJ on the Eagle not being super engaging is well taken, though. I suppose I could see something like "faster baseline plus ammo feeder"? But that gets into "bigger Hammerhead" territory. And "a heavier cruiser that can turn very quickly" is a fairly distinguishing feature.

The problem I have with "heavier cruiser that can turn very quickly" is that even if the Eagle can turn on a dime, what net effect does that really have? The lion's share of its firepower is fixed forward and the meta-game currently favors long range ballistics and beams. Even if it could catch a ship that underestimated its maneuverability, it's not like the Eagle can bring heavier guns or missiles to bear. Putting a Heavy Blaster or the like in the Medium Energies would help in this scenario but that gimps the overall usability of the ship because of Energy's low range, the weapon mounts being recessed, and the hull itself being too slow. The "Assault Eagle" just has too many things working against it (Hiruma Kai elaborated on this earlier in this thread) and it ends up chasing Frigates or Destroyers it can't hope to catch.

I guess what I'm trying to say is that the Eagle isn't "heavy" in any way, except for its speed. It's not that tough and it doesn't hit that hard so being able turn quickly doesn't seem like enough of an upside to favor it over a Falcon, even in a multiples scenario. If it could reliably use a Heavy Blaster, a pair of Phase Lances, etc. (which its flux stats allow for!), I would agree that a nimble bruiser is a role unto itself but as it is, those weapons are poor fits for the Eagle.

My ideal Eagle would be one that can exploit the advantages of having both Ballistic and Energy weapons. It has the flux to support some pretty Energy-heavy loadouts but it just can't get into range to use them. 2x Ion Pulser or 2x Phase Lance with a HB with 3x HMG is fairly strong! Way stronger than a Falcon can support, but the Eagle just can't cover the ground necessary to take advantage of that extra flux profile or by the time it does, its shields have already taken a beating.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 06, 2022, 02:40:16 PM
(Probably abundantly obvious, but: the hope is that at a cheaper DP cost, you get enough of these that mutual support helps with this aspect of things.)
If I wanted something that does nothing but hold the line and not die, I'd spend my DP on Monitors and use the spare for more backline or frontline damage ships.
Anything that costs more DP than a Monitor needs to do more than just tank, because they will always be outclassed by one in that department, especially with how the AI likes spamming everything into the Monitors.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 06, 2022, 04:03:58 PM
So in the interests of nailing down the right DP, I setup a similar fight, but instead of against Falcons, against Champions.

So same core fleet (1 Conquest, 2 Gryphons, 5 Centurions).

This time the difference was:
6 Eagles (3 Heavy Machine Guns, 1 Heavy Blaster, 2 Ion Pulsers, 2 Sabots, Safety Overrides, Hardened Subsystems, Unstable Injector, 8 vents)
vs
4 Optimal Champions (Plasma Cannon, 2 Ion Pulsers, Hammer Barrage, Safety Overrides, Hardened Subsystem, Expanded Missile Racks, 13 Vents)
1 Kite (Hegemony_interceptor variant)

6*17 = 102 DP for Eagles, 25*4=100 + 2 = 102 for Champions + Kite

Basically trying to mirror match it up to Champions in the AI battles mod.

Results:
Eagles win (1 Eagle, 2 Centurions lost)
Eagles win (3 Eagles, 3 Centurions lost)
Eagles win (3 Eagles, 3 Centurions lost)
Eagles win (2 Eagles, 1 Gryphon, 2 Centurions lost)

So not sure if 17 DP is a slight over tune and 18 DP is better, or if I should be using a different Champion build to mirror it up.  Perhaps Squalls to mirror the sabots, or at least provide more long range shield pressure, although it removes a fair bit of burst they have.  But certainly, Eagles at 2/3 the price of Champions with appropriate backing are good enough to handle a half Champion fleet in the AI battles mod.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 06, 2022, 04:28:02 PM
So in the interests of nailing down the right DP, I setup a similar fight, but instead of against Falcons, against Champions.

So same core fleet (1 Conquest, 2 Gryphons, 5 Centurions).

This time the difference was:
6 Eagles (3 Heavy Machine Guns, 1 Heavy Blaster, 2 Ion Pulsers, 2 Sabots, Safety Overrides, Hardened Subsystems, Unstable Injector, 8 vents)
vs
4 Optimal Champions (Plasma Cannon, 2 Ion Pulsers, Hammer Barrage, Safety Overrides, Hardened Subsystem, Expanded Missile Racks, 13 Vents)
1 Kite (Hegemony_interceptor variant)

6*17 = 102 DP for Eagles, 25*4=100 + 2 = 102 for Champions + Kite

Basically trying to mirror match it up to Champions in the AI battles mod.

Results:
Eagles win (1 Eagle, 2 Centurions lost)
Eagles win (3 Eagles, 3 Centurions lost)
Eagles win (3 Eagles, 3 Centurions lost)
Eagles win (2 Eagles, 1 Gryphon, 2 Centurions lost)

So not sure if 17 DP is a slight over tune and 18 DP is better, or if I should be using a different Champion build to mirror it up.  Perhaps Squalls to mirror the sabots, or at least provide more long range shield pressure, although it removes a fair bit of burst they have.  But certainly, Eagles at 2/3 the price of Champions with appropriate backing are good enough to handle a half Champion fleet in the AI battles mod.

I'm not sure why the testing methodology is using Safety Override as standard (the Core fleet isn't using SO, is it?). If it's SO versus non-SO, that's immediately going to skew the results. I'd be much more interested in seeing the results of non-SO variants of the Eagle versus "normal" fleets. SO is covering up the primary liability of the Eagle: speed.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 06, 2022, 05:09:07 PM
That is something that comes to mind: Currently with SO the Eagle is pretty useable (as FooF said, it covers the Eagles primary weakness which is speed to get its medium energies into range). With more base stats to get doubled and a large DP reduction, SO Eagle is going to be downright good except for its burn speed.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 06, 2022, 05:32:50 PM
I'm not sure why the testing methodology is using Safety Override as standard (the Core fleet isn't using SO, is it?). If it's SO versus non-SO, that's immediately going to skew the results. I'd be much more interested in seeing the results of non-SO variants of the Eagle versus "normal" fleets. SO is covering up the primary liability of the Eagle: speed.

It was mostly an interesting data point for myself.  People are of course free to run their own tests and present their data, as well as come to their own conclusions from the data I present.  The setup is pretty straight forward, and Thaago has nice instructions for the AI battles mod.

Mostly, I had not done an SO test with this setup yet, and thought it would be interesting.  Given Lortus's recent compendium of ships, I thought I would take his presented SO Champion from that thread and see how a similarly setup Eagle would perform.

I will note, because we have had this discussion a number of times this year alone, that I've already run the non-SO Eagle vs non-SO Champion at the 20 DP mark (and no +100 flux) back in August (so a 5 Eagle vs 4 Champion setup), which came out pretty darn close 2/5 to Eagle vs 3/5 for Champion.  Although people might take issue with my fits.  But given it was nearly dead even at 5 vs 4, I expect 6 vs 4 to be a clearly decisive in the Eagle's favor given similar fits.  I can re-run those old tests if people really want, but it'd probably be better if they have fits they want to suggest, or even better, run themselves so they don't need to take my word for it.  There's also something to be said for the fact that AI battles is nothing like a campaign battle, so it's possible to argue none of these tests are really valid.  I certainly wouldn't expect Alex to base the final DP value purely on test results I present here, but presumably take it as a data point to be correlated with other playtesting.

Anyways, an non-SO example with a 20 DP Eagle, from August:

No forward PD? You put a flux distributor and stabilized shields on a ship that has 900 dissipation (660 post shield) and 838 weapon flux before those mods. You are actually dissipating more flux than you can possibly utilize and you’re paying how much in OP for it?

Edit: specifically I tend to like 2 heavy burst in the front and regular PD in the back with swarmers in the launchers but there may be fitting i implications for this without a mods. But I find that dealing with fighters and forward missiles is more important in the types of fights you tend to need to fight and you can generally rotate/prevent flankers with reapers in other ways.


Well, I tend to rear PD simply because AI likes to use Salamanders and the Eagle has fixed forward shields, but yeah I could go heavier on PD it's quite true.  Although against Squalls and Hurricanes, you really need to go big or go home in terms of PD.  Without officer skills or even the Integrated PD hullmod, two heavy burst PD I fear isn't going to do all that much.  Against smaller missiles and fighters, probably worth while.  Still, arguably a better use of the 70 excess flux dissipation in this particular example which has no fighters, and provides a little bit of anti-armor when up close.

So for the following results I used an Eagle with 3 HACs, Ion beam, 2 swarmers, 2 heavy burst, 2 pd lasers, ITU, Stabilized Shields, 30 Vents, 23 Caps.

Also took the Elite Conquest and made it double Harpoons, double Hurricanes and dropped the blast doors for both sides, so more HE to follow up on the shield pressure.

I will note watching the first fight, it really does need integrated PD or officer skills, as the heavy burst PD did almost nothing against Squalls and Hurricanes.  They did work reasonably against Harpoons, and at least shot some Squalls down when multiple Eagles were shooting at the same Squall stream.  The perfect Champion wins were when an Eagle went down relatively early.  The extra Hurricane and Harpoons on the Conquest makes it a bit better at securing the kill against high flux ships.  Only once the Champions run out of Squalls does the fight start to even out.  On the other hand, campaign Champions can be running 3 times the missile capacity (and 50% more missile HP) while the Eagles are perhaps getting better PD setup with Point Defense or S-modded integrated PD.

I'll note I can also simulate S-mods easily by just hand editing the variant files in the mod's data/variants directory if people are interested.

Champions Win (1 Conquest, 2 Champions, 1 Gryphon, 3 Centurions lost)
Champions Win (No losses)
Champions Win (No losses)
Eagles Win (2 Gryphons, 4 Centurions lost)
Eagles Win (2 Eagles, 1 Gryphon, 4 Centurions lost)

Again, the randomness of the battle AI, but does look like a slightly better setup for the Eagles.  Again, I'll note this is assuming Eagles are 20 DP and not 22 DP.   There's also an argument to be made the backing fleet is missile heavy, and thus throwing even more (i.e. Squalls) into the mix means the Champions are getting slightly more synergy.

For reference, the champion was:
4 Champions with:
1 Plasma Cannon, 1 Squall, 2 HACs, 1 Ion cannon, 2 Burst PD, ITU, Stabilized Shields, 30 vents, 21 caps)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 06, 2022, 05:56:24 PM
Ah, I forgot that you ran similar tests earlier in the year. Devoid of that context, it just struck me as odd that SO was being put forward as the typical loadout. SO Eagle has been used as a "budget-Aurora" in some of my early fleets. I think it's actually pretty decent since it's flying around at base 100 speed with MJ. Of course, even as a Cruiser, its CR isn't going to hold out in long pitched battles and it doesn't have finisher missiles really to keep that time-to-kill factor at a minimum. I just didn't want us arguing balance around SO, 17 DP or otherwise. No offense was meant :)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 06, 2022, 08:53:54 PM
I think putting some kinetic damage on the champion would be a pretty clear upgrade. That could be squalls, or a medium kinetic (HMG probably) over one of the ion pulsers. Also, with SO, I would probably invest in more guns and vents instead of EMR personally. Ir pulse lasers are pretty good DPS and efficiency into shields for a SO build. You can even slap IPDAI to get some PD out of them too, although that's probably too much OP without s-mods and unnecessary for a 1v1.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 06, 2022, 11:27:21 PM
Can someone remind me why can you put SO on cruisers given that a major balancing point of SO is supposed to be PPT reduction which cruisers laugh at? Anyway...

(The Eradicator (P) is currently 18 DP in the dev build, btw. I think it was slightly under-costed. Not so sure about the Apogee being 20; it *is* a really good tank and a large missile plus a large energy is not a bad combo, but maybe not worth 20; I'll keep an eye on it. The Fury... could possibly do with being a point cheaper, though I haven't touched it.)

Does that mean stock Eradicator gers more expensive too? AFAIK Accelerated Ammo Feeder results in 33% higher DPS on average. Now not all of that DPS will be applied but still, I'd say any ship with AAF is worth 25% more than a ship without it.

Quote
"a heavier cruiser that can turn very quickly" is a fairly distinguishing feature.

I have to say I never thought of turning speed when looking at the Eagle. I guess it does technically have three forward hardpoints, but cruisers are nimble enough as it is(except for Dominator) and have long enough range as it is that turn speed never really comes into play. You'd have to make Eagle a LOT heavier for the MJ to matter for turning...
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 06, 2022, 11:38:25 PM
If you want an Eagle that will actually deal damage, Phase Lances are by far the best choice. I don't know why some are still so adamant they're a bad pick. Not every Eagle build needs to have HVDs jeez. I already showed how a simple Eagle build can actually pack a punch, even at current cost. Reduce it to 17 DP and I'll abuse the hell out of it.

I'll post videos here after the patch, just so I can stop listening to "phase lance bad".
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on December 07, 2022, 01:28:54 AM
If you want an Eagle that will actually deal damage, Phase Lances are by far the best choice. I don't know why some are still so adamant they're a bad pick. Not every Eagle build needs to have HVDs jeez. I already showed how a simple Eagle build can actually pack a punch, even at current cost. Reduce it to 17 DP and I'll abuse the hell out of it.

I'll post videos here after the patch, just so I can stop listening to "phase lance bad".

And part of the reason why it's a good choice is because of advanced optics letting it match range with 700-800 range ballistics, which is why the real problem with the Eagle is its range mismatch.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Vanshilar on December 07, 2022, 04:04:07 AM
Yeah testing vs double Ordos, I'm seeing Eagle vs Falcon effectiveness at roughly 4 Eagles ~ 5 Falcons. This is with the Eagle's base vents being raised to 700.

Fleet is 2 Conquests (2 Squall, 2 Mjolnir, 2 HVD, 2 Harpoon), 4 Eagle XIV's, and 5 Falcon XIV's, all with level 6 officers. Testing with HVD vs HAC for the medium ballistics showed that HVD did roughly 45% more overall damage than HAC, so HVD was chosen. Testing with Heavy Blaster vs Graviton vs Phase Lance for the medium energies showed that Graviton, while doing around 50% more overall damage than Phase Lance, concentrates its damage on shields, while Phase Lance does a lot of damage toward armor and hull instead. Heavy Blasters did low damage relative to the others. Advanced Optics was used. So, Phase Lances were chosen, since the ships already have HVD for anti-shield, but they needed some finishers (and the burst damage from Phase Lance is good for that). For the small energies, each ship had 1 LR PD Laser to encourage the AI to not freak out over stray missiles, but the rest were tactical lasers. Then, Breach on the small missiles to round out the slots. The Eagles and Falcons also have Xyphos because I like it.

Points were put into vents such that it matched shields + non-phase lance + phase lance * 30%, then rest into capacity. This way there were a lot of points put into capacity for tanking.

What this means is that outside of Phase Lance range, the ships are using HVD and tac lasers. Since there are more vents than what's used, the ship will actually be draining its flux during this part (and/or absorbing enemy damage), so its flux levels stay low, as it approaches its target. Once in Phase Lance range, then the Phase Lance burst damage will hopefully be hitting armor/hull (since enemy ship will already be fluxed up from HVD/tac lasers), and the burst damage will hopefully kill off ships before they can back out of range.

I'm not claiming that this is the best possible build for the Eagles and Falcons, but this seems to work, and common weapons and a relatively effective weapon loadout allow them to be compared.

Doing several runs of this, in general, each of the ships (Conquest/Eagle/Falcon) end up contributing about 1/3 of the overall damage. An example screenshot from Detailed Combat Results is attached.

So if an Eagle contributes about 5/4 of a Falcon's damage, then yeah in terms of battle effectiveness it seems like Eagle would be around 17 or 18 DP. I don't know if the changes will make SO Eagle that much stronger though but I guess I can compare that with SO Falcon next.

[attachment deleted by admin]
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 07, 2022, 04:36:45 AM
If you want an Eagle that will actually deal damage, Phase Lances are by far the best choice. I don't know why some are still so adamant they're a bad pick.

Even if you use Advanced Optics, it puts Phase Lance range at around 700 effective range(600 base +200 AO -100 because of how far back they are), probably slightly less.

So you now have a base 700 range "main battery" on a ship that barely moves. What are you going to do with it?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 07, 2022, 05:56:44 AM
That goes back to the recessed Medium Energies being doubly hurt by both short range and placement. Granted, even if the Energies didn’t have a placement disadvantage, they’d still be mismatched with most medium ballistics. Still, I think it would be nice if the Eagle’s mount setup had a reason beyond the rule of cool. A built-in hullmod that extends Medium Energies by 100 range could easily be handwaved away “Though most tacticians initially hated the idea of recessed Energy mounts, they loved that the output boost due to proximity to the engine core made up for the loss of range, and then some.”

Lol, just give the Eagle Advanced Targeting Core and call it a day :)

Edit: Oddly, what if the Eagle got the Capital bonus from ITU/DTC? It could remain slow but have a range advantage over other Cruisers?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 07, 2022, 07:01:59 AM
I think putting some kinetic damage on the champion would be a pretty clear upgrade. That could be squalls, or a medium kinetic (HMG probably) over one of the ion pulsers. Also, with SO, I would probably invest in more guns and vents instead of EMR personally. Ir pulse lasers are pretty good DPS and efficiency into shields for a SO build. You can even slap IPDAI to get some PD out of them too, although that's probably too much OP without s-mods and unnecessary for a 1v1.

Ran some tests with something along the lines of your suggestion last night.

I modified the SO Champions build as follows: 1 Squall, 1 Heavy Machine Gun, 1 Plasma Cannon, 1 Ion Pulser, 2 IR Pulse Lasers, Saftey Overrides, Hardened Subsystems and 24 Vents

Results of SO champion (Squall/HMG) vs SO eagle
Champions win (1 Kite lost)
Eagles win (1 Eagle, 1 Gryphon, 3 Centurions lost)
Champions win (2 Champions, 2 Gryphons, 3 Centurions, 1 Kite lost)
Eagles win (1 Eagle, 1 Gryphon, 2 Centurions lost)

Really comes down to who goes down in the initial clash of fleets, but looks like a much more even fight.  Long range flux-less kinetic damage on an SO platform is pretty strong.  In regards to Expanded Missile Racks, Hammer Barrage really needs them as it can through all the missiles in about 30 seconds without it, and PPT on a Hardened Subsystem SO Champion is like nearly 4 minutes.  Squalls last about 160 seconds, and so I agree not needed there.  Might want ECCM though for the Squalls in hindsight.  I might have shifted a bit too much towards anti-shield, but they are still packing a Plasma cannon so I don't.  Certainly more effective, the question is can it be optimized further?  And is specific optimization the right thing to do in a general comparison trying to figure out the DP value of a ship?  Are Squalls skewing the value of the baseline hull?

In regards to the range issue on medium energy, the thing is, as soon as you even up the range bands between projectile energy (i.e. Heavy Blasters/Ion Pulsers/Pulse Lasers), they're no longer the equivalent of medium energy weapons, they're the equivalent of ballistic mounts.  So it becomes like 6 ballistic mounts instead of 3, which is a significant boost to offensive power.  Making Heavy blasters range 800 is not that far from simply putting a recessed large energy mount on the Eagle.  It's 2/3 the DPS of a Plasma Cannon at -100 base range for 12 OP instead of 30.

I certainly think it would make the Eagle much more viable at higher DP point, but it is breaking from the stated design intent.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 07, 2022, 08:18:53 AM
I don’t know if you can say that about Medium Energies relative to Ballistics. Ballistics are far more efficient in their respective roles and regardless of OP cost and range, most ships can’t support the flux profile of a single HB. The Eagle wouldn’t have the equivalent of “6 Ballistics” because 3 of those “Ballistics” cost 2-3x the flux to fire to achieve the same effect.

That is to say, yes, the Eagle would punch harder if the Energies had more range but it’s also paying for it flux-wise. It’s not like Medium Energies are cheap to fire.

Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 07, 2022, 09:27:33 AM
I would say the eagle has 3 big problems.

1. range mismatch between energy and ballistic mounts
2. not enough flux to support good weapons in energy mounts
3. not enough speed to utilize shorter range weapons, or to safely kite stronger opponents, or to chase down weaker opponents

Energy coherer only solves one of those problems (range mismatch), so I don't think it really improves non-SO, non-officered eagle that much, but if you use an officer to solve the other problems, maybe it could be ok. Still doesn't feel like 'the thing' to fix the eagle.

It's also pretty notable that SO addresses all of the problems which is probably why it feels so good.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 07, 2022, 11:07:12 AM
I don’t know if you can say that about Medium Energies relative to Ballistics. Ballistics are far more efficient in their respective roles and regardless of OP cost and range, most ships can’t support the flux profile of a single HB. The Eagle wouldn’t have the equivalent of “6 Ballistics” because 3 of those “Ballistics” cost 2-3x the flux to fire to achieve the same effect.

That is to say, yes, the Eagle would punch harder if the Energies had more range but it’s also paying for it flux-wise. It’s not like Medium Energies are cheap to fire.

I will point out, assuming you still haven't maxed vents and you need to spend OP on them so that 10 flux/second = 1 OP, a Mjolnir is 533 DPS/(24 OP + 66.7 vents) = 5.87 DPS per OP spent.  A Heavy Blaster is 500 DPS/(12 OP + 72 vents) = 5.95 DPS per OP spent (with 25% better armor penetration but no ion damage).  A range 900 Heavy Blaster would be a better deal than a Mjolnir in terms of fitting costs.  Assuming all OP are created equal, which admittedly they are not.  It is quite similar to putting a large mount on the ship with a restricted set of options.   The point being, Heavy Blasters are significantly under costed in initial OP price compared to their raw DPS, but pay for it on the back end in terms of flux usage.  They kind of average out.  A single one is worth like 2.5 Heavy Maulers in terms of anti-armor DPS, or two Heavy Mortars, while still also being the equivalent sustained shield DPS of a Heavy Needler.  Boost it to range 800 and it becomes the missing link in the anti-armor ballistics lineup to pair with Heavy Autocannons, that also happens to bring longer range heavy needler shield DPS.  Sure, it is flux hungry, but you just saved 27 OP on not fitting 2 other ballistic weapons (a heavy mauler and a heavy needler), which if your vents are already maxed, those OP could still be dumped into caps or other useful hullmods.  Or if your vents are not maxed, you put them there.

Consider the following:
4 HVDs + 2 Heavy Maulers (940 flux/second and 76 OP on weapons)
1224 shield DPS, 756 armor DPS (400 penetration), 792 hull DPS

3 HVDs + 1 Heavy Blaster (1,245 flux/second and 51 OP on weapons)
1,328 shield DPS, 707 armor DPS (500 penetration), 914 hull DPS

Sure, it costs 305 more flux/second to run, but it also saves 25 OP that can now be spent on vents or caps (5000 flux capacity is 16 seconds of 305 flux/second) or other useful hullmods.

A 700 flux dissipation baseline Eagle, with Flux Regulation and an officer with Ordinance Expertise and 51 OP in weapons can reach 1,312 flux dissipation (35 vents, +70 from Flux regulation, 102 flux from Ordinance Expertise, 90 from Flux Distributor) and still have 57 OP left over.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on December 07, 2022, 11:10:42 AM
I think the Eagle has a couple more problems.

1. Range mismatch
2. Flux (kinda minor since it can be worked around)
3. no speed. Related to no 1.
4. Undergunned. 6 mediums is just 1 more medium than an enforcer, which is faster and less than half the DP.
5. Not good at tanking. Mostly because of the range mismatch and flux making it flail around uselessly with lower range builds, and the undergunning means it won't do enough kinetic damage to keep an opponent from just following them and killing them.

Being undergunned is not an inherent problem I think. Fury is very undergunned, but is still one of the best ships in the game. It just needs to offer something in return. Flux is not a huge problem. It just limits builds and I think most weapon combos you would want to go are an option as they are now. Range mismatch is something that is kind of inherent with ballistics + energies. Unless vanilla comes out with more 800 range energy weapons this isn't really something you can change so instead it can be worked around.

That just leaves the issues of being slow and being bad at tanking.

I quite like what Hiruma Kai suggested to give the eagle a different system from the Falcon (I don't like 3. because that's High tech. 1 should be implemented to some degree so it's not slower than a Champion. 2 and 4 seem alright, although I would prefer the "turn on every 10 seconds" option over damper or fortress shield. A system that activates IR autolances like what I somewhat recall on the Invictus could also maybe work with the dual energy/ballistic nature). It differentiates them and makes the comparison not be so polarizing for one or the other. It means that the question will always be "should I run Falcons or Eagles" and the answer is always one or the other. I also agree with the comment that "ship that turns" is not very compelling when the ship turning to you is not all that scary.

I would increase speed to 60 or 65 and give it a system that rapidly accelerates the Eagle in the movement direction and turns the ship slightly in the general direction of the mouse. A bit of an omni directional plasma burn if you will. It gives you a ship that turns, as well as increases speed, and even increases tankiness, because the eagle can close in with a burst of speed to start laying down kinetic pressure, or stay tanking longer because it can always jet out when it wants to. I would also find this interesting enough to pilot myself. If the IR autolance ends up being a decent choice on the Eagle I think that would put it in a decent spot.

As for 17 dp, the battlecruiser analogy said it better than I ever could. A bad ship is still a bad ship even if it's not overcosted any more. Also quite funny because I've been playing around with 15 DP Eagles with DO.

Apogee at 20 DP would be rubbing shoulders with a ton of ships. Whether it is fair at that price or not really boils down to which ships you compare it to, like the Mora, next to which the Apogee seems perfectly fine for 20 DP. Next to the the more meta ships in that range though it could seem a bit worse. But I think the real reason not to go with this change is that it forces you to even ask this question. There are already 5 cruisers that cost 20 DP, and harbinger also costing 20 DP. Not to mention that 3 of those 5 cruisers are also ships that like a line, putting Eagle and Apogee in the same ballpark seems very bloated. I would actually prefer a DP decrease. It was always weird to me how a logistics cruiser was 18 DP. Dropping the flux stats and some mounts and bringing it to 17 or 16 DP could be a lot of fun, although I can see some balance concerns with the Large weapon saturation.

I hope Eagle stays a slightly more elite option, again to avoid becoming "20 DP cruiser but bad". Although another option would be to make the Eagle 20 DP, the absolute standard for cruisers, and then to make the Eradicator 22 or 23 DP. Eagle being bog standard and Eradicator being a bit strong I think that could work out thematically. Eagle could also use a small OP bump I think. The ultimate jack of all trades shouldn't be wanting for space to put all of it's hats.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 07, 2022, 03:50:31 PM
Eagle has plenty of mounts, in fact, I think it has more mounts than it can use effectively. Enforcer is a terrible comparison, it can barely use 3 serious weapons with skills. Really it has like ~2.5 medium mounts worth of firepower and you have to just put PD in the other mounts or it will be constantly maxed out on flux.

The issue is that it can't support serious guns in all the mounts it has. The eagle (without officers and skills) is usually stuck running 2x kinetics + HE + weak beams because of flux and range considerations, which is more like ~3 medium mounts of shield damage and one medium mount of hull/armor damage output (obviously not a very rigorous statement, but a vague ballpark IMO).

That's why I don't think the IR auto lances are going to fix anything either, they sound like low output weapons, and eagle is lacking output.

I don't think HB with 200 extra range is the savior for eagle loadouts, it's certainly lots of output, but it's so inefficient (mjolnir is also very inefficient and very niche because of it), and the eagle will be redlining on flux before you even consider the other mounts on the ship, even with fully maximized dissipation (specific officers and skills). Honestly, phase lances are statistically exactly what eagle wants to use in terms of flux cost, and damage, but the range (or OP cost of advanced optics) stinks, and the AI is just so dumb when using them. It might even make sense to try and make changes so that phase lances work better on the eagle TBH.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 07, 2022, 04:04:36 PM
@Hiruma Kai

I get what you're saying, but bringing it back to the Eagle, one HB doesn't make it a world-beater and Ludd knows the Eagle can't support more than one (unless you go SO and then the range issue is out the window). The original suggestion was to give the Eagle 20% more range via a hullmod that makes ITU/DTC apply its bonus as if the Eagle were a Capital. 600 range Medium Energies, even with the extra bonus range, only go from 840 to 960 with this change (and less than that because of the mount placement). A difference of 100 units really isn't going to make the Eagle much more effective but it is an alternative to a speed increase and forces ships to take incoming fire sooner should they engage the Eagle. It's the same methodology behind the Paragon: it can't chase you but it can touch you before you can touch it. Likewise, it's not like Ion Pulsers, Pulse Lasers or Phase Lances have the same ceiling as the Heavy Blaster. These other options still have fairly significant flux profiles, not to mention other drawbacks like only generating soft flux, doing poor armor damage, and/or having even shorter range.

I'm not saying that this is a great idea or anything, I'm just saying it's a different way of looking at the problem and the absolute numbers (~100 range buff) doesn't seem to me like it would drastically change the Eagle's M.O. If it only affected the Energy weapons, I'd say that would be a plus because then the Ballistics don't further outrange the Energies even more.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: THEASD on December 07, 2022, 09:16:39 PM
Spam these.
(https://github.com/1847905557/PicturesLink/blob/main/falcono_far.png?raw=true)
(https://github.com/1847905557/PicturesLink/blob/main/eagle_far.png?raw=true)
In 0.96, replace Grav-Beam with the new anti-fighter fragment beam.

Set eagle's DP to a slightly lower value is attractive, but -5 seems too much.
I do not think falcon/eagle lack weapon range or missile, the 2 ships perform well with far range weapons, providing long-range fire support, and the fire support is even stronger than phase lance/heavy needle since quantitative change leads to qualitative change.
I do not think falcon/eagle is really short for flux. The flux dissipation for both is even higher than weapon flux/s so they could maintain firing at safe distance, and the capacity is enough for a minor retreat from danger source such as SO ships, they may backoff and re-concentrate firepower.
The raw DPS calculation or flux calculation is not completely accurate, since the weapon range/complex battlefield condition/multi-vs-multi may largely affect the final performance, a variant considered as theoretical optimal solution may be far from the actual solutions.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 12:47:18 AM
Has Alex shared any of the stats of the IR Autolance? I have no clue why people are immediately dismissing it as a good option for Eagle, acting it like they have seen the full picture already. Of course not everyone is like this but I've already seen it mentioned multiple times: "It'll be another meh weapon", "won't fix its problems"...
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 08, 2022, 01:00:47 AM
It's a continous beam dealing fragmentation damage. This should make it terrible against shields(1/4 damage and no hard flux) and even worse against armor(1/40 the damage I believe since beams "tick" ten times per second) Oh, and it uses charges too, so it's a burst fire weapon. As Alex said it's supposed to be a cheap point defense weapon, though I don't expect it to be good in that role either tbh unless it really has, like, 500 base damage or something.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 01:04:53 AM
Mate you're immediately wrong, it's not point defense, and is for sure going to deal serious damage if it has charges (no other assault beam has it currently). No wonder people here come up with imaginary problems when they can't follow what's even being changed/introduced in the next patch.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 08, 2022, 02:22:51 AM
I'm not your mate, buddy.

"Its flux generation is extremely low, and it deals fragmentation damage, making it virtually useless against shields (in fact, when set on autofire, it’ll only fire a small fraction of its charges into shields), and poor against most armor. It can deal crippling hull damage, though, and wipes out most fighters easily. Its high range – the standard 1000 units for beam weapons – makes it especially effective at that job, as does its burst nature – enemy fighters usually come in waves, letting it regenerate charges."

Sounds pretty PD to me.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Vanshilar on December 08, 2022, 02:46:45 AM
Testing Eagle XIV with Falcon XIV and Champions, against double Ordos, again ends up with it doing around 5-to-4 to the Falcon XIV. The results were:

Code
DP	% dam	Ship
75 37.1% 3 Champions (Squall, Plasma Cannon, 2 HVD, 2 Tac Lasers, with Xyphos, EMR, and ECCM)
68 31.8% 4 Eagle XIV (3 HVD, 3 Phase Lances, 2 Tac Lasers, LR PD Laser, 2 Breach, with Xyphos and AO, base flux 700, 17 DP)
70 31.2% 5 Falcon XIV (2 HVD, 2 Phase Lances, Tac Laser, LR PD Laser, 2 Breach, with Xyphos and AO)

All had level 6 officers. I just sat back and let them handle the double Ordos without piloting a flagship, although I gave commands as needed.

Over 90% of the damage done by the Eagles and Falcons were from the HVD, Phase Lances, and Tac Lasers. It seems like the Eagles had more total weapons (12 HVD, 12 Phase Lances, 8 Tac Lasers, compared with the Falcons' 10 HVD, 10 Phase Lances, and 5 Tac Lasers), yet they ended up with close to the same amount of total damage, so the Eagles are a bit less "efficient" in that they didn't fire them as much as the Falcons, possibly due to the Falcons being faster at chasing down a target and moving on to the next target. The Falcons also tended to do more hull damage, even though they have pretty much the same weaponry, which implies that they were able to finish off targets more readily. (A higher proportion of shield damage for example implies that the target was able to back off and vent.)

Even so, the Eagles weren't too shabby at finishing off targets, if they got within range of its Phase Lances. It's kind of fun watching enemy ships stroll in, taking some damage from the HVDs and Tac Lasers, then suddenly get a massive damage spike, then try to limp away while still under fire. For both the Eagles and the Falcons, the Phase Lances did around half of the ship's hull damage, the HVD's did around 20%, the Tac Lasers did around 20%, and then the rest for the remaining 10%. So (funny enough) even the Tac Lasers were useful for some hull damage, probably as the target tried to limp away, but a lot of it was done by the Phase Lances.

So in terms of their overall real-world damage output against double Ordos, the Eagle XIV looks close enough to 17 DP or 18 DP compared with the Falcon XIV or the Champion. I think 18 DP might be better because 17 DP feels "too close" to the Falcon, but that's just me.

As for 20-DP ships, right now for me the elephant in the room is the Gryphon, which is far too powerful for 20 DP. However, that's largely due to putting Missile Spec on it, which gives it around 65% more damage output. Gryphons without officers are weak, but with officers can kill off large numbers of ships without them getting close due to this skill. So it might be more appropriate to tone down Missile Spec's rate of fire to like +20% or something instead of the current +50%.

That's why I don't think the IR auto lances are going to fix anything either, they sound like low output weapons, and eagle is lacking output.

The Tac Lasers put out a surprising amount of damage, even though they're just 75 DPS weapons. So it will depend on the actual stats of the IR Autolances. Although the IR Autolances will be medium energy and thus compete with the Phase Lance, rather than competing with the Tac Laser.

This should make it terrible against shields(1/4 damage and no hard flux) and even worse against armor(1/40 the damage I believe since beams "tick" ten times per second)

That's not how it works, yes the damage ticks 10 times per second or thereabouts, but the hit strength is set at half of the beam's fully-on DPS, regardless of how many times per second it does damage. This is unlike projectiles where the hit strength matches the damage-per-shot of the projectile. So if the beam ends up doing 200 DPS while it's on, then its hit strength is 100.

But as a frag beam it does 25% damage to armor and also 25% of its hit strength against armor and hull (so, in the above example, if it's 200 DPS while on, its hit strength would end up being...25), so yeah, it's not going to do much to armor. Frag weapons tend to have high DPS though so it will depend on the numbers that Alex gives it.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 02:47:51 AM
I'm not your mate, buddy.

"Its flux generation is extremely low, and it deals fragmentation damage, making it virtually useless against shields (in fact, when set on autofire, it’ll only fire a small fraction of its charges into shields), and poor against most armor. It can deal crippling hull damage, though, and wipes out most fighters easily. Its high range – the standard 1000 units for beam weapons – makes it especially effective at that job, as does its burst nature – enemy fighters usually come in waves, letting it regenerate charges."

Sounds pretty PD to me.
I'm not your buddy, pal.

It seems Alex should really put "PD means a weapon is primarily designed to deal with missiles" in bright red bold text. To this day people still call anti fighter weapons "PD". Also there's literally "anti-fighter" as a weapon tag so those same folks must be pretty confused why there's duplication. PD weapons can be used as anti fighter weaponry, but some other weapons are even better at it, yet you'll never see someone call a Phase Lance or a Plasma cannon a point defense weapon.

Anyhow is it that hard to wait for the patch and see with your own eyes, instead of acting as philosophers who have a crystal ball in their living room and know the Eagle will still be useless in the next patch.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 08, 2022, 05:05:07 AM
A new and terrifying thought just occurred to me: is the Eagle the new Conquest?  ;D
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 05:28:13 AM
A new and terrifying thought just occurred to me: is the Eagle the new Conquest?  ;D
We're still 4 pages short of that. Soon enough my brethren.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 08, 2022, 06:21:49 AM
I'd just like to drop in quickly to say that Eagle being effectively better at combat than Falcon but having 8 burn, all while playing roughly the same, does make a lot of sense from gameplay perspective. You either get a light version of a cruiser-sized brawler for your midgame fleet in Falcon. Or you start fielding Eagles if you need the serious version for your lategame fleet, where 8 burn isn't as much of a burden. It's not like you won't be able to field Falcons if you wanted, Phalcons probably won't stop being a strike threat, right?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SCC on December 08, 2022, 09:20:19 AM
(1/40 the damage I believe since beams "tick" ten times per second)
Beam damage for armour reduction is calculated using the half of its continuous DPS. To use HIL as an example - it deals 500 HE damage. HE doubles the damage to 1000, then the damage is halved to 500, and this 500 is used as the hit strength. Or, HIL has the armour penetration of a heavy blaster.
A new and terrifying thought just occurred to me: is the Eagle the new Conquest?  ;D
I don't know. Conquest is more fun to fly.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 08, 2022, 09:28:36 AM
@Vanshilar, Thanks for doing those tests - I'm really surprised the tac lasers did so much damage! I suppose stacking the stacking range extenders end up giving them a big reach to poke things.

Did you find that the Xyphos were a big contributor? I ask because they are very OP expensive and the new support fighter looks like its going to be incredible at anti-missile.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Delta_of_Isaire on December 08, 2022, 09:51:48 AM
As a huge fan of the Eagle (with regard to its looks and paper stats, not its actual performance) I've been following this thread with interest. Some very good points have been raised.

There is one point I want to add, which is yet another example of how game mechanics interact poorly with the Eagle's design. It is about the ballistic hardpoints, upon which the Eagle is very reliant for its anti-shield damage, but which the AI uses poorly when faced with two or more enemies. The AI likes to point its nose towards its target, which is always the *nearest* enemy as far as I can tell. Long story short, if two or more Destroyers or Frigates attack a ship then that ship will frequently switch targets and attempt to re-orient itself. As a result of which forward-facing hardpoints spend a lot of time not pointing at a target, and thus not contributing DPS.

This really hurts the Eagle's ability to punch down, compared to Eradicator, Champion and Dominator which all have turreted medium ballistics. Of course the same problem exists for the Falcon, however the Falcon is much more maneuverable and therefore doesn't suffer as much, at least against destroyers.

Slating the Eagle as a defensive ship that can "dynamically hold an area" is absolutely fine. In 1v1 situations the Eagle is actually great at winning flux wars, and it is one of very few ships where equipping Ion Beams is both possible and sensible. Yeah it lacks finishing ability, but that's where fleet assets like Gryphon, Heron etc come in. It's all good. Except when the enemy doesn't allow a neat 1v1 but swarms the Eagle with smaller ships. Then, the fact that its anti-shield DPS is locked in ineffective hardpoint mounts becomes a huge problem. The Eagle cannot dynamically hold an area against multiple smaller opponents.

The obvious solution is indeed to swap the ballistic and energy mounts. That would mostly solve the problem, along with some other issues like the ballistic/energy range disparity, etc. Should the mounts be swapped like that? Well it's not my decision. I'm just here to say that giving the Eagle turreted kinetic weapons would enable it to be a good defensive pivot, which it currently isn't.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 08, 2022, 10:38:10 AM
The obvious solution is indeed to swap the ballistic and energy mounts. That would mostly solve the problem, along with some other issues like the ballistic/energy range disparity, etc.

Then flux becomes a problem - lowest flux/second energy weapon is Phase Lance at 214(not counting Gravitons/Ions for obvious reasons) Put three of these in front and you're already out of flux, and you didn't even fit the ballistics yet(nor included shield upkeep)

Maybe if you just switched the middle energy/ballistic slots? Would look kind of messy but it would keep two budget medium beams so it wouldn't be as much of a problem.

Also, just for the record: while I made the large-ballistic-in-center Eagle as a meme, I now unironically thing it's the best solution. It basically solves all of the firepower issues, it has no fitting/flux issues(all the pictures I posted were flux neutral fits with the exception of the last one which was very close, but that was SO), it has no range mismatch issues, it follows from the design of Falcon, it is unique in its own way and it looks cool. What else do you want?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 08, 2022, 11:40:29 AM
@BCS

A central Large Ballistic (or Hybrid?) would be interesting, perhaps even good, but that’s a pretty strong departure from stat changes. (This is assuming the other central mounts are removed) I don’t think it’s in the cards. Maybe a cool variant? It would definitely be more of a line cruiser at that point. It would also really distinguish it from the Falcon. Hmm.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 08, 2022, 11:47:47 AM
Huh, switching the energies and ballistics is an interesting idea. Not sure how I feel about it tbh, but it would certainly be a different feel! Kind of similar to the Sunder's layout with its forward energies and small ballistics. I'm immediately thinking of doing something like 2x heavy needler 1x flak, with 3 phase lances up front... letting the medium ballistic take some of the PD duty would also free up the small energies to be something like ion cannons, tac lasers, etc!

In terms of flux it would be weapon choice dependent but probably ok. As Hiruma Kai pointed out a 700 base flux Eagle is going to have 1000 dissipation with no skills, ~1300 with skills, which is plenty if not running more than 1 heavy blaster.

I kind of want to give this a try - the build possibilities at least are exciting.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 08, 2022, 12:00:20 PM
A central Large Ballistic (or Hybrid?) would be interesting, perhaps even good, but that’s a pretty strong departure from stat changes. (This is assuming the other central mounts are removed) I don’t think it’s in the cards. Maybe a cool variant? It would definitely be more of a line cruiser at that point. It would also really distinguish it from the Falcon. Hmm.
Well I'd wager a built-in unique weapon tailored for the mount could solve Eagle's issues, too. Is that too odd of an idea? Not a design choice I'd see Alex use often, it's an option taken from the player, but I'd say it would be justified considering the amount of discussion Eagle kicks up. I mean better to have Eagle fit into few fleet roles smoothly rather than have it be grudgingly hamfisted into any role it's acceptable in, right?

Also please, for crab's sake, don't put onomatopoeia like "Hmm." into your posts. I can barely stomach it when Alex does it x_x
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 08, 2022, 12:15:26 PM
I’ve suggested a built-in spinal weapon for years (even an Aquila Cannon in this thread). Built-ins are finicky though and you really have to get them right. I.e. build a ship around them rather than shoehorn them into something existing. I mean, a big particle cannon would be awesome (I’m thinking BRDY Nevermore’s built-in) but would that be a good fit on an Eagle? Eh, probably not.

Switching the medium mount types around would run into the question of why the Falcon doesn’t do  the same. I guess it could for consistency’s sake but I don’t have a problem with the Falcon’s layout.  I did mod that configuration myself months ago and to be honest, I didn’t see much of a difference. I was more tempted to put PD in the Ballistic turrets. Also, the hard points help Ballistics a lot more because most Energy weapons don’t have recoil issues. I found that Heavy Mortars were notoriously inaccurate on the turrets.

If anything, I’ll mod the Large Ballistic on there and play around.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 08, 2022, 12:49:53 PM
Further brainstorming thoughts:

I wonder if Alex just wanted at least one ship in the game to showcase long range beam weapons, and the Eagle was intended for that job. 3 forward small energies and 3 forward medium energies certainly matches the mounts which can converge on any high tech doctrine ship out there (Fury, Aurora, Medusa, Shrike).  Certainly, beams tend to make ships back off, but not kill them effectively.  And it's less of a kiting risk on an Eagle then an Aurora, for example.

The current 17 DP proposal we have is effectively increasing the overall DPS of an Eagle contingent by about 30% by simply having about 30% more Eagles, which means 30% more beam spam along with 30% more ballistics.

But beam spam gets stronger the more you have of it in a concentrated area.  30% more ships often means more ships getting in the way of each other, or splitting fire. So what if instead of changing mounts, or making it significantly cheaper, we made the Eagle actually focus on beams in a way that no other ship can.  Give it a built in hullmod which increases beam damage by 100% (or 80% or 75%, but you get the idea).

This has a number of effects:
1) Makes beam based PD actually reasonable at the job.  This makes PD focused Eagles (Integrated Point Defense + Point Defense Skill + 100% base damage) actually capable of sweeping a section of the battle map of fighters and missiles.
2) 3 Graviton beam + 3 Tactical laser soft flux pressure goes from 825 (which against Remnants with hardened shields drives up the Eagle's flux more than the target's, and I think a Glimmer can potentially tank indefinitely), to 1650.  It's still not going to overload a decent shield tanking cruiser, but it will seriously put a crimp in flux budgets and will eventually make it back off.  It will force low tech ships back.
3) Makes SO + HSA a very interesting proposition with Phase Lances.

Essentially, right now, everyone agrees beams really just don't cut it as the secondary set of weapons, but what if we did make them cut it, just for the Eagle?  This with an eye to raising the DP back up to like 20 or 22 DP.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 01:08:37 PM
My issue with such drastic hullmods is that they force you to use certain weapons. You ideally want to have a situation where giving up something has an actual payoff. For example that hullmod would make sense on a very speedy ship that can just use projectiles easily. Or let's take Invictus - Converted Hangar gives it a bonus fighter bay, but with such limited OP pool you have to think about it.

Here I'd just continue using Phase Lances and Gravitons. Doesn't change the ship in any way except making it more punishing when deviating from the "intended" build, and sure more damage.

Built-in spinal weapon sounds cool but I know what Alex thinks about such mechanics.

Also it's not even beams as a whole package = bad. Medium beams just got the short end.
This is also why I feel forced to use Heavy Blasters and Ion Pulsers on high tech ships without large mounts.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 08, 2022, 01:26:28 PM
I had a similar idea to increse the power of beam Eagle relative to Falcon, which was to increase number of medium energy mounts from 3 to 4 or 5 (still keeping the radial or V layout), with enough OP and flux to use them. The good non-beam energy weapons would still be gated by range and total flux dissipation (I hope, but maybe this would break SO builds) but it wouldn't punish you for taking them.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SCC on December 08, 2022, 01:32:34 PM
But Eagle already struggles to make use of all its energy mounts that it currently has. Adding more would only make it even more obvious.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 01:33:34 PM
I had a similar idea to increse the power of beam Eagle relative to Falcon, which was to increase number of medium energy mounts from 3 to 4 or 5 (still keeping the radial or V layout), with enough OP and flux to use them. The good non-beam energy weapons would still be gated by range and total flux dissipation (I hope, but maybe this would break SO builds) but it wouldn't punish you for taking them.
Oh hell yeah, let's embrace the medium mount package. 6 MEDIUM ENERGIES! It fits the ship, it's dumb, let's make it a midline Enforcer. And yes I am absolutely serious about this suggestion.

But Eagle already struggles to make use of all its energy mounts that it currently has. Adding more would only make it even more obvious.
Only when we let go of fear, are we truly free. But nah it could be fun, beam builds only getting better, projectile pretty much the same but with more flux.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 08, 2022, 01:57:41 PM
My issue with such drastic hullmods is that they force you to use certain weapons.

That is actually my point.  is there another ship in the game that actually does well with Gravitons as party of it's primary armament as opposed to an afterthought support weapon?

Midline already has the Falcon and the Champion.  Falcon is capable of using said Heavy Blaster and Ion Pulsers because of it's speed. Or an Ion beam if it wants.  Or a Phase lance.  Champion is medium speed with energy and ballistic mixture, along with missiles so it can actually effectively kill stuff.

Eagle is always going to be stepping on some other ships toes no matter which direction it goes.  If we make it faster, its stepping on the Falcon.  If we give it a large mount its moving closer to the Champion.

A medium mount beam specialization would be giving something unique to midline and to the game overall.  Or at least, I can't see the Eagle stepping on any other ships specialization in that direction.

You ideally want to have a situation where giving up something has an actual payoff. For example that hullmod would make sense on a very speedy ship that can just use projectiles easily. Here I'd just continue using Phase Lances and Gravitons. Doesn't change the ship in any way except making it more punishing when deviating from the "intended" build, and sure more damage.

I'm looking at it from the fleet and overall game perspective as opposed to the individual ship perspective.  What you're giving up is the large missile mount of the Champion or the speed of the Falcon.  It's at the ship choice level instead of the fitting level.  The whole point is to have a ship that does in fact want to use Gravitons, unlike nearly every other ship in the game.  The Eagle loses some flexibility in what is optimal for it, but the game as a whole gains something new.

Right now, as far as I know, the in development Eagle is going to be providing 30% more damage per DP spent.  You could also imagine that beam built Eagles have perhaps, 25-30% of its damage coming from beams.  The ballistics certainly are the lion's share of long range damage output, simply because it is hard flux.  So if you double that 25-30%, then that is similar the 30% per DP gain we are expecting by dropping to 17 DP.  So such a beam boosted Eagle might be worth 20 or 21 DP.

This is also why I feel forced to use Heavy Blasters and Ion Pulsers on high tech ships without large mounts.

Which is saying no ships really use said weapons.  Which by forcing the Eagle into favoring said weapons, means you might have an actual reason to use said weapons on at least one ship in the game.  If you want a ballistic + energy projectile midline ship, the Falcon and Champion both exist.  Or if you explicitly just want Heavy Blasters and Ion Pulsers, the Fury, Aurora, Medusa, Hyperion all exist.  At least this way, the game gains something it doesn't have yet.  A cruiser that you might actually want to fit beams to instead of Heavy Blasters and Ion Pulsers.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 02:04:05 PM
I mean you bring up good points, but in my latest post I said that having 6 medium energies would do the same for beams (with a flux and OP increase of course, but current DP).

Biggest counter argument for that hullmod is "why not make weapons less crap, instead of artificially making them good on ONE ship". You know, can't we just make them more interesting? Even if they become a smashing success on Eagle, that's still 2-3 weapons used only on one ship across the entire roster. That's dumb.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 08, 2022, 02:09:34 PM
I was futzing around with 0.95.1a Eagle with Falcon's rotation stats and Monitor's Flux Shunt, but you know what I think would really help Eagle? Faster vent speed. Like Blackrock Drive Yards.

Forget all these DP changes and weapon mounts and stuff - just give 0.95.1a Eagle a hullmod that boosts vent rate by like 50% and make it more aggressive about venting. Maybe match its rotation stats to Falcon. You can back away from it easily, sure, but it will reset its flux before your buddy can move in. Riding the edge of when to vent makes it more fun to fly, too.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 08, 2022, 02:26:08 PM
Yeah, I would prefer beams to be improved, rather than eagle be given some special hullmod.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 08, 2022, 02:45:14 PM
I mean you bring up good points, but in my latest post I said that having 6 medium energies would do the same for beams (with a flux and OP increase of course, but current DP).

Is this replacing the 3 small energies, or adding on top of the existing mounts?  I think you'll be running out of sprite space to be honest if it is just adding.  If can fit 3 more, then I guess it's pretty close, but then you're not doubling the small beams (tactical lasers or beam pd), which I thought was nice touch to make the ship more defensive.

Biggest counter argument for that hullmod is "why not make weapons less crap, instead of artificially making them good on ONE ship". You know, can't we just make them more interesting? Even if they become a smashing success on Eagle, that's still 2-3 weapons used only on one ship across the entire roster. That's dumb.

We can't have nice beams because of the kiting problem.  Good long range DPS + high speed is literally the one thing that breaks the overall balance of the game in vanilla.  If there's a ship that has both, it will be shieldless, so it can't kite and kill until PPT runs out.  Like the Hound.

Essentially, all the ships with medium ballistics (and shields) are slower than their medium energy mount counterpart ships.

The Eagle itself is the slowest cruiser with a mobility system, and is not going to be kiting the vast majority of the combat ship roster, being on average slower than all the combat destroyers in terms of pursuit, and half of the combat cruisers.  And nearly the same speed as the Conquest which has well over twice the long range DPS in ballistic weapons.  So we're making weapons which are designed to be annoying harassment/support on some of the fast ships in the game, actually be useful as half of the primary armament one of the slower ships in the game.

This is not to say that beam weapons don't need some help, I agree they do.  But speed of the base ship is still a valid balancing point for weapons intended to be placed on very fast ships.  Might mean the bonus only needs to be +50% instead of +100% after balancing of the medium beams.  But there is valid precedent in the Paragon, which gets +100% range bonus while the majority of it's mounts are energy.  The corresponding statement for range and energy weapons might be we should remove the +100% range bonus of the Paragon, and bump up all energy weapon ranges by 25%.

This is all mostly brainstorming though, but I felt this was an avenue that hadn't been brought up in this thread yet.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 08, 2022, 06:39:31 PM
The biggest, and dare I say, the most compelling reason to shun such an idea is that an all-beam ship is boring. I know that is subjective, but no one would want to pilot it and it’s also boring to fight against. It’s also very binary: it has enough soft flux potential to overwhelm shields or it doesn’t. If it does, there’s little you can do about it and it doesn’t, you roll over it. Granted, in a fleet setting this binary nature isn’t quite so stark but it relegates the Eagle to an artillery/support platform almost exclusively. Maybe the game needs that but I don’t want that for the Eagle.

Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 08, 2022, 11:24:16 PM
I’ve suggested a built-in spinal weapon for years (even an Aquila Cannon in this thread). Built-ins are finicky though and you really have to get them right. I.e. build a ship around them rather than shoehorn them into something existing. I mean, a big particle cannon would be awesome (I’m thinking BRDY Nevermore’s built-in) but would that be a good fit on an Eagle? Eh, probably not.

I'd love to see a built-in GIGACANNON on the Sindrian Eagle at least.

The current 17 DP proposal we have is effectively increasing the overall DPS of an Eagle contingent by about 30% by simply having about 30% more Eagles, which means 30% more beam spam along with 30% more ballistics.

Well yeah, but only for the AI. I'm still not going to bring "bad but cheap" ships into the fight if I can avoid it.

Here we also run into something I wanted to talk about before: frontage, or simply how many ships can simultaneously fire at the enemy. Eagles are, well, cruiser-sized so if you bring too many of them you start running into space issues(this is also one of the reasons why missiles are so good, since most of them can fire through friendly ships and effectively bypass this limitation) If a ship is going to take space of another it better deliver some results.

Eagle is always going to be stepping on some other ships toes no matter which direction it goes.  If we make it faster, its stepping on the Falcon.  If we give it a large mount its moving closer to the Champion.

Even if you increased Eagle's speed to 60(which is the one thing almost everyone here seems to agree on) the Falcon would still be 33% faster. And there's no real reason to not increase Falcon's speed to 90 while you're at it. I mean that ship is a glorified destroyer all about speed anyways.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 08, 2022, 11:40:37 PM
Is this replacing the 3 small energies, or adding on top of the existing mounts?  I think you'll be running out of sprite space to be honest if it is just adding.  If can fit 3 more, then I guess it's pretty close, but then you're not doubling the small beams (tactical lasers or beam pd), which I thought was nice touch to make the ship more defensive.
I meant replacing the small energies with mediums, you'd still be free to use small beams there, just with bonus OP left.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on December 08, 2022, 11:43:05 PM
As terrible as it sounds, I hope Alex doesn't listen to anyone in this topic.  :D Unique hullmods? New built-in weapons? Please don't turn vanilla into a mod for itself.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Jackundor on December 09, 2022, 12:35:51 AM
hmm, i haven't followed this thread but i want to say that i managed to do a eagle build that can beat an aurora while under AI control and even a conquest when player piloted - without smods or any skills at all. IT's an SO build that uses hmgs, ion pulsers and a heavy blaster

so maybe increasing speed could really help those two but it could also be rather problematic by giving them too much kiting ability.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 09, 2022, 12:41:30 AM
I stopped reading after SO...

As terrible as it sounds, I hope Alex doesn't listen to anyone in this topic.  :D Unique hullmods? New built-in weapons? Please don't turn vanilla into a mod for itself.
We're pretty much on the same page here, as I was initially only suggesting stat changes. But with so many drastic and wild ideas I had to suggest some tamer things just so we don't end up creating a new ship lol.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 09, 2022, 03:12:39 AM
After playing around with the Large Ballistic idea (Large Ballistic where center Medium Energy is, removal of central Small Energy and Medium Ballistic), I'm officially in love with it. It really does solve most, if not all, the issues. At the risk of writing a treatise on the subject, here's how I see it:

1.) It gives the Eagle very concrete loadout/design goals. The Large Ballistic becomes the centerpiece around which you build. The Medium Ballistic hardpoints typically become the opposite damage type to supplement the Large. The Medium Energies are where the flexibility comes in: do you go with beams to keep up with the range and supplement the main effort or do you use the smaller range-band as a secondary battery to ward off ships that get in close? That means...

2.) The recessed Medium Energies never feel like they're supposed to be the primary damage dealers, hence the lack of range doesn't feel like a serious concern. Currently, it feels like the 3 Medium Energies ought to contribute to the main battery because, hey, you have 3 for a reason right? You try to make it work but it just doesn't for many reasons described previously. With a Large in the back there, the two Medium Energies straddling it subconsciously/automatically feel like they're supporting the Large or covering the flanks, rather trying to keep up with the Ballistic hardpoints. All the Energies, really, feel like they should be dedicated to "defense" if you don't have clear purpose for them otherwise  but you could easily make them all beams, too.

3.) A turreted Large Ballistic doesn't exist on a Cruiser yet, which makes the Eagle stand out relative to other Cruisers and combinations of smaller ships.

4.) Longer-range Ballistics being the primary damage dealers blunts the effect of the Eagle's lack of speed. With Large Ballistics generally being 900 range, with the Medium hardpoints up front being anywhere from 700-1000, the Eagle doesn't need the speed to be competitive anymore. The Large Ballistic supplies significantly more firepower at range and it makes Ballistic Rangefinder an option.  Also, it puts the range band of the Front Mediums and Large almost in-line with each other (i.e. 800 range HACs paired with a HAG). It's almost as if it was designed to be that way! ;)

5.) Even with this change, the Eagle is still very "middle-of-the-pack" in terms of firepower. In a straight-up fight, it would lose to the Advanced Cruisers (Doom, Aurora) and the Heavy Cruisers (Champion and Dominator) and to the offense-focused Eradicator but would win against a Heron, Mora, Apogee, or Falcon. It lacks finishing power but has very good sustained firepower: it's the polar opposite of the Gryphon (The Champion now feels like its designers wanted to combine an Eagle with a Gryphon into one package to some degree.). You can tell that the Eagle is giving up firepower for flexibility but not too much firepower.

6.) Unlike the Heavy Cruisers (or Eradicator), it's still "slippery" because of Maneuvering Jets. It can disengage better and doesn't have to commit as fully as they do but it doesn't rival any of the fast Cruisers like the Aurora, Fury or Falcon. Again, very middle-of-the-pack.

7.) It now feels like a "heavier cruiser that can turn quickly." The Large Ballistic puts the "heavy" back into the Eagle but also makes for a very natural distinction from the Falcon. You can tell what the Falcon is giving up for its speed or what the Eagle is willing to pay for the Large Ballistic. Likewise, it acts as a "missing link" in the Midline generalist progression from Hammerhead -> Eagle -> Conquest. They're all quite different but the Eagle isn't just a "Hammerhead but bigger" nor is a Conquest "2 Eagles strapped together" but they all fill that generalist role quite well with good flux stats, good maneuverability, and good firepower albeit at middling armor/defenses and a lack of specialization which means you could always "do better."

Anecdotally, after playing with it some, all I could keep saying to myself was how "solid" or "dependable" it was (it's the pick-up truck of Cruisers!). It wasn't flashy and it didn't do anything particularly well but it never felt like it was lacking either. Its ceiling isn't as high as other Cruisers but it doesn't have any glaring weaknesses, either. It's a flexible platform that you didn't want to fight head-on if you were smaller but couldn't quite pin-down if you were larger. And that was just in an hour's playtesting. I feel there are still a lot of SO/Assault variants that could be viable. If it was 20 DP, I think it would regain something of the "average" Cruiser again, rather than feeling anemic.

Edit: A 17 DP Pirate Eagle with current stats could also theoretically exist as an “archaic” version and then nothing would be lost.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 09, 2022, 04:17:21 AM
Very interesting read. Although I'd still want that hypothetical large ballistic Eagle to be 22 DP. It's only natural when it's getting more flux (and more OP possibly).

Suddenly having a cruiser with a large ballistic turret that's not slow is a big deal, one that should cost more than 20 DP. Something that can shoot Gauss shots and HVDs while kiting backwards will be a first in the game for cruisers. Only other ship that can do that is Conquest, and it's very different.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 09, 2022, 04:41:32 AM
Very interesting read. Although I'd still want that hypothetical large ballistic Eagle to be 22 DP. It's only natural when it's getting more flux (and more OP possibly).

Suddenly having a cruiser with a large ballistic turret that's not slow is a big deal, one that should cost more than 20 DP. Something that can shoot Gauss shots and HVDs while kiting backwards will be a first in the game for cruisers. Only other ship that can do that is Conquest, and it's very different.

I’ll concede the Gauss Cannon is a concern but all the other Large Ballistics felt ok. Thing is, if you go with Gauss, you’re inevitably going with Maulers too and if you go beams…you’re super vulnerable to smaller craft. This is where the Eagle’s unremarkable speed acts as a balance point against a long range loadout. It’s slippery but not consistently fast.

If it was 22 DP, I wouldn’t complain but I don’t think it’s near the Eradicator in the damage department (need to do more testing). It is probably more survivable, though. Also, compared to the Falcon, what is a Large Ballistic and extra flux at the cost of 30 speed worth? 7 DP? I’d say 5 more is about right.

Also, if I might add a little more to the original assessment, just from a piloting experience, it was very active. I was constantly using Maneuvering Jets to “dance” in out of range rather than using it just get into range. Using the system to back off and vent was really the primary use but relative to say AAF where you just want 100% uptime/fire and forget, I was using MJ to evade as much as I was to engage. Obviously it wasn’t as twitchy as an Aurora but it the decision to use the system or not was much more engaging than AAF or HEF.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 09, 2022, 04:54:51 AM
Well, it certainly wouldn't be 18 DP, that's for sure. Also not sure why this whole thread is infatuated with Falcons. They're alright ships, but can't remember the last time I used the base variant. Very expensive ship to have for mild poking ability, I just grab a Scarab or two and they poke the enemies to death. And if I really need a cruiser, I'll grab a proper one eventually. Burn 9 is what saves it from being trash tier.

I know the whole Falcon has speed, and Eagle doesn't thing, hence Falcons being better at their job. Yet I've never in my time of playing this game went "oh well this Eagle doesn't cut it, time for a Falcon". When I did so in reverse. Last time I had a Falcon in my early fleet, it was dying more often than the frigates, and no it wasn't a meme build. Inevitable comparisons between the two in this thread led me to believe people somehow like Falcons, yet can't stand Eagles. I just can't wrap my head around that. Again, I know speed is a big deal, but they still die the same versus speedy flankers. Falcons die quicker but take longer to surround. Eagle might actually fend off something while it's getting pushed.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 09, 2022, 05:07:59 AM
Right, but as you push the Eagle’s DP up, the more one could ask “But 2 Falcons is only 6 DP more”. The Eagle/Falcon are just so directly comparable that doubling the Falcons is kind of an inherent risk vs. the Eagle. Now, a Large Ballistic would make the comparison much less direct. Again, I wouldn’t be opposed to 22 DP but I don’t think it would be OP at 20, either. It’s lack of finishing power is frightfully apparent.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 09, 2022, 05:44:38 AM
Yeah you're right about it being 20 DP worth with just the large ballistic change. Did that myself just to see how it works (no other stats modified) and is for sure an interesting thing now. But it just feels so awkward to use. AI can fly almost anything, albeit with performance issues. It just bugs me that the largest gun on the ship is free to target anything, and you have those 2 ballistics as hardpoints on the nose, where turn rate actually matters. So it ends up feeling backwards, like before, only in another way. Oh well, this was a fun little experiment, don't see it happening for real though.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 09, 2022, 06:24:16 AM
You could always just make the large ballistic a hardpoint. I like the idea of having a large mount on the eagle though.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 09, 2022, 07:11:59 AM
Yeah you're right about it being 20 DP worth with just the large ballistic change. Did that myself just to see how it works (no other stats modified) and is for sure an interesting thing now. But it just feels so awkward to use. AI can fly almost anything, albeit with performance issues. It just bugs me that the largest gun on the ship is free to target anything, and you have those 2 ballistics as hardpoints on the nose, where turn rate actually matters. So it ends up feeling backwards, like before, only in another way. Oh well, this was a fun little experiment, don't see it happening for real though.

The only thing I didn’t like was the Large would target fighters more than I cared for. Thing is, the turret recoil is, yet again, more like a feature instead of a bug because something like a HAG becomes pretty inaccurate at range. That’s another balance lever against long range kiting. If it were in a hardpoint, it would have the native recoil halved, not to mention it would lose a lot of its flexibility (and uniqueness). But, if you’re a Hound diving at the Eagle, that Large can still tag you if you on approach, so can the Energies. It makes the Eagle less reliant on facing the enemy but there’s certainly an incentive to do so.

I didn’t find pointing my nose at the target to be that weird. I already have strafe to cursor on so maybe that’s why. The Large is in its own weapon group and so are the hard points but they’re both on auto fire. I let the ship do the targeting and keep my finger on the missiles.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: prav on December 09, 2022, 10:07:34 AM
I intensely dislike the aesthetics of giving the Eagle a large. The weapon layout is already cool, it just needs the stats to back it up.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 09, 2022, 11:45:21 AM
Really interesting read FooF! I admit I was pretty skeptical before about a large ballistic but you make a good case.

I intensely dislike the aesthetics of giving the Eagle a large. The weapon layout is already cool, it just needs the stats to back it up.

Cool yes, but not good/effective... those recessed medium energies on a slow hull are a big problem, and the lack of missiles is a serious handicap compared to other ships that it needs something to make up for!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 09, 2022, 12:48:22 PM
Also, just for the record: while I made the large-ballistic-in-center Eagle as a meme, I now unironically thing it's the best solution. It basically solves all of the firepower issues, it has no fitting/flux issues(all the pictures I posted were flux neutral fits with the exception of the last one which was very close, but that was SO), it has no range mismatch issues, it follows from the design of Falcon, it is unique in its own way and it looks cool. What else do you want?

Credit where credit is due! Had BCS not wrote that, I would have dismissed the idea outright but the more I chewed on it, the more it made sense.

Whether or not the change happens, I’m going to mod it in (lol).  I think the biggest knock against the suggestion isn’t the merits/demerits of the idea itself but rather Alex has a better idea for a turreted Large Ballistic cruiser. I believe he said was looking into it when introducing the Manticore.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 09, 2022, 06:32:12 PM
Cool yes, but not good/effective... those recessed medium energies on a slow hull are a big problem, and the lack of missiles is a serious handicap compared to other ships that it needs something to make up for!

I'll admit it was only one test, but the Balanced Eagle beat down the sim Eradicator for me ??? Only changes I had going were turn speed and vent speed, which I don't think were relevant. IIRC I issued an Eliminate order once the Eagle had scored ~30% hull damage.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 10, 2022, 04:06:14 AM
People here suggests and test weapons or different slots.
Flavour  of the ship should be the main concerns. When you starst with 20 DP there is small range what can ship offers regarding weapons.

I think the better way to add personality to  a  ship is built in modules (looking at  you Apogee) and   ship systems.
Until now, all ships has  exactly one system. Well, I believe it is possible to mount two Systems in one ship, then link them  same as weapons. Which means, there is still one button to  activate The_Ship_System(s).
This spice would offer interesting combinations, without power-creep.

When we talk Falcon,Eagle I  see "hunter type" or "ambush" ship. It should be able posses ship systems which:
- accelerate  AND quick strong   punch
in case of punch down situation "hunter type" could be also called "Frigate killer".  Falcon  & Eagle hunt  rabbits.

So instead of endless variations of (not)adding large slot or  fiddle up and down DP for fine tune, lets bring up an idea  to  add  personality to  make ship different.

Here is an proposal:
Both ships Falcon  & Eagle gets free built in Auxiliary Thrusters
Both ships need to aim by nose, both ships purpose is hunt >> quick change of direction.
Both ships gets double systems >> two linked systems  which activates at once.
Manoeuvring Jets & High energy focus

Get notice, until now, top skill Rockets is (almost) mandatory, and skill Ship System is rarely used. Creating more ships which effectiveness in combat more rely on skill System bring more  variety to pilot builds.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on December 10, 2022, 05:07:49 AM
Quote
That is actually my point.  is there another ship in the game that actually does well with Gravitons as party of it's primary armament as opposed to an afterthought support weapon?

Paragon and Sunder

Quote
Forget all these DP changes and weapon mounts and stuff - just give 0.95.1a Eagle a hullmod that boosts vent rate by like 50% and make it more aggressive about venting. Maybe match its rotation stats to Falcon. You can back away from it easily, sure, but it will reset its flux before your buddy can move in. Riding the edge of when to vent makes it more fun to fly, too.

I think one of the cooler parts of the Eagle is that with certain builds you can vent flux while still firing by not firing your energies. It's pretty basic and just uses the vanilla mechanics but I think that is something that somewhat sets the Eagle apart.

A lot of people are suggesting custom hullmods for the Eagle but I don't think that would work since vanilla almost never does this. And it is usually only done for niche ships, which it seems the Eagle is not meant to be.

Giving it a large slot just seems like it would become a champion derivative which is a bit boring, although it would have a niche of being better than a Champ at long range.

Changing it to all ballistics or all energies also would take away some of the uniqueness of the Eagle/Falcon I think.

A stat boost would not solve the problem entirely but would be quite welcome I think. Mainly boosting flux dissipation and maneuverability would be helpful I think, and also speed. Because they have manjets as a system their base maneuverability is a bit lacking I feel, especially on the Eagle. Increasing the shield efficiency and reducing flux cap could be interesting, to lean into that quickly venting flux idea I mentioned earlier, while not being built of paper like a high tech ship.

Ultimately I think stat changes don't cut it without giving it ridiculous stats and the other changes all take away from the Eagle/Falcon's identity. I think a better idea would be to change it's system to be something less indecisive. Something like a plasma burn would help them out tremendously, and since Low Tech is also getting the Orion Drive, why not let midline join in on the fun too? I think an omnidirectional plasma burn with some correction to where you face, together with some DP changes could turn them around to be a competitive option. Just look at how the Fury is one of if not the best AI ship because it's plasma burn lets it be decisive.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Blitzm0 on December 11, 2022, 07:45:48 PM
(https://i.imgur.com/0Fwu1Ge.png)
So here's my hot take from the current eagle/falcon situation:
This is my current SO eagle build i cobble up in a minute and a half.With the proposed change Alex is making to the Eagle,this build will have around 1960 dissipation and 20(or maybe 17)DP cost,which is absurd for a supposed "midline" cruiser that can wield heavy blaster more effectively than half of high tech rosters.Just lowering the  deployment cost and increasing the dissipation is not really helping its role as a line cruiser,it's just make it more appealing for the player's inner Pather.The problem with the Eagle(and Falcon to a smaller extent) lies at its mounts,but i don't think the proposed large balistic at the center really is the way to go.Instead,my proposal for change of the current eagles are:
-20 DP without the dissipation buff
-Change the 2 small missiles to 2 small universal for both Eagle and Falcon:those 2 small slot usually the most useless slot on the base eagle/falcon.Most people just abandon it outright for more point on dissipation or slap in missiles for PD(which the eagle is not lacking) or maybe some salamander(which is also not helping cause eagles don't have the finishing power beside SO).Swapping it to universal means you can ultilize it for 2 extra small balistics(or if you're beam connoisseur,2 tac laser) while still keeping it close to the midline theme of versatility in mounts
-Change the central medium energy mount into a hybrid mount:same with the small missiles slot,this will give player the choice to give the eagle more balistic bite while still allow it to mount some suppressing beam if they want to,which also inline with the theme of midline ship with versatile mount

Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 11, 2022, 07:55:28 PM
I think you could just as easily point to cruiser SO (or SO in general) being the problem there
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Jackundor on December 11, 2022, 10:26:25 PM
-Change the 2 small missiles to 2 small universal for both Eagle and Falcon:those 2 small slot usually the most useless slot on the base eagle/falcon.Most people just abandon it outright for more point on dissipation or slap in missiles for PD(which the eagle is not lacking) or maybe some salamander(which is also not helping cause eagles don't have the finishing power beside SO).Swapping it to universal means you can ultilize it for 2 extra small balistics(or if you're beam connoisseur,2 tac laser) while still keeping it close to the midline theme of versatility in mounts

bruh what, they are small missiles, missiles are literally the strongest mount type. why would you even consider not using them instead of just putting some sabots

also, they are very far apart and far back so you could hardly ever utilize them with energy or ballistics
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 12, 2022, 12:28:31 AM
I think you could just as easily point to cruiser SO (or SO in general) being the problem there
Amen. I hope more poeple catch on how broken and dumb of a hullmod it is, so it eventually gets either reworked or removed. It's not healthy for a discussion that someone goes "just put SO xD, it solves all problems". No it doesn't. And this goes for more ships than just Eagle.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 12, 2022, 09:57:34 AM
I think you could just as easily point to cruiser SO (or SO in general) being the problem there
Amen. I hope more poeple catch on how broken and dumb of a hullmod it is, so it eventually gets either reworked or removed. It's not healthy for a discussion that someone goes "just put SO xD, it solves all problems". No it doesn't. And this goes for more ships than just Eagle.

I've campaigned repeatedly for SO to be nerfed/fixed/reworked lol, so you're preaching to choir with me.

I've gotten to the point where I just refuse to use it because it makes the game boring.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 12, 2022, 10:24:42 AM
I think it works for Pathers, though, and I’d hate to lose that wrinkle in the name of balancing it out for the player. I do believe it should only be for Frigates and Destroyers, normally, and on some specialty Cruisers like (P) variants (Falcon, Eradicator, Colossi, etc.)

For balance discussions, though, I ignore it.



Title: Re: Eagle and (base) Falcon remain anemic
Post by: intrinsic_parity on December 12, 2022, 02:31:33 PM
I don't mind asymmetrical game design. Let pathers have their own version that isn't available on other ships, or isn't available without ill-advised modifications.

I don't think removing it from cruisers really solves all the problems. My issue is that it just trivializes a lot of combat and loadout deisgn. Removing it from cruisers restricts that to more early/mid game, but it doesn't make the gameplay with SO any more interesting or enjoyable IMO.

The fact that you ignore it for balance discussions indicates that it is a major balance issue.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 12, 2022, 08:27:05 PM
Have you considered that SO might be intentionally slightly overpowered? A perfectly balanced game is very boring, and this is a singleplayer one.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 12, 2022, 08:38:02 PM
Many of us have the exact opposite position on game balance, which is that it's the imbalances and extreme outliers that are strategically boring and encourage homogeneous fleets.

But also the complaints aren't about it being "slightly overpowered" but, quoting the posters above, "broken and dumb" and that it "trivializes a lot of combat and loadout design".
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Blitzm0 on December 12, 2022, 09:30:02 PM
-Change the 2 small missiles to 2 small universal for both Eagle and Falcon:those 2 small slot usually the most useless slot on the base eagle/falcon.Most people just abandon it outright for more point on dissipation or slap in missiles for PD(which the eagle is not lacking) or maybe some salamander(which is also not helping cause eagles don't have the finishing power beside SO).Swapping it to universal means you can ultilize it for 2 extra small balistics(or if you're beam connoisseur,2 tac laser) while still keeping it close to the midline theme of versatility in mounts

bruh what, they are small missiles, missiles are literally the strongest mount type. why would you even consider not using them instead of just putting some sabots

also, they are very far apart and far back so you could hardly ever utilize them with energy or ballistics
small missiles for non SO cruiser in such small quantity is a waste of potential.You can get like what, 6 sabot/harpoon,maybe 10 breach for alternating shots,which is still far lower than PPT of the cruiser,and high chances are it's gonna waste it on smaller ships instead of important target.It's just more beneficial in the long run to spend that point on more dissipation or cap if you want consistent performance.You could argue about putting officer with missile skill on it,but then you're just wasting potential by not putting him/her on other ship that can utilize that missile skill more,i.e ship with better missile slot.It's just really not appealing on the eagle,and i'll rather have 2 tac laser or maybe balistic with long range on it.But the slot i'm proposing is universal,so if you want you can still use the missile?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amoebka on December 13, 2022, 01:55:49 AM
On Eagle and Falcon, small missiles are uniquely well suited for antimatter SRMs. With beam loadouts, you tend to lack DPS, but have excess flux. Not needing any missile skills or hullmods elevates them over normal missiles even more.
You will of course not have access to those for most of the game, but it's still a consideration.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Vanshilar on December 13, 2022, 04:38:14 AM
So, looking to give a more quantitative feel for how much DP the various cruisers under discussion should be worth, I tried them out against my double Ordos test fleet. (It's just 2 regular full Ordos fleets together, from a regular vanilla playthrough, with 4 Radiants, 14 Brilliants, and various other ships, closely matching the statistics for two average full Ordos fleets. I use this save as my standard double Ordos fleet for testing.) The setup was me piloting an Onslaught XIV, generally gunning for Radiants when they appear, and otherwise holding the center of the fleet. The cruisers were thus in charge of everything else, such as capturing objectives, taking out stragglers, etc. Since I'm aiming for the Radiants and thus tanking them (generally speaking), it takes the pressure off of the cruisers for that, but I'm very much dependent on them clearing out the trash near the Radiants as well as providing additional firepower on the Radiants so that it dies rather than running away. So they need to be good against Radiants too, just not necessarily tank-worthy.

The goal is to minimize the time it takes to complete the fight, without taking any losses. Generally that means very offensively-oriented builds, since you want to mulch through enemy ships quickly. I generally tried a number of different weapons for each ship, and then went with whatever seemed to work the best. All ships were identical in terms of officer skills and ship loadout; the "cloneship" command from the Additional Search Commands (https://fractalsoftworks.com/forum/index.php?topic=23024.0) mod is helpful for creating multiple copies of ships quickly to test.

All ships had aggressive officers (including modifying the settings for extra officers when needed). Officers were level 5, with 1 elite skill. I always took Combat Endurance and Target Analysis. (TA offers roughly a 10-15% increase in damage against Ordos fleets, so it's almost always worth taking.) The other 3 were based on what seems to be the most important, but were generally Ordnance Expertise, Gunnery Implants, Missile Spec, or Field Modulation. They also all had Converted Hangar with Xyphos because I like it, and thus no innate PD weapons (nor did I bother to close the engine gap with shields).

The results ended up being:

Code
DP	#deploy	DP used	Time	TotDam	DPSeach	Ship
14 14 196 448 --- --- Falcon XIV, FM, GI, OE (elite), 2 HVD, 2 Phase Lance, 2 Tactical Laser
18 11 198 362 1039582 206.7 Apogee, MS (elite), GI, OE, Plasma Cannon, Squall, 2 IR Pulse Laser, Breach
18 11 198 --- --- --- Eagle XIV (new), FM, GI, OE (elite), 3 HVD, 3 Phase Lance, 3 Tactical Laser
20 10 200 330 1019617 231.5 Eradicator, MS, GI, OE (elite), 2 HVD, Heavy Mauler, 4 Railgun, 5 Annihilator
20 10 200 408 1028035 171.4 Fury, MS (elite), GI, OE, Heavy Blaster, Sabot, Prox, AM Blaster, IR Pulse Laser
20 10 200 271 970582 333.5 Gryphon, FM, MS (elite), GI, Squall, 2 Harpoon, 3 Breach, HVD

DP is the DP cost of the ship. (For the Eagle XIV, I chose a cost of 18; it would've been the same number of ships had it been 17 though so it doesn't matter).
#deploy is how many of those ships were deployed in addition to my flagship.
DP used is the total DP that those ships took up, other than my flagship.
Time is how long the battle took, based on Detailed Combat Results. The lower the time, the better, since it means the fleet was putting out more damage and killing enemy ships faster.
TotDam is the total shield + armor + hull damage that the entire fleet did during the fight. Since it's the same exact enemy fleet, a lower TotDam is better, meaning the enemy fleet wasn't able to flee and vent as much, but tended to die right away instead.
DPSeach is the average damage per second of each cruiser, basically taking the total damage, subtracting my flagship's damage, and then dividing by number of ships. Then, I divided that with the battle time minus 60 seconds (it takes about a minute for the fleets to start fighting each other), to get the average damage per second that each ship was doing throughout the battle.
Ship is brief summary of the ship, its officer skills, and its weapons.

The Gryphon was clear and away the winner. I think the meta for this current version of Starsector is basically missile spam; the AI doesn't really know how to handle missiles effectively, and the Gryphon's sheer volume of missiles with Missile Spec (+100% missile capacity, +50% missile fire rate, +10% missile damage) at long range (both Squall and Harpoon have 2500 range) means that the double Ordos can't put up any meaningful defense nor offense against the sheer volume of missiles flying around. This also means that the Gryphons don't have to worry much about defenses; the Gryphon fleet received less than 100k of damage the entire fight, whereas every other fleet absorbed more than 400k damage. It really comes down to Missile Spec, which boosts the Gryphon's damage output by roughly +65% (+50% fire rate, then another +10% damage on top of that), far more than any other skill for any other class of weapon. A Gryphon without Missile Spec is not nearly as dangerous, and the lower damage output means that it can't pressure other ships as hard, and thus it succumbs more easily since it's a glass cannon. So I think Missile Spec pretty clearly needs to be nerfed, or have its interaction with the Gryphon be nerfed in some way (other ships don't rely as much on missiles for damage).

The second place was the Eradicator. The HVD's put out the bulk of the anti-shield and anti-hull damage, while the Heavy Mauler did the bulk of the anti-armor. The Railguns meant that if targets got closer, they'd get hit with a lot more anti-shield. I chose Railgun over Light Needler for the somewhat better anti-hull -- hopefully if a target got that close then its shields were already down or close to it. The Annihilators blanketed the whole battlefield with missiles as well as doing some pretty good anti-armor and anti-hull damage. I purposely didn't take the elite version of Missile Spec for this so that the Annihilators would last longer (also to make the Eradicators a bit more defensive with OE elite). I'm not sure if it was necessary though.

Next up is the Apogee. The Squalls provided blanket suppression while the Plasma Cannon helped finish off targets.

Then it was the Fury. To be honest, I could probably get a better time with it, this run was just me testing out the various weapons (hence the variety of weapons used), so it could probably be somewhat better, but probably won't be wildly better. I'd estimate probably 10-20% higher DPS with the right weapons.

Then it was the Falcon XIV. It was a bit of a tough fight since they didn't have the punch, so I had to give orders constantly to have them attack and keep them in line. Also, inevitably, some Falcon or another would end up straying to the enemy spawn point, even when commanded to defend the center of the map, and thus die when the final Radiants started coming in. So this took a number of tries but was able to eventually do it. It's possible that I simply don't have a good build for it (using HVD + phase lance + tac lasers), so if anyone wants to suggest a better build, I'm open to it. I don't have a DPS value here because it seems like Detailed Combat Results has a bug in reporting beam damage, but it was probably around 110 or 120 based on how long the battle took and knowing how much damage my flagship did.

Last is the Eagle XIV. This was with the updated value of 18 DP (it didn't matter if it was 17 or 18 DP, it would've been the same number of ships on the field), and with the updated base dissipation of 700. I used 3 HVD, 3 Phase Lance, and 3 Tactical Laser. In sim this combination looked pretty good, and was easily better than Falcon XIV with the same weapons when testing against several Ordos ships in sim. However, in the actual fight, I tried about a dozen times but could never pull off a win without taking any losses. The Eagle couldn't finish off targets quickly enough often enough before they ran away, so eventually too many enemy ships would pile up. It would also take forever to chase stragglers. I tried the fleet using Unstable Injector (hoping the additional speed will help it chase down stragglers more effectively and back off faster when needed), and also tried the fleet using Advanced Optics (hoping the additional range would help it finish off targets before they got away), but neither worked.

Also, a lot of the back Eagles would stay back, happily sniping away at long range instead of closing in to use their Phase Lances, while the forward Eagles were busy getting pummeled by enemy ships. This despite aggressive officers which is supposed to mean that the ship will close in to the shortest weapon range. I suspect it's because the AI is overly afraid of enemy missiles, so that the back ships, since they're already far away, will choose to stay away, while the forward ships, having already committed to combat and thus not able to run away from the missiles anyway, will choose to stay forward. Whatever the reason, this was true regardless of ship (except for the Gryphon since it fired way more missiles than the enemy so it didn't have to deal with this), just that for the Eagle, it got so bad that the fleet kept falling apart.

Again, maybe I didn't use the right weapons with the Eagle XIV (or the Falcon XIV), since I don't have much experience with them, so if anyone thinks they can come up with a better build, I can try it out. But the Eagle even with the cheaper cost and improved dissipation doesn't seem to work well compared with other ships. Perhaps the new IR Autolance will work well with it, depending on its stats. Or whatever other new weapons Alex might have in store.

Looking at the battle time and the ship DPS, the Gryphon clearly needs to be adjusted, whether the ship itself or the Missile Spec skill. The Eradicator should probably be several DP higher than the Apogee, so if the Apogee is 20, then the Eradicator should probably be 22 or 23. (I haven't run the Champion yet so I don't know how it'll compare with the Eradicator yet.) The Fury can improve somewhat but realistically I think it'd just approach the Apogee at best, not surpass it, so it looks like it should be either at the Apogee's cost or possibly slightly cheaper. (The Apogee is a really good tank which means it can dish out a lot of damage before it needs to back off.) The Falcon did significantly less DPS but as a light cruiser, it can't really take much punishment, so it spent more of its time backing off and venting relative to the other ships, thus resulting in its lower overall DPS, so it's probably fine where it is.

For the Eagle, though, I don't really have a good idea of where it should be placed, simply because I'm not able to finish a battle with it without taking losses.

@Vanshilar, Thanks for doing those tests - I'm really surprised the tac lasers did so much damage! I suppose stacking the stacking range extenders end up giving them a big reach to poke things.

Did you find that the Xyphos were a big contributor? I ask because they are very OP expensive and the new support fighter looks like its going to be incredible at anti-missile.

So it turns out (sigh) Detailed Combat Results seems to have a bug with reporting beam damage. Sometimes it under-reports and sometimes it over-reports, but generally it over-reports the damage done by beams. This can be seen easily in sim, particular multiple beams firing at once (say, a Phase Lance burst). So those numbers were wrong. So yeah, the Tactical Lasers and Phase Lances were probably not anywhere near as effective as the numbers suggest. The Phase Lance burst certainly works though, and is fun to watch, but it's hard to tell how much damage the beams are actually doing. I'll have to post in the mod thread when I have time.

The Xyphos don't really contribute much damage, I just like using them in place of PD on my ships, and it also means I can ignore other stuff that I'd usually put defensively (such as Extended Shields to close off the engine gap for shields), as well as give EMP capability -- which helps a lot, especially toward the end when it's Brilliants and Radiants so that there are multiple Ion Beams on them. Also, I tend to pilot my flagship rather recklessly, so it's nice to have a forest of Ion Beams and PD to duck behind whenever I overextend myself. So they're expensive but I find that they're usually worth it, but yeah, it makes fitting ships more difficult. It's possible that my ships would do more damage without them, I don't know, but then it's also hard to quantify how much the Ion Beams contribute in terms of disabling weapons on enemy ships so that my ships don't have to absorb as much damage. I've tried it both ways and feel like Xyphos is the "safer" option, i.e. AI die less with it than without it (so I don't have to worry about my fleet as much), but that's just personal feeling.

The new support fighter...if it's the autocannon one, I'm actually thinking of trying it out with the base Legion in the next update. The base Legion is actually better at yeeting Prox charges than the Onslaught, but the fighters were finicky to time right. Having a bunch of fighters nearby for anti-shield and PD complements the anti-armor and anti-hull capability of the Prox pretty well. It certainly looks attractive as a budget Xyphos especially for the anti-shield.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 13, 2022, 05:05:53 AM
Let me just try to understand everything here. You piloted a XIV Onslaught and the rest of your fleet consisted of a single cruiser spammed until you hit the DP cap? And then you let us know Gryphons were the winners? Just, why man, you could've saved so much time... There's just so much questionable stuff here, I really don't get the point of these tests, yet you put way too much effort. I feel bad reading it all. Just let Hiruma Kai do any testing if need be.

So assuming you did multiple tests which is what common sense tells me, here's everything else that makes this test pointless:

1. Mono fleets are always going to favour missile ships, zero surprise there.

2. Testing specifically against Ordo fleets favours certain ships more.

3. The choice for every single ship to have CH Xyphos wings "because you like it" is also questionable, and also unfair to certain ships which are tight on OP.

4. Player piloting skews results more since player behaviour swings much wilder than simple AI.

5. That Eagle build is sad.

6. I seriously cannot stress enough how silly is putting a fleet of Gryphons into a speedrun test to see which ships suck.

With all due respect, I appreciate the effort, but can you not spend so much time and words on "tests" like these. If someone tries to get offended by this, look up the word constructive criticism please. Thank you.

EDIT: Can't wait for the patch notes to drop so we stop having threads that keep going in circles for the 10th time.

EDIT 2: Another topic but forgot to say that I absolutely agree that Gryphon interactions with Missile spec skill is nuts, that should be looked at, without somehow gimping every other ship with missiles.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 13, 2022, 05:51:25 AM
@Grievous69

I wouldn’t say the tests are invalid or pointless: more that you can only draw a limited conclusion from them. In that specific scenario, the Eagles were clearly inferior to the other cruisers. That is a datum we can point to. Granted, there’s a million variables that make testing subjective, but the outcome does reveal something. Semantics perhaps but it continues to build the case that DP adjustments aren’t necessarily the answer* (*with the current version of the game)

All that said, that same Eagle fleet might have wiped the floor with anything else except a double Ordo. Which is another thing: not every ship has to be endgame worthy. You’d hope most are (especially larger ships) but they don’t have to be. I would imagine most generalist ships fall off the power curve toward the extreme end and fighting endgame fleets requires some real specialization. Barring some drastic changes to the Eagle, it will never be a good finisher, which is pretty important when outnumbered. Even with the Large Ballistic idea, I wouldn’t imagine a mono fleet of Eagles to be very effective against Ordos because they won’t be able to actually take out targets. That’s just kind of the way Eagles are.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 13, 2022, 06:31:30 AM
I understand what you're trying to say but no one in their right mind would go into a fight with 11 Eagles unless it's for a meme or a video. I very much get that this is by far the easiest way to test out the differences between each cruiser, but it's also the most misleading one.

Only conclusion from this is that Gryphon spam is a stupid easy "strat", but we all knew that. The rest of the numbers are pretty much expected versus an endgame fleet.

I'd also like to add that this test was unfair to Furies (even though I think they're not good right now), as they're also a ship that performs much better when you have something else in your fleet, not just copies of itself.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 13, 2022, 06:55:23 AM
When I did my test against a random Hegemony bounty I was surprised that Eagles could do this badly, and now I am again surprised that Eagles did so badly against the Ordo. With an Onslaught flagship, I'd expect just about ANY cruiser monofleet to win against an Ordo. The fact that even Falcons did better... oof.

RE: Eradicators, I would just shave off some of their armor/hull and keep them at 20 DP. If they're supposed to be FAST cruisers they have no business having almost as much armor as the Champion. Since low tech ships are supposed to have heavier armor, a "fast low tech ship" should have about same hull/armor as a "normal midline ship" i.e. the Eagle itself, which has 200 less armor and 1000 less hull. This would also make Eradicator less of a generalist(which some people object to)

RE: Gryphon/missiles, I think this is more of a ship issue. To get full benefit from missiles on, say, the Conquest you need Elite Missile Specialization, Expanded Missile Racks and ECCM. That's a pretty hefty investment so you should get some bang for that. Also Squalls are getting nerfed vs. armor already and there's far less Harpoons than Squalls on a Gryphon so it may turn out that next update Gryphons will quickly lose a lot of their bite in prolonged fights.

Quote from: Grievous69
EDIT: Can't wait for the patch notes to drop so we stop having threads that keep going in circles for the 10th time.

Ah, but that's when post-patch notes balance discussions will begin. The ride never ends.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 13, 2022, 07:03:49 AM
Good suggestion to tone down Eradicators a bit, although I saw somewhere an idea to make their shields less efficient. Both are fine, I'd just hate to see another Fury scenario.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 13, 2022, 09:45:50 AM
Personally, I appreciate Vanshilar's tests quite a bit, since I consider them testing things differently than how my AI battles tests.

There's a number of criticisms you can level at the kind of automated test I tend to do.

1) It doesn't have any of the campaign effects at all.
1A) No player piloting or commands
1B) No fleet skills for either side
1C) No officer skills for either side

2) It's a yes/no answer, that is highly dependent on exactly how the AI acts in the initial moments of the fight, and does a lot of dumb things.  Many runs are necessary, and even then is mostly a in the ball park kind of check.

3) It's against equal DP, which in the campaign you almost never are up against.  In the campaign, it is generally much larger DP, along with reinforcements.

Vanshilar's tests are much closer to how the ships are used in play by a large portion of the player base and don't have the same criticisms.  The disparity in the effectiveness of the Eagle in my tests versus Falcons when compared to Vanshilar's is probably due to combination of small backing fleet (although the Onslaught in player hands should be pretty good at such finishing blows) and the fact that Eagles scale very poorly with skills. 

The various skill bonuses help Eagles proportionally less than most other ships.  Split weapons types, wanting to be both long and short range, the fact that skills can already patch over flux issues some ships have (1200 flux/s with skills now to 1300 flux/s (600->700) is only about an 8% flux buff), and it's base speed basically just beating the Dominator, means all other ships get a larger benefit from the various speed bonuses.  Even Helmsmanship and Elite Impact Mitigation means maneuvering jets turning ability can already be replicated without using the ship's system slot on it.  My particular tests don't touch upon that at all.

And while you can say that it's obvious that missile spam obviously will do better, data to back up that assertion is useful if you're trying to convince someone, as well as help quantify in some way how much better?  Not to mention I like the data break down which is telling me stuff about non-Gryphon ships.

As for the mixed fleets versus mono, I think the mono fleets are a useful baseline.  Ideally the next step would be then to do mixed fleets, and see if any case, can mixed fleets actually do better?  Does mixing in a few Eagles ever improve a fleet, as opposed to perhaps just making the fleet weaker. 

Normally more ships on the field is better, so a DP cost decrease should be a significant improvement.  But that's only true as long as the ships aren't getting in the way of each other.  Missile ships and carriers can effectively shoot over allies, and so typically will benefit fully from a DP decrease.  The same goes for fast ships, which can maneuver around each effectively and get into a line or circle or flank quickly.

However, if you've ever watched a pirate fleet with a pile of Atlas Mk II, they tend to block their own firing lines for the guns.  If you're big and slow, and you put a bunch on the field, you're not getting the full benefit of the lower DP.  You're getting some, but a lot of it is blunted by the AI jostling around and trying to get a firing line and wasting time.

It just means you get defeated in a series of engagements, where the opponents destroy a ship, back off, vent, and repeat.  I think it is quite possible that you can design a ship such that it doesn't work in end game Ordo fights no matter how low you set the DP value, and Eagles may be close to falling into that category.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 13, 2022, 01:07:01 PM
Testing that clearly lays out the methodology is always useful. Any test always has biases, especially in a complex system like the combat here, but because Vanshilar clearly laid out their methodology, results, and observations, we can actually see what some of those biases are and decide how valid the results are for different scenarios. It adds to the discussion by giving us a datapoint on the performance of particular Eagle and Falcon builds and compares them to other ships, in a particular and well defined scenario.


@Grievous69
Your post on the other hand is adding very little to this discussion because it is both insulting and not constructive. I'm going to give you the benefit of the doubt and assume you misunderstood the point of the test rather than deliberately misconstruing it. Even with that given, calling something pointless and then proceeding to point out flaws (some with no justification) without offering any suggestions on actual improvements is not constructive: its the lowest possible amount of effort you can do to downplay and dismiss someone else's efforts without doing work of your own. Your entire post is dripping with condescension and mock sympathy while also mixing in ad hominem attacks by telling them to leave the testing to someone else. This is a prime example of a post that should not have been made: if truly "I feel bad reading it all." then stop reading it and do something else, don't post an insulting rant.

Consider this an official warning under the forum rules.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 13, 2022, 01:25:32 PM
Not really fair to come here and focus on one post and accuse me of adding nothing to the discussion when there's 15 pages of me and other folks already agreeing (and testing) what works, what doesn't, what needs fixing, what doesn't, and so on. We've broken down the Eagle to atoms. I posted like 3 times in this very thread what an Eagle build made for assault should look like, so one time I forgot, sue me. Then there were posts before literally saying that mono fleet testing is flawed, but now it's not constructive.

Go back in time where I posted about testing Eagle vs Eradicator in sim, let's pretend I put fancy numbers in a table. If my test was bad, I want to know that, otherwise I'd keep testing and come to wrong conclusions. The reason I didn't do such an extensive test is because I don't have 10 hours of free time every day. That doesn't mean it's illegal for me to criticize others.

Look at other forum member criticizing my own critique and continuing discussion. Do I feel attacked? HELL NO. It's a normal flow of discussion. Just because I didn't have anything nice to say doesn't mean I'm being hostile. That's an important distinction to make. I shouldn't have the need to applause everyone who puts effort into something, that's disingenuous.

Most forum members here know I don't have a sugar coated attitude, yet I believe all of those know I have zero ill intent behind my messages.

Now can we please go on with the ship discussions, I don't want drama.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 13, 2022, 02:06:24 PM

@Grievous69
Previous posts in this thread have no bearing on the post you just made. For the reasons I laid out, including: insults, ad hominem attacks, non-constructive lazy criticism that offers no suggetstions, and extreme condescension, it is not a post that is acceptable here.

Criticism is welcome on this forum: this entire thread is consisting of criticism, including many posters being critical of Alex's changes to the Eagle. But those posts were not done like yours were.

If you have had an issue with this moderation, please send me or any other moderator a DM here (or on Discord), but it is against forum rules to discuss moderation in normal threads, so don't post here again about it.

For those wanting the full forum rules, see here: https://fractalsoftworks.com/forum/index.php?topic=2668.0
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 13, 2022, 08:04:51 PM
This is my last post about the Large Ballistic idea.

I think the base Eagle will end up 17 DP and gain 100 flux so instead of fighting an uphill battle, I instead made the Large Ballistic change only to the Eagle XIV. It retains its 22 DP cost, but the only mount it loses is the center Medium Ballistic hardpoint. Likewise, it gains built-in Advanced Optics and the new base 700 dissipation of the Nu Eagle. Since changing mounts for the XIV already has a precedent (Legion) and the ship is much rarer, the overall impact on the metagame or balance is much less. However, it does make fighting or piloting the Eagle XIV a different experience than the base Eagle and gives the Hegemony a couple unique ships, beyond just paintjobs.

The point of the built-in Advanced Optics is to give beam PD a bit more reach and also give Phase Lances more breathing room in an assault role without buffing the Heavy Blaster in any way. The primary damage dealers are still going to be Ballistics but Phase Lances or Burst PD helping out more adds a new wrinkle.

Here are a few builds I've been experimenting with:

Base Stats
(https://iili.io/Ho5SPxS.png)

For the extra 5 DP, you're getting the Large Ballistic, XIV bonuses, and built-in Advanced Optics (hidden under the stat bar). A part of me thinks this still isn't enough (perhaps a 10 OP bump) to justify an extra 5 DP but the overall damage profile seems feels significantly higher.
[close]

The Assault Eagle:
(https://iili.io/Ho5GU0P.png)

Note that the officer has Ordinance Expertise (Elite) to show what the dissipation could look like maxed. I don't have Flux Regulation here. The Phase Lances and Heavy Needlers are roughly in the same range band while the Mjolnir has a pretty sizeable range advantage over both. This variant is perhaps the most balanced, offering decent sustained firepower but lacking (as with all Eagles) any kind of finisher. The AI does fairly well with it since it's not too over-fluxed.
[close]

The Kite Eagle:
(https://iili.io/Ho5WMfp.png)

Again, Ordinance Expertise here. This is the dreaded Gauss Cannon with Maulers and Beams. Yes, it has a lot of range but it has terrible overall DPS. One of the reasons the XIV variant is even more attractive for the Large Ballistic is because its even slower than the base Eagle! Kiting builds like this aren't going to be super-effective because you can just rush it. As a long-range platform, it is very safe in the AI's hands and because it's flux neutral, it can do so indefinitely.
[close]

The CH/Xyphos Eagle
(https://iili.io/Ho5hJF2.png)

This one is similar to the Assault except I downgraded to Heavy ACs and Gravitons. It doesn't have near the punch of the Assault variant but the Mjolnir and Xyphos quickly shut down whatever they're firing at. It's "safer" than the Assault for this reason. It does take some story points to make it work though. I think I'd rather have the new Support fighter for this build and change the HACs to Maulers or Mortars. The Xyphos is very expensive and the Kinetic damage from the new figher would be very welcome on a build like this. This particular build truly felt like a "jack-of-all-trades" and didn't stand out really except for its ability to EMP everything. I'd almost consider this to be a support ship/force multiplier for other ships to capitalize on.
[close]

SO Assault
(https://iili.io/Ho5gujV.png)

I don't like SO but I would be foolish not to at least show it. This is without an officer and just base stats. A double HB, 2x HMG, and a Devastator in the middle make this a fairly fearsome close-combatant. It's basically at flux parity so it can shoot indefinitely. The HMGs and Devastator actually give it decent PD while facing things head on. However, even with SO and MJ, this is not a fast ship. While it does have some power due to the HBs, it takes a lot of damage on approach. The single Ion Cannon might seem superfluous but it helps mitigate damage by virtue of shutting down enemy weapons.
[close]

Anyway, that'll do it for this idea (from me). I really do like how it feels and plays but I'm not holding my breath for an actual change. I think it makes the Eagle a bit more fearsome without going overboard and allows it to be a solid contributor, albeit never a centerpiece.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Vanshilar on December 14, 2022, 04:52:57 AM
Let me just try to understand everything here. You piloted a XIV Onslaught and the rest of your fleet consisted of a single cruiser spammed until you hit the DP cap? And then you let us know Gryphons were the winners? Just, why man, you could've saved so much time... There's just so much questionable stuff here, I really don't get the point of these tests, yet you put way too much effort. I feel bad reading it all. Just let Hiruma Kai do any testing if need be.

You know, when you snipe at other forum posters, you should at least try to make sure something of what you say is correct. It's difficult to find any other posts which manage to get so many points wrong. Let's go through them one by one:

1. Mono fleets are always going to favour missile ships, zero surprise there.

Why? My impression is that it's this current version, primarily with the skill Missile Spec (which allows for a much higher rate of missile fire and more missile ammo, enabling missiles to be used throughout the whole fight), which makes missile ships so strong. As opposed to this being some inherent property of missiles. Are you saying that if I were to do a similar test in 0.9.1a, Gryphons would still be better than say Drover spam or whatever else was the meta back then?

You casually dismiss the test result of Gryphons being the best as if it were something obvious. Yet in your tier list you yourself rated the Gryphon as a B-, saying "It's unfortunately quite slow and fragile, so AI won't be the star of the show, usually left in the support role.". You put it below the Apogee (B), Eradicator (A), Falcon (B), and even the Eagle (B). That completely contradicts what you're trying to imply now, that Gryphons with Missile Spec being broken is so blindingly obvious that no test was needed.

Not only that, but you have the effect of mono fleets backwards. Mono fleets (more accurately: spamming one type of ship, since there's a flagship Onslaught here so it's not just one ship being used in the fleet) actually homogenize the damage done by the ship being tested. For example, attached is a screenshot of the combat results for running 5 Eradicators and 5 Gryphons. (Ignore the total battle time, there was a stray Fulgent that I didn't notice after the final Radiant died, so it took a while to chase it down.) In my testing, Eradicators averaged 231.5 DPS, while Gryphons averaged 333.5 DPS, so this would imply that Gryphons should end up doing 44% more DPS than the Eradicators. But if you look at the numbers here, the Gryphons ended up doing around 76% more DPS than the Eradicators. So by pairing Gryphons with Eradicators, Gryphons actually ended up doing more damage by comparison, the opposite of what you claim (with respect to mono fleets favoring missile ships).

A cursory reflection would reveal why: With Gryphon spam, each of the Gryphons is competing against 9 other equally strong Gryphons at dishing out damage. But with half Gryphons and half Eradicators, each of the Gryphons is competing against 4 other Gryphons and 5 weaker Eradicators for damage. Thus, they'll end up doing more damage, because there's less competition. So a mixed fleet will tend to make stronger ships look even stronger, and weaker ships look even weaker. A ship's DPS test result will depend on how strong or weak other ships in the fleet are, which skews the results. Thus, spamming the same ship for testing removes this effect (other than the flagship Onslaught, but it's common to all fleets).

This can also be seen in the damage done by the Eradicators: When they were by themselves, the shorter-range Railguns + Annihilators did around 50% of the damage of the longer-range HVDs + Heavy Mauler. But when the Eradicators were mixed with the Gryphons, the shorter-range weapons only did around 40% of the damage of the longer-range weapons. So the shorter-range weapons were basically firing 20% less. This is because the Gryphons were so good at killing enemy ships that fewer enemy ships made it into range of the shorter-range weapons, so they had fewer opportunities to do damage.

So you managed to get multiple points wrong in a single sentence.

2. Testing specifically against Ordo fleets favours certain ships more.

Testing itself is going to favor certain ships over other ships. That's the whole point of testing, to distinguish "better" or "worse" between different subjects. There's little point to a test that results in "everyone gets 100". For me, I tend to use Ordos fleets for testing because the enemy fleet needs to be difficult enough to see the limits of the fleet, and because Ordos fleets are the most relevant for a playthrough for me. I want to know that the fleet I'm building during a playthrough will be able to handle endgame content, and in vanilla that's pretty much Ordos. There's not that much point for me to design the fleet around fighting regular faction fleets for example because that can be beaten with a partially complete Ordos-capable fleet, so those are basically stepping stones as I build my full fleet, not the end goal.

But if you feel like a different test would be more relevant, feel free to suggest your own test, argue that it's more relevant, and use the test to produce results that will back up whatever your position happens to be.

3. The choice for every single ship to have CH Xyphos wings "because you like it" is also questionable, and also unfair to certain ships which are tight on OP.

I know I was being a bit flippant there for the sake of space, but that's because I explain why I use Xyphos later in the same post. They take the place of PD, Extended Shields, etc., plus they also help disable enemy weapons, which is very important when you're dealing with an offense-heavy enemy like Ordos. Neutralizing enemy offense means more of your flux goes toward damaging them instead of absorbing their damage, which increases your damage output. So I've found that putting them on ships is nearly always better than not having them when dealing with Ordos.

To test this, I took the Eradicators, took out Converted Hangar with Xyphos, put in a couple of Vulcans in the engines instead, and redistributed the extra points into more caps and vents. The results ended up being:

* Total battle time increased from 330 to 409 seconds.
* Total damage absorbed increased from 479k to 642k (34% more damage absorbed).
* Average Eradicator DPS decreased from 231.5 to 187.8 (19% decrease in DPS).

Without the Xyphos disabling enemy weapons, the Eradicators ended up having to absorb more damage with their flux, resulting in less flux available for weapons, resulting in lower DPS, resulting in the battle taking longer. Hence why I generally use them in Ordos-capable fleets. Your fleet design philosophy may be different, and that's fine, but this is why I generally use them -- because they're very effective against Ordos. Even if I don't set that explicitly as a fleet design requirement, I would very likely end up with it as part of the ship design anyway when searching through possible ship configurations for ship effectiveness.

4. Player piloting skews results more since player behaviour swings much wilder than simple AI.

Sure, the player can do more different things than the AI, and player behavior is going to vary wildly from player to player. But in this case the player was following a very simple and well-defined rule, as already stated: Aim for Radiants, or aim for the center of the fleet (where the main action is) when none are present. So in this case the player's actions were actually more consistent than the AI's.

5. That Eagle build is sad.

See, you claim that you're just providing constructive criticism, but just saying those words doesn't make it so. This was your golden opportunity to demonstrate your superior knowledge of the game and show that you're genuinely trying to be constructive by offering an Eagle build that would do better. I even said I don't have much experience with them and that I'm open to suggestions on better ones to try out. Instead, you offer this. Again, you completely contradict yourself.

6. I seriously cannot stress enough how silly is putting a fleet of Gryphons into a speedrun test to see which ships suck.

And yet thus far it beats everything else I've tried by a significant margin. (Although, as a nit, having a flagship Onslaught there is better than a pure Gryphon fleet.) I actually consider Gryphon + Missile Spec to be a more egregious offender of being overpowered than SO, yet I see far more complaints about SO on the forum than about Gryphon missile spam. And exactly what is constructive about this statement or any other one that you made?

With all due respect, I appreciate the effort, but can you not spend so much time and words on "tests" like these.

You know, this is a discussion forum, i.e. for discussion. Generally speaking I tend to discuss game mechanics, which usually means testing, which means describing the test setup with sufficient detail so others can reproduce those results if they wanted (and so others can evaluate the validity and relevance of the test for their own playing), and then the results, and then the implications of those results. Or I'm analyzing the game mechanics which means having to go through the math and logic step by step to make sure others can follow my thought process. Or responding to other posters which means explaining my justification for my statements. All of these take space, and all of these are part of what a discussion means.

I *could* just make statements without any supporting arguments or data, but then there's nothing persuasive about unsupported positions. "What can be asserted without evidence can also be dismissed without evidence." People who go around proclaiming things as unfun, or boring, or the best, etc., without providing anything to back it up carry zero weight. Not only that, but it's not at all illuminating for other posters at explaining why they feel that way, i.e. to convince them that they're "right".

So if you don't care for deeper discussions about the game, that's fine, feel free to skip my posts. I write them for people who are interested in developing a deeper understanding of the game, and whose burden of proof for discussion is greater than some random netizen simply saying "because I say so". If that's not you, then feel free to skip it.

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Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 14, 2022, 05:58:35 AM
I don't get how my tier list on reddit from 7 months ago is relevant to your test. I tiered ships by comparing multiple characteristics, not just time to kill the enemy fleet. But sure you can argue that I placed Gryphon a bit low, it's just that in my experience AI sometimes derps out and doesn't do much, or doesn't fire when it should. Not to mention it's easily swarmed to death. And seriously, can we not dig up old opinions and then go "haha you contradicted yourself". It's legal to change opinions over time.

My Eagle build was already posted here, I just didn't see the need to repeat what was already said. Otherwise each poster would end up copy pasting their previous thoughts onto every new post just so it's right there, but that would get messy fast. Anyways I called it sad because pairing HVDs with Phase Lances (that are even shorter because of placement) is a bad idea, especially if your whole fleet looks like that. And 3 Phase Lances is overkill, 2 at most. So I'd swap to either HACs or Arbalests, and put Advanced Optics.

Xyphos builds might as well be 50% more efficient. My point was that it evolves into a "which ships gets most out of Xyphos support", rather than a raw ship test. The hullmod paired with Xyphos just changes too much. Similar to how some try to test ship strength with SO builds.

Answer to your last part is that we actually 100% agree there. I'm just not a fan when someone takes 20 sentences to say what could've been said in 5. And yes, that is without any numbers or extras. Pure words. I genuinely want to know what others think and how do they think it could be improved. My sentence "I feel bad reading" meant that I spent 5 minutes on something that shouldn't really take that long. I appreciate posters who are argumentative but concise.

Side note: People are definitely calling out how broken Gryphon and missile spam can be, it's easy to find such posts. And SO is more often called boring and one dimensional, than straight up broken (which it also receives).
Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 14, 2022, 04:17:08 PM
Large Ballistic idea
I had a more conservative idea for the large ballistic Eagle in mind, replacing all three medium ballistic hardpoints with a large and two smalls. This would open up the 900 range bracket with ballistic rangefinder, and would have the side effect of completely killing off boring HVD builds
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 14, 2022, 04:34:56 PM
I think a Large in one of the hardpoints would only make the Medium Energies in back even more obsolete. Or, to put it another way, you'd have 1 Large and 2 Small Ballistics firing 98% of the time and the 3 Medium Energies (barring Beam weapons) firing 2% of the time. That also isn't a lot of firepower for a Cruiser, even though (on paper), it appears to have significantly more. You'd be better off taking a Manticore. In reality, none of those Energies are doing a lot when their range band is a full 450 units behind the primary battery. The AI just won't use them and the Eagle is slow enough of that closing that gap is painful.

Title: Re: Eagle and (base) Falcon remain anemic
Post by: llama on December 14, 2022, 04:47:39 PM
Well I did say it was a more conservative idea, the point was to maintain the beam synergy of the current Eagle.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Razakai on December 18, 2022, 01:45:25 AM
Still not a big fan of the DP decrease fix. Just feels weird to have a slow, heavy military ship be that cheap. I guess part of this will come down to how effective the IR autolaser is at helping with beams. I think I'd rather see the Eagle get some firepower increases though. I tried tweaking it so that it gets 4 ballistics, 2 energies and 2 med missiles, plus the flux boost and increase the speed to 55. Definitely felt like a much more powerful ship, although the energies still felt vestigal.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 18, 2022, 10:14:36 AM
Still not a big fan of the DP decrease fix. Just feels weird to have a slow, heavy military ship be that cheap. I guess part of this will come down to how effective the IR autolaser is at helping with beams. I think I'd rather see the Eagle get some firepower increases though. I tried tweaking it so that it gets 4 ballistics, 2 energies and 2 med missiles, plus the flux boost and increase the speed to 55. Definitely felt like a much more powerful ship, although the energies still felt vestigal.

At that point you're probably moving into the 25 DP space.  It's also deviating significantly from what I understand is Alex's goal for the ship, as that would be perfectly fine at finishing off ships, approaching that problem from 3 different angles.

1) More burst from 2 medium missiles is kind of like a single large - less sustain, but more burst, and it's worth putting Expanded Missile Racks on at that point
2) More long range hard flux from ballistics.  I also tend to think of 2 medium ballistics as roughly 1 large.  You either go with double HVDs or Heavy Maulers to beat range, or you do something like double Heavy Needler or heavy mortar, for slightly shorter but similar DPS.
3) More speed and flux dissipation.  More speed makes it better at keeping up with retreating enemies.  You could think of it as a free Helmsmanship level of speed.

Overall, the firepower in that case is approaching Champion tier, albeit without a damage buff ship system, and less missile range.  Although a 8 Harpoon volley is going to dish out nearly twice the HE than a Hurricane in a short time in the next release (750*8 vs 500*7 I think).  Similarly, 4 Sabots is a reasonable comparison to a Squall volley, shorter range but more burst.  Probably a better SO build than the champion at that point, again except for missile range, but potentially 72 Sabots or Harpoons with skills would be nothing to sneeze at.

I still think if we want the Eagle at higher DP price point, but to still match Alex's articulated vision, is you're going to have to lean into some kind of defensive advantage or soft flux offense, the later of which is traditionally poor at finishing off ships.  Although, on the soft flux offense side, it is sometimes true you are driving up your own soft flux more than opponents, especially if they've got efficient shields and safety overrides.  Actually, there's a balance argument to be made that soft flux beams should do more damage damage to the shields of ships with safety overrides.

Right now, SO is a hard counter to an intentionally weak weapon type, which arguably doesn't need a hard counter.  Short range on the SO ships means it is not firing weapons at the long range beams are effective at, so 100% of their doubled dissipation can go to bleeding it off as they approach.  It's higher speed means it has no problem closing the beam range gap.  At an extreme end, a player SO Medusa or SO Hyperion can tank a 5 Tachyon lance/4 Graviton beam Radiant until their CR runs out, all the while the Radiant is building up soft flux if it's firing as fast as possible.  More generally, if we assume it takes twice the DP in beam ships to overwhelm the dissipation of a standard ship, it takes 4 times the DP to overwhelm that of an SO ship.  Having beams deal double damage to SO shields might not be crazy, given hard flux weapons still deal the same hard flux to an SO ship.  Certainly would make 5x Tachyon Lances Radiants scarier to SO only fleet compositions.  Might have to actually invest in capacitors on SO ships.

But back to the Eagle, the other option is to lean into defensive capabilities to meet the design goal.  Damper field and Fortress shield, as Alex noted, cut into the Eagles already relatively low DPS since it turns the guns off.  I suppose another way might be to lean into the fighter/missile defense angle.  If Heavy Burst Lasers are getting significant improvements, perhaps that will be enough.  Alternatively, some kind of Eagle specific hullmod buff to make energy PD more effective might be worth exploring.  More range, more damage, ability to shoot over allies like a Paladin so it's more of a fleet protector instead of single ship distraction.  Something to help bring a brace of energy mount PD up to par with low tech ballistic solutions.  Interestingly, all the ships with damage buff systems are arguably better than the Eagle at tanking missiles simply because the damage increase also affects PD (AAF and Energy Focus help ballistic and energy PD respectively).

Like, if you spent 50% of an Eagle's OP budget on point defense (5 burst lasers, 3 heavy burst beams, Integrated Point Defense AI), it still can't stop a Squall stream completely.  If you do the same on an Eradicator or Champion, it can.  In the current game balance offensive capability directly translates into defensive ability to hold a line in the form of forcing enemy ships to back off and shooting down missiles/fighters.  Without an offensive component, you can't hold a location.  Unless you go to the extreme in terms of defense, such is the case of the Monitor, which literally turns every weapon into a soft flux weapon and has a 10 times shield efficiency button, but enemies then are just coexisting with you.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 18, 2022, 12:25:08 PM
I tried Flux Shunt on Eagle - unsurprisingly, it makes flux-neutral builds monstrous and does almost nothing otherwise. I don't like it.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 19, 2022, 04:50:46 PM
Cutting the Gordian Knot? (https://twitter.com/amosolov/status/1604946081166532616?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1604946081166532616%7Ctwgr%5E25647d79a9275af7c710720f765b1333e7115dcd%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fforums.somethingawful.com%2Fshowthread.php%3Fnoseen%3D0threadid%3D3570400perpage%3D40pagenumber%3D638pti22)
(https://pbs.twimg.com/media/FkXppuiXgAAyHqF?format=jpg&name=medium)

So, assuming you mount 3x Graviton on an Eagle, you're now doing 10% more shield damage (and any allies nearby are also getting the bonus). That does make the Graviton more interesting and indirectly the Eagle too since it is one of the usual suspects that mount them. I would have thought buffing Medium Energies was less likely than buffing solely the Eagle but it's a pleasant surprise insofar that it manages to affect more than just the Eagle.

I'm still going to mod the Eagle XIV to have a Large Ballistic, though (or maybe it would make more in-universe sense to do so with the Lion's Guard Eagles...) :)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: ForestFighters on December 19, 2022, 06:28:18 PM
That will definitely make the Graviton on Eagles less of a "I have slots to spare" kind of weapon.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 19, 2022, 11:33:29 PM
First of all, what the hell is that abomination? Is that the new Brilliant - plasma burn and four pulse lasers?

Second of all, I assume it's 5/7.5/10% but it rounds to 8 in the middle. Awkward...

Third of all, seems like an awfully complex solution to the Eagle. Adding an entire new game mechanic instead of just fixing one ship? Well, I guess Graviton Beams did need some help regardless.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 19, 2022, 11:36:46 PM
Apex, the new Remnant ship that focuses on Terminator drones and energy projectile weapons (Energy Bolt Coherer hullmod). It's from a blogpost, but this is the first time we see how it looks.

I just think the progress is not linear, you have diminishing returns on stacking multiple Gravitons as that makes most sense.

Alex is trying to improve multiple medium beam options, for the sake of them being rarely used. It helping the Eagle is just a nice bonus on top of it all.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on December 20, 2022, 02:20:43 AM
Seeing the new Graviton Beam buffs made me think of new Eagle builds.

There's also that new kinetic medium energy which I think is 600 range? It should be since it would be trash if it weren't.

To be honest I think the Graviton shouldn't have an onhit. Alex really is turning into his own modder. It seems a bit bloated. I think a small numbers buff like bringing it up to 125 or 150 or something dps and increasing the push so it affects ships could be good. The extra push would make it actually usable as a support distraction ship, and would somewhat make up for it's bad speed. If Gravitons become good enough to apply shield damage you could run HE medium ballistics.

Medium range Eagle also would have both the kinetic blaster and phase lance, and maybe that frag weapon would work on eagle too. I think Eagle would still need some kind of stat buff (speed), but potentially just making medium energies that are better and synergize better with ballistics could do it.

If the damage from Grav beams is a concern you could also decrease the range to 800 or 900 and buff the damage to compensate. It wouldn't nerf it too bad since AO still exists. Also I think grav beam's OP cost should be upped and damage increased since it's really weird that such a low flux weapon also costs less OP in terms of vents to mount. It leaves you with a lot of OP you can't even use because you mounted a trash cheap weapon.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 20, 2022, 02:40:10 AM
It's natural for a game to get more complex weapons/items/cards over time. In the beginning you're just adding pure damage stat sticks. Eventually you have to find a new way to introduce something that won't be just xy weapon but with better/worse stats.

I think any sort of weapon that pushes the enemies back has no place in this game. First, it would be incredibly annoying to fight against it, second, it just draws out battles. Pull mechanic is actually something that could be interesting on another weapon or ship system.

Imo there's zero issues about Gravitons OP cost, budget beam light on flux, that's something ships can use since medium energy mounts are in abundance. Converting it to a kinetic version of HIL seems like a bad idea for obvious reasons.

Not sure about the Kinetic Blaster but I wouldn't bet on 600 range, probably somewhere between 450-550 range. Seems like a nice fit on high tech ships, not Eagle (except on SO builds).
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 20, 2022, 06:25:08 AM
The Graviton change will also help most of my Tempest builds since I tend to pair an Assault Medium Energy with a Graviton. 5% damage to shields isn’t a huge change but everything helps. Overall, I think this a good change, albeit still not enough for me to want to field an Eagle over another Cruiser.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on December 20, 2022, 07:25:51 AM
It in an interesting change to the Graviton beam.  I'll need to see it in action in play and testing to get a feel for how good the bonus is, along with whatever the final numbers Alex settles on. 

The Graviton change will also help most of my Tempest builds since I tend to pair an Assault Medium Energy with a Graviton. 5% damage to shields isn’t a huge change but everything helps. Overall, I think this a good change, albeit still not enough for me to want to field an Eagle over another Cruiser.

At the moment, without testing, this is the way I'm leaning as well. It looks like it's not enough to make Graviton Beams a primary armament, or even change a ship selection, but it's still a small buff to an underperforming weapon in many situations (obviously not against unshielded or phase ships).

Second of all, I assume it's 5/7.5/10% but it rounds to 8 in the middle. Awkward...

Third of all, seems like an awfully complex solution to the Eagle. Adding an entire new game mechanic instead of just fixing one ship? Well, I guess Graviton Beams did need some help regardless.

There's no buff in the game that has diminishing returns that has the same bonus value for the 2nd and 3rd additions.  I'm pretty sure it is intentionally +5%, +3%, and +2%.  Compare to the salvage bonuses from Shepherds, for example.  Those are +10%, +8%, +4%.  Everything is typically fit to some kind of curve for those diminishing return value.

I probably wouldn't call it a solution to the Eagle.  It's a move in a direction to make the Graviton better, so it's trying to address complaints that beam setups in general are sub-standard compared to their hard flux counterparts, particularly against shields.  Eagle merely comes along for the ride, since it's half beam ship.  Just from running some numbers in my head, I'm not sure it's a large enough buff to really change the status quo or even the proposed 17 DP value of the Eagle.  Although that may not be the objective.  By definition, a brace of 3 is going to reduce time to run up flux on shields to the point of backing off by 10% for the ship mounting them, but at the opportunity cost of having brought 600 soft flux beams to the fight instead of the equivalent in ballistics or missiles on another ship, which might have forced a backoff even sooner. 

It's also unclear what percentage of the time allies will benefit from it.  See Afflictors and applying their ship system to targets which then sometimes don't get attacked by any one.  So without some fleet testing, I'm not actually positive what the overall value change is.

To be honest I think the Graviton shouldn't have an onhit. Alex really is turning into his own modder. It seems a bit bloated. I think a small numbers buff like bringing it up to 125 or 150 or something dps and increasing the push so it affects ships could be good. The extra push would make it actually usable as a support distraction ship, and would somewhat make up for it's bad speed. If Gravitons become good enough to apply shield damage you could run HE medium ballistics.

To be fair, Graviton beams currently have had an on-hit which disrupts missile motion and moves fighters around for a long time.  Which interestingly has moved to the Ancillary data section in the new screenshot.  Ion beams and Tachyon lances can arc through high flux shields or to other parts of the ship.  Ion pulsers have a 25% for an extra arc.  Sabots and Hurricanes split into sub-munitions.  Ship abilities in general.  Alex has been his own modder for a long, long time.  Which is not a bad thing, given that becomes part of the structure other modders can hook into and can make the base game more fun to play.

The problem with push effects is that the AI doesn't know how to use them well, and 50% of the time you'll just be helping the enemy ship withdraw faster (especially if it's on your longer range ships pushing a target away from your close range ships).  Tying a positional effect (want to use only some of the time and can potentially have negative effects when used at the wrong time) to a damage effect (want to use all the time) sets up a decision tree that's hard for a simple algorithm to find the right solution to.  As it is right now, the current Graviton push effect is more flavor than game impacting except maybe on the occasional Reaper spiral.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 20, 2022, 07:34:47 AM
Triple Graviton Eagle fully negates Hammer Barrages fired by Champions when they’re facing each other, for instance. The pushing mechanic is a weird side-effect that does have implications that go beyond the obvious. I discovered that Eagles were routinely beating Hammer Barrage Champions because of this. Switch it to a Hurricane or Locust, though, and Champions won every time.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 20, 2022, 07:57:43 AM
To be fair, Graviton beams currently have had an on-hit which disrupts missile motion and moves fighters around for a long time.  Which interestingly has moved to the Ancillary data section in the new screenshot.
That info is there even in the current patch. I suggested that obviously a while ago since many players didn't even know it was a thing and they thought missiles were bugged.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Thaago on December 20, 2022, 08:12:29 AM
Huh, thats an interesting change. It adds to the "support" side of the beam, as it scales with all of the other ships/fighters attacking the target as well. Its a fairly small number but as others have said every bit helps.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 20, 2022, 08:40:57 AM
Cutting the Gordian Knot? (https://twitter.com/amosolov/status/1604946081166532616?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1604946081166532616%7Ctwgr%5E25647d79a9275af7c710720f765b1333e7115dcd%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fforums.somethingawful.com%2Fshowthread.php%3Fnoseen%3D0threadid%3D3570400perpage%3D40pagenumber%3D638pti22)
(https://pbs.twimg.com/media/FkXppuiXgAAyHqF?format=jpg&name=medium)

Interesting solution  which shows out_of_box_thinking  in current endless topic.  Anyway the static diminishing return  rule  5/8/10 percent  bonus damage sounds  not  good. I would rather see plain math rule,  a an endless limit curve. e.i. it is posible to stack up  10  beams for 15% perhaps  20 beams  for 18% or 100 beams for 22%.

 Dont  hard cap it, real  physics  also use  soft caps  often.   Soft  cap is also better for  player reward feelings as fallows >> I am attacking by 2 beams it  is good,  I  am attacking by 3 beams it better, I am  attacking 4  beams it is bad becouse  I dont  get nothing. Bad feeling >>> bad game.

Another Out_Of_Box  Solution for rabbit hunters  Falcon/Eagle is  add two systems like Vanguard (Damper Field, Burn Drive) so the Pilot skill attractivity of Ship Systems rises up. I  would see rabbit  hunters  two ship systems as  (Manoeuvring jets, Energy  focus)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 20, 2022, 10:31:38 AM
To be fair, Graviton beams currently have had an on-hit which disrupts missile motion and moves fighters around for a long time.

Well, now it has two. And I think it's the only weapon in the game that has two on-hit effects now? Hence the impression of it being "rigged".
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 20, 2022, 05:22:33 PM
Almost every weapon has an impact stat, Graviton is just the only one it is really noticeable on.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 20, 2022, 05:30:25 PM
Almost every weapon has an impact stat, Graviton is just the only one it is really noticeable on.

(It's unused for everything except beams, iirc.)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 20, 2022, 06:11:30 PM
(It's unused for everything except beams, iirc.)

I think one conspicuous exception could be made for the Hellbore. That’s a massive round with, I’m assuming, a ton of kinetic energy. It would be kind of fun if Hellbore shots knocked Frigates around if they impact hull.  8)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 20, 2022, 07:17:54 PM
Almost every weapon has an impact stat, Graviton is just the only one it is really noticeable on.

(It's unused for everything except beams, iirc.)

The [impact] is a lie!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on December 21, 2022, 06:00:32 AM
After skimming pages from a long absence...

I agree that Eagle feels as slow as a heavy cruiser, and it seems... weird that the main fix is lowering its cost to nearly that of a light cruiser.

More suggested buffs:
* Raise base speed to 60 to match some other cruisers.
* Free builtin Expanded Missile Racks or upgrade from small to medium mounts to boost missile power.  (Maybe give that to Falcon too.)


About phase lances.  Not a fan of them on Falcon/Eagle because they spike flux at bad times and nearly overload the ship, especially if I use needlers on top of them (and with their limited ballistic slots, needlers' DPS make it attractive to make up for less mounts).  I may use one sometimes.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 21, 2022, 07:29:05 AM
After skimming pages from a long absence...

I agree that Eagle feels as slow as a heavy cruiser, and it seems... weird that the main fix is lowering its cost to nearly that of a light cruiser.
Why is it weird? It's not like DP is a limit that puts a hull in a weight class. I prefer to take DP as a reflection of its potential in combat

Btw liking that EMR idea of yours. It sounds like a neat niche spotlight for the small missile options that fits Eagle's playstyle
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on December 21, 2022, 08:31:43 AM
Why is it weird? It's not like DP is a limit that puts a hull in a weight class. I prefer to take DP as a reflection of its potential in combat
Eagle used to be the standard for a cruiser, standing alongside Dominator and Aurora, but after various gameplay changes (more ships, more missiles, skill changes) over the releases, it has not kept up.

In earlier releases with more powerful skills (and perhaps less content), it was strong but not overpowered (Dominator and/or Aurora were better at times, depending on release), and with more speed from hullmods (that were different back then) and much stronger skills, Eagle could brawl with energy weapons (even with heavy blasters) or kite-and-snipe with beams and HVDs/Mauler/Needlers against more aggressive enemies (that generally had less skill power).  It was worth the 22 or something DP/FP.

Yes, Apogee and Venture are slow and relatively cheap, but they seem to be designed as hybrid ships like Wayfarer and Mule, not full combat ships like Dominator and Aurora.  Classic Falcon is basically midline destroyer.  I expect the Eagle to be competitive with Dominator and Aurora.  It seems to be a shame that Eagle has sunk to nearly Falcon or Venture level, even if making Eagle worth 17 or 18 DP is the easiest fix.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: smithney on December 21, 2022, 08:45:50 AM
Eagle used to be the standard for a cruiser, standing alongside Dominator and Aurora, but after various gameplay changes (more ships, more missiles, skill changes) over the releases, it has not kept up.
I get it, it's something that I've been bringing up in these discussions. That Eagle doesn't live up to the expectations players have for it. With that said, I'm not a fan of sacred cows. Better for Eagle to thrive in a different spot in the new ecosystem than to make it struggle for its old spot. I'd wager most players would prefer a clear way to put the hull in their fleets to having to justify it against superior competition.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on December 26, 2022, 12:37:13 AM
Overall, I think that regardless of what change is done to the Eagle, just some messing around with stats is not going to cut it. At the end of the day, the Eagle is boring. It's a relic of the past. There are far more interesting ships to run than it.

If you want a lower killing power ship, ignoring the fact that this is a waste of dp and RAM, there are just far more interesting ways to do it. The Tempest, TT Brawler, and Hound all do this quite well while being interesting. They all bring an awkward set of mounts to play while also bringing their own unique gimmicks like the Tempest's drones, the Brawler's kiting power, and the Hound's speed. It doesn't even need to be bad. It can even be incredibly broken to the point of breaking the game like the Monitor. At the end of the day the game is played by the player and I see no reason to give the player a ship that is a non-option. Not because it is bad per se, but because it is boring.

TL;DR: Keeping the Eagle as a chump basic "bad" ship is fine, but at least make it do it in an interesting/engaging manner.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on December 26, 2022, 05:50:16 AM
TL;DR: Keeping the Eagle as a chump basic "bad" ship is fine, but at least make it do it in an interesting/engaging manner.
I rather see a new warship designed as the designated punching bag than the classic Eagle turned into one.  Probably too late as factions are getting their ship rosters set.

Dominator and Aurora had releases when they underperformed like Eagle did today, and they were fixed not by lowering their DP.  In case of Aurora, it became bad when it lost its heavy missile in 0.72a and became a slow, no-range punching bag, and it was fixed by replacing High Energy Focus with Plasma Jets.  (Even then, it is still not worth 30 DP for AI use, especially as it lost flux stats in newer releases.)  We get Champion years later to get something like original Aurora (warship with HEF energy weapons plus large missile).

Maybe turn cheap Eagle as a new pirate skin and make standard Eagle strong enough to deserve its 20+ DP cost.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 26, 2022, 11:17:42 AM
(It's unused for everything except beams, iirc.)
I think one conspicuous exception could be made for the Hellbore. That’s a massive round with, I’m assuming, a ton of kinetic energy. It would be kind of fun if Hellbore shots knocked Frigates around if they impact hull.  8)
Asuming a  Starsector univers fallows same  law of Physics then Mr. Newton says:
" that the force F acting on a body is equal to the mass m of the body multiplied by the acceleration a of its centre of mass, F = ma"

According to this  rule, all kinetic weapons should change vector  of speed of  the ship which fire them. e.i. the amount of energy  Hellbore round deliver,  need to be equal when round is released. It would be interesting dynamics, when high power kinetic weapons are mostly mounted at high mass ships. Otherwise a weapon can quickly change into a secondary engine. Hellbore  on Lud Mud-skipper MK II should noticeably accelerate by  firing the  canon. LOL
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 26, 2022, 07:43:57 PM
In more "outside-the-box" thinking, Alex (again) indirectly buffed the Eagle via the new Missile Autoloader (https://twitter.com/amosolov/status/1607515951469330432).

If I'm interpreting this correctly, the Eagle would get 15 "Reload Capacity" points for its 2 Small Missile Mounts. That means something like a pair of Sabot SRMs on the Eagle would now turn into a total 21 Sabots. Correct my math here but you get 6 from the weapons themselves and then 5 reloads of the x3 Sabot each (15), as each reload of the Sabots cost 3 Reload points.

I gleaned from the Tweets that that this costs as much as Expanded Missile Racks, which is among the costliest hullmods out there at 8/12/20/30. So, for all us Eagle lovers out there, is having significantly more missiles to throw at enemies worth 20 OP for the Eagle? Would it be worth investing in Missile Spec for the Eagle now? (I don't think EMR would ever be worth it!) You'd have 27 Sabots to throw at enemies, or 12 Reapers.  I think that changes things significantly for the Eagle. Even if you just got the new Autoloader, that's a lot Harpoons, Hammers, Atropos, etc. that it can now bring to the table to help finish off ships. It definitely benefits a ton from this hullmod, more so than a lot of other ships.

Strangely, the Paragon might get some mileage out of this too because of its paltry missile options. It could theoretically launch 15 Reapers now with just the hull mod (4 + 21/4, rounded up?).

What an interesting development!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 26, 2022, 08:29:58 PM
In more "outside-the-box" thinking, Alex (again) indirectly buffed the Eagle via the new Missile Autoloader (https://twitter.com/amosolov/status/1607515951469330432).
If I'm interpreting this correctly, the Eagle would get 15 "Reload Capacity" points for its 2 Small Missile Mounts.
I think you are right,  "Reload capacity" need to be divided by "Reload  cost". 15/2 = 7 reloads.
Does it consume  flux ?
Does it   cost  time ?

I can  understand the inital goal, >>  Lets sit  and create hull mode which  improves eagle but not other  ships.  Well  it succeed, it is a hullmod for one ship, Eagle/Flacon.  And  some frigates.
Better solution >>  The middle column,  the  part, "more  slots you have  less Reload point you get" is  sick  :-[.  Remove it.
Better solution >> Make it reload  one missile slot per loading operation. One operation reload consume Reload points equal  to OP points of the rocket in the slot.
So it all become easyer as  table turn this for  all ships
Table of reload  points:
Frigate   6
Destro   9
Cruiser  15
Capital   24

Probably coincidence, few months ago I recommend overhaul the Missile forge system(in Griphon) into a system which consumes charges based on price of the loaded  rocket. Well here we go it is here.
First version work with small slots, now make it  work with all missile  slots. Use same logic, price  of Reload_Capacity is consumed is  equal to OP price of any rocket.
Then we have proper general Missile forge useable in all  ships. Instead  of a Ship system for one Ship  (griphone)  and hull mode (for Eagle and some fregates),  make just one  hullmode. It is  more clean and Factorio-esk believable.
You know, the New Missile forge hullmode is a  black  box,  based on 3D printer, which takes  space in your ship and produces rockets on demand. Griphone has this  build in. Perfectly understandable.   

Note : Perhaps the system  should tend to reload  rockets early  when they  reach half of clip,  because  of AI logic and conserving  last salvo  logic. (half of  clip for half price  of  course)


12 Reapers.  I think that changes things significantly for the Eagle.
instead of two miss by Reapers, Now  AI can achieve up to 12 misess. Spectacular  :o
I was complaining Unguided torpedoes in other thread, so lets not derail, this topic  about Eagle.   
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 26, 2022, 10:18:23 PM
So, for all us Eagle lovers out there, is having significantly more missiles to throw at enemies worth 20 OP for the Eagle?

No because you can use the Falcon and get the same amount of missiles for 14 DP.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on December 27, 2022, 06:07:35 AM
Re: Missile Autoloader
There are other ships I like to see this on, like Paragon.

Looks like Eagle can fire many more Atropos than normal with this.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 27, 2022, 07:16:10 AM
So, for all us Eagle lovers out there, is having significantly more missiles to throw at enemies worth 20 OP for the Eagle?

No because you can use the Falcon and get the same amount of missiles for 14 DP.

Quite true! But by that logic, get a Falcon (P) and get even more! I didn’t think about the Falcon but this is a pretty strong buff to it, too. The Falcon doesn’t have a ton of OP to spare but this would probably get S-modded in, anyway.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Rusty Edge on December 27, 2022, 07:43:14 AM
Since they are support cruisers. Why not emphasize support?

Give them free ECM or Nav relays, or both.

You could halve the disadvantages of converted hangars for them.

They could have a special hullmod that increases command point recovery or slightly increases the offensive ability of other ships near them.

Anyhow, I'd be fine with them keeping their usual low firepower, if they provided something else more interesting or substantial.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 27, 2022, 08:15:11 PM
@ Alex

Do Small Missiles in Small Universals, Composites, or Synergies get to use this? The tooltip says "small missile mounts" so I can't tell if that means exclusively Small Missile Mounts or just "small missiles" in general.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 27, 2022, 08:49:04 PM
@ Alex

Do Small Missiles in Small Universals, Composites, or Synergies get to use this? The tooltip says "small missile mounts" so I can't tell if that means exclusively Small Missile Mounts or just "small missiles" in general.

It's just missile mounts, not synergy/universal/composite. The tooltip says missile mounts and then attempts to clarify this by saying that weapons in other types of mounts are not affected, but I guess it's still not 100% clear :)

(As to the reasoning, I didn't like the incentives you got by allowing missiles in these mixed slots to benefit - it skews the "optimal" towards putting one (or two, for larger ships) small missile and the rest non-missile. It's not as bad as it might otherwise be since the hullmod does cost a lot of points, but if it's ever worth it, it seems like it'd be worth it under these circumstances, so you'd likely see lopsided loadouts, e.g. "Medusa with one Sabot rack and one Railgun", etc.

I generally didn't like the feel of encouraging the use of less weapons so the bonus is based on the number of small missile slots and doesn't change based on the actual loadout. It did in an initial version, and evolved towards this.)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 27, 2022, 11:25:58 PM
I generally didn't like the feel of encouraging the use of less weapons so the bonus is based on the number of small missile slots and doesn't change based on the actual loadout. It did in an initial version, and evolved towards this.)
Game Designer Ideas might differ from players. From my point of view, creating ship builds, trying variants, test in combat sim, save different loads patterns for different missions, is  important part of game. Therefore, make rules universal, make hull-modes universal, make wide options to combine various things adds game value.

From your statement,  I see you rather  create quite narrow rules. I see  you say, autoloader  hullmode  enforce use  specific (full) loads on specific ship(s). I think, it is  unfortunate.

Anyway, I wish you good sales in new year and strong healt.  8)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on December 28, 2022, 12:34:36 AM
Re: Missile Autoloader
There are other ships I like to see this on, like Paragon.

How about the Drover? You can already put four Harpoons on it, that's pretty heavy support. Too bad AI almost never actually fires them in my experience.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 28, 2022, 12:41:39 AM
Destroyers with 2+ small missile mounts only get 4 reload points. So EMR is a superior choice almost always.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on December 28, 2022, 10:11:17 AM
Destroyers with 2+ small missile mounts only get 4 reload points. So EMR is a superior choice almost always.
As I wrote 3 posts before, >>> Narrow design usage. When I would like to be salty I would say, the new Autoloader hullmode is one-trick-pony. It is tailored for stopping this thread "eagle/falcon anemic".
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on December 28, 2022, 10:57:47 AM
Destroyers with 2+ small missile mounts only get 4 reload points. So EMR is a superior choice almost always.
As I wrote 3 posts before, >>> Narrow design usage. When I would like to be salty I would say, the new Autoloader hullmode is one-trick-pony. It is tailored for stopping this thread "eagle/falcon anemic".
You could argue the same for phase or carrier hullmods, it's fine.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 28, 2022, 11:04:06 AM
Something with a wider use can lead to more narrow results if it steps on the other choices that are available, for example, so it's not so clear-cut, it always depends on the specifics. There are a few other ships that can benefit here - Omen, Centurion, Tempest - though with the high cost/s-mod opportunity cost it's a tradeoff, not a straight-up buff. But, yeah, its usefulness isn't wide.

I feel like this actually opens up a ship design space a little - there's a *reason* that there are so few ships with very very few missile mounts, and this opens the door to making more of them, with it being a distinctive, meaningful quality. It's certainly got me thinking about what a 1-small-missile destroyer might look like, anyway.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on December 28, 2022, 11:16:18 AM
I’m glad you said that Alex because as I was running down the list of ships that would benefit beyond the minimum reload capacity, it was only a handful and Destroyers seemed out of luck entirely.

The real winners, outside the Eagle/Falcon are the Venture, Apogee, and Paragon. I forgot the Apogee had that 1 Small Missile awkwardly off to the side. The Venture gets even more missiles and the Paragon actually has the OP to spare a get a huge boost in strike power (you do love the Paragon!  ;))

It did make conspicuous how few Small Missiles aren’t on bigger ships, especially Capitals.

Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on December 28, 2022, 11:27:57 AM
It did make conspicuous how few Small Missiles aren’t on bigger ships, especially Capitals.

Yep, and - for a reason, right - but I'm excited about the possibilities that open up. Even if modders are likely to beat me to the punch there :)

I'm not sure how good this is for the Paragon. It certainly has the OP, but it's slow and long-ranged - it feels like Sabots, Reapers, and Atropos (Atropi?) are not going to match well with that. Harpoons might be the best bet? It'll be interesting to see. But yeah, both the Apogee and the Venture have an interesting option there, too. That Apogee mount really is easy to forget!
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on December 28, 2022, 01:18:47 PM
Yep, and - for a reason, right - but I'm excited about the possibilities that open up. Even if modders are likely to beat me to the punch there :)

I'm not sure how good this is for the Paragon. It certainly has the OP, but it's slow and long-ranged - it feels like Sabots, Reapers, and Atropos (Atropi?) are not going to match well with that. Harpoons might be the best bet? It'll be interesting to see. But yeah, both the Apogee and the Venture have an interesting option there, too. That Apogee mount really is easy to forget!
I use that small mount on Apogee early.  Later on, the OP crunch forces me to empty it.

Centurion is one ship I would like to use missiles on, but with only one mount, it felt not worth it much of the time.  I throw 1 or 2 OP Atropos or Reaper and forget about it.

Tempest is another ship where autoloader may be good.

As for Paragon, I would have loved to use Atropos or Reapers, but with so few shots, I would rather save the OP for better flux stats.  But with autoloader, I will give missiles a try on Paragon.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Wyvern on December 28, 2022, 01:25:17 PM
Huh, I was about to say "Well, hammerheads or mules", but then I checked the breakpoints again...

...Feels like there ought to be an intermediate value in there for destroyers with exactly two small missile mounts; the value skipping directly from 4 to 9 feels a bit extreme.  (Capitals do the same thing, with going from five small missiles to four small missiles more than doubling the mod's benefit. Though... do we even have a capital ship with 5+ small missile mounts? I don't think we do, outside of mods.)

Maybe have destroyers at 3+ missile slots get 4 reload points, 2 missile slots get 5 or 6, and then 1 small missile gets 9?

Edit: Actually, do we even need the chart to be something that gets presented in-game? I don't think we do; it's not like the player has the option to uninstall missile slots to make the mod grant more reloads. A simple UI displaying "This ship gets X many reloads" would be plenty, and then you could potentially have one-off ships that just work better (or worse!) with the hullmod than the strict chart would imply.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on December 28, 2022, 02:37:41 PM
Edit: Actually, do we even need the chart to be something that gets presented in-game? I don't think we do; it's not like the player has the option to uninstall missile slots to make the mod grant more reloads. A simple UI displaying "This ship gets X many reloads" would be plenty, and then you could potentially have one-off ships that just work better (or worse!) with the hullmod than the strict chart would imply.

The hullmod is confusing enough without hiding what it does and adding secret special cases.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Rusty Edge on December 31, 2022, 08:11:51 PM
 Seeing how much Missle Autoloader benifits the already well endowed Falcon(p), I really think it should benifit the Mule as well.

 There are a few destroyers with 3 or more missle mounts, and none with less than 2. You ought to at least give 2 slot destroyers 6 reload points.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Wyvern on December 31, 2022, 09:29:30 PM
Edit: Actually, do we even need the chart to be something that gets presented in-game? I don't think we do; it's not like the player has the option to uninstall missile slots to make the mod grant more reloads. A simple UI displaying "This ship gets X many reloads" would be plenty, and then you could potentially have one-off ships that just work better (or worse!) with the hullmod than the strict chart would imply.

The hullmod is confusing enough without hiding what it does and adding secret special cases.
The point was to de-confuse it. A hullmod that says "This ship gets X reloads" is much simpler to understand than one that says "This ship gets some number of reloads, see the following chart and then count small missile mounts, but not mounts that can mount small missiles."
Title: Re: Eagle and (base) Falcon remain anemic
Post by: prav on December 31, 2022, 10:54:38 PM
This ship gets this many reloads... why? And what happens if I stick it on that ship instead?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on January 01, 2023, 07:08:49 AM
...Feels like there ought to be an intermediate value in there for destroyers with exactly two small missile mounts; the value skipping directly from 4 to 9 feels a bit extreme.  (Capitals do the same thing, with going from five small missiles to four small missiles more than doubling the mod's benefit.
I'm not sure how good this is for the Paragon. It certainly has the OP, but it's slow and long-ranged - it feels like Sabots, Reapers, and Atropos (Atropi?) are not going to match well with that. Harpoons might be the best bet? It'll be interesting to see. But yeah, both the Apogee and the Venture have an interesting option there, too. That Apogee mount really is easy to forget!
Your  comment  Sir says, you are aware that proposed  autoloader cause balance issue all across the  game. Wyvern  also highlight weakness of current proposal. Read rest of my comment for better Autoloader mechanic.
do we even need the chart to be something that gets presented in-game? I don't think we do; it's not like the player has the option to uninstall missile slots to make the mod grant more reloads. A simple UI displaying "This ship gets X many reloads" would be plenty, and then you could potentially have one-off ships that just work better (or worse!) with the hullmod than the strict chart would imply.
Clean and understandable rules  and wording is  a weak point of whole game. When  I try to understand what Rangefinder hllmode does, then my brain try escape thru  my ears.

Suggestion for  simple Autoloader  mechanic and wording:
1. Autoloader has given number of  Reload_points per  hull size (per OP size).
2. Autoloader  reload each weapon slot separately.
3. Autoloader consume  Reload_points equal to OP points  of the weapon.
4. Autoloader cooldown in seconds is  equal to consumed  Reload_points times 2.

Example:  Ship with 2  slots mounted by Reaper-class Torp for 2 OP. (Get noticed,  we dont know size of  slot used, or total number of slots on the ship). Release both Reaper torp in  a second.
Then Autoloader immediately consumes 2 Reload_points for reload one torp. Then Autolader takes 4 seconds of cooldown. After Autoloader cooldown, it consumes another 2 Reload_points. So the Autoloader consumed  4 Reload_points in total.

Get noticed:
This ship gets this many reloads... why? And what happens if I stick it on that ship instead?
1.  Amount of Reload points consumed  is ALWAYS  equal to OP of the weapon, therefore it do  not create  some balance issue.
2. Due to Autoloader cooldown it prevents Griphone  effect (vomit massive amount of rockets  in short amount of time)
3. Reload price per slot do not matter the ship size.  As long as Autoloader  has  points, it works. It means it prevents  balance issue that some ship size get more reloads  depends the ship  size or weapon slots or  combination. Current proposal which links  all those things to  a stiff table is nightmare  for balancing.

Here is a fair rule for count Autoloader hull size and Reload points relation:
Autoloader_Reload_points := 120%  of Autoloader_OP_size
Which means, simple line as:
Autoloader  hulmode  5/10/15/20 OP.
Defines the size  of the hullmode AND his fair  size of the loading power, WITHOUT  CREATING BALLANCE ISSUE FOR ANY SHIP.
Cherry On top, when rules are defined straight, then  it is possible  to allow mount ANY  autoloader_size to ANY  ship_size. (as long as it fits in)  Which creates totally new type of General hullmode.

You could mount  Autoloader  worth 5 OP to Paragon, if  you like. Why not ? Allow game be flexible,  so player can play with it! 
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on January 01, 2023, 08:56:50 AM
Hah, this is kind of funny, actually! The initial design for the autoloader started with the idea of using its ordinance point cost as the pool of reload points and using the OP cost of the weapons for their reload cost. It's a pretty clear starting point and is certainly simpler, but it creates significant balance problems because the underlying assumptions about weapon OP costs and how that relates to the "worth" of their ammo just don't hold up.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Hiruma Kai on January 01, 2023, 10:38:35 AM
Defines the size  of the hullmode AND his fair  size of the loading power, WITHOUT  CREATING BALLANCE ISSUE FOR ANY SHIP.

While you may not see a balance issue, I do.  For me, balance is partially determined by the number of missiles available.  With Missile Specialization, missiles are generally the highest DPS and highest burst weapons, but only as long as they hold out.  Expanded Missile Racks + Missile Specialization already increases missile capacity by +200%.  Adding the ability to add another 24 OP worth of missiles would be an obvious optimization choice on ships already focused on missiles.  If missiles last the entire fight, then their disadvantage never shows up, making them literally the best weapons in the game by a large margin.

Would you consider it balanced if I introduced a small energy mount projectile gun that cost 0 flux, had a range of about 3750 that doesn't get reduced by Safety Overrides, tracks enemies, flies through allies, deals 750 HE for each shot so just absolutely destroys armor and hull, and can be mounted in a pair on a Wolf?  It will fire in bursts of 3 every 8 seconds (~281 DPS each mount).  The only thing keeping missiles in line is limited ammo and point defense.  The former of which doesn't come into play if the entire enemy fleet is dead 30 seconds in.  The latter of which, the enemy almost never brings enough of, unless it's an Onslaught or something mounting a Paladin point defense system.  In the PVP tournament scene, one of the more common tricks is to link your missiles in the same group as guns, so as to fire all your missiles as fast as possible at first contact, so as to maximize their impact early and minimize the effectiveness of any enemy point defense as the more missiles that are flying, the less time PD has for each missile to be shot down.

Taken in isolation, such an autoloader might in theory be balanced as just an odd variation of expanded missile racks, although differences in OP cost between 2 shot and 3 shot sabots resulting in 33% more sabots obviously raises some balance questions.  Also, the proposed 20 OP version capable of being placed on frigates has me heavily doubting this particular proposal would be balanced even in isolation.

However, it is not existing in isolation, we already have expanded missile racks and missile specialization.  Throwing on more and more hull mods that help missiles just leads to min-maxing the number of missiles and trying to turn smaller ships into DP efficient Gryphon clones.  Sure it's a sandbox, and you would likely make NPC fleets not use the full combo as it's too strong, but it will certainly distort player playstyles when they realize stacking missiles even more makes enemy fleets die even faster.  An overly strong choice or combination of choices will potentially make the game too easy once discovered, or alternatively, if offering an interesting challenge to that tier of power, forcing you to switch to that style to compete since everything else will outclassed by the challenge.

Alex's currently proposed design is aimed to be useful in situations where EMR is highly inefficient for the OP cost, hopefully resulting in much less stacking.  You would hopefully choose EMR or Autoloader, and not both.  Your suggestion makes me want to choose both.

While I personally have no issues with the tables and parsing what the hullmod will do, and I can see the reasons why Alex is doing it in this particular way, I am not convinced it's going to be the easiest thing for a new player to understand.  Unless Alex is willing to make expanded missile racks and the autoloader mutually exclusive, I don't see a good way to simplify it much without leading to missile stacking issues.

Take an Enforcer with 2 Sabot SRMs and 2 Harpoon MRMs mounted, EMR and Missile Specialization, so with 18 Sabots and 18 Harpoons normally.  You've already specialized into missiles, so adding more is obviously the way to go.  If you're trading OP for missiles directly, then the 20 OP option is like adding 6 free small missile mounts that don't receive other bonuses to amount.  So another 18 Sabots or Harpoons as needed.  A total mix of 54 sabots and harpoon missiles for 9 DP sounds unbalanced to me when put on something as tanky as an Enforcer with an officer.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amazigh on January 01, 2023, 12:31:20 PM
Alex's currently proposed design is aimed to be useful in situations where EMR is highly inefficient for the OP cost, hopefully resulting in much less stacking.
This is the key point around the autoloader hullmod imo, it costs the same as EMR (i think) and most ships you'll be able to look at their missile options and go "yeah it's clearly better to install one of these two hullmods" the two ships alex showed in his tweet are perfect examples of this, eradicator gets more out of EMR, while Eagle gets more out of Autoloader.

Unless Alex is willing to make expanded missile racks and the autoloader mutually exclusive.
I think this would be for the best, preventing missile stacking and turning everything into "DP efficient Gryphon clones." is a good move.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SonnaBanana on January 01, 2023, 05:19:13 PM
Please reduce Missile Autoloader's OP cost to same range as Hardened Shields or increase reload capacity, it's currently too niche to be worth as much as Heavy Armor.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: prav on January 01, 2023, 07:16:39 PM
Please reduce Missile Autoloader's OP cost to same range as Hardened Shields or increase reload capacity, it's currently too niche to be worth as much as Heavy Armor.

Like all mods more expensive than 5/10/15/25, it simply costs 1 SP.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on January 01, 2023, 07:25:07 PM
Please reduce Missile Autoloader's OP cost to same range as Hardened Shields or increase reload capacity, it's currently too niche to be worth as much as Heavy Armor.

Do you put Heavy Armor on all your ships with no exceptions? Weird flex but ok.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on January 01, 2023, 08:19:47 PM
Hah, this is kind of funny, actually! The initial design for the autoloader started with the idea of using its ordinance point cost as the pool of reload points and using the OP cost of the weapons for their reload cost.
great minds think alike  8) Why did you drop clean math relations and replaced with current artificial table style ?
idea of using its ordinance point cost as the pool of reload points  creates significant balance problems because the underlying assumptions about weapon OP costs and how that relates to the "worth" of their ammo just don't hold up.
I have read some dev diary when they implemented  destruction model based on physics for buildings. Surprise came, all buildings on the map fell down in the very first second. Devs find out that destruction model works properly, but buildings has wrong design.
Perhaps those "the "worth" of their ammo just don't hold up" need a  fix.
Defines the size  of the hullmode AND his fair  size of the loading power, WITHOUT  CREATING BALLANCE ISSUE FOR ANY SHIP.
While you may not see a balance issue, I do.  For me, balance is partially determined by the number of missiles available.  With Missile Specialization, missiles are generally the highest DPS and highest burst weapons, but only as long as they hold out.  Expanded Missile Racks + Missile Specialization already increases missile capacity by +200%. 
I like your  test cases.  So I carefully read your analyse. 
There is an Elephant in thee room Expanded Missile Racks + Autoloader that is nightmare. Easy solution, rockets can have only one booster type hulmode. e.i. EMR is mutualy exclusive to Autoloader. This way decision is about: Do I fit EMR for instant rocket stockpile ammo (large or med missiles) OR Do I fit autoloader for more efficient ratio OP per ammo which comes continuously(small missiles). Basicaly speaking, autoloader turns any small (we limit autoloader to  small  because overwhelming salvoes size advantage ) missile type to sort of Pilums. It also gives new decision - downsize med missile slot to small missile weapon to get autoloader functionality.
The only thing keeping missiles in line is limited ammo and point defense.
YES!   ... sort of.
Point defence has endless amount of ammo. Whole  battle. However, PD can be overwhelmed, which  is valid tactic used on the battlefield. (Watch some news in TV, and avoid any related emotions on this forum)
Misille types Pillum, Salamander (Unlimitted ammo)are considered weaker than limited ammo Harpoons. Why ? Because of speed of reload. Therefore I agree, the most important parameter of autoloader to tune is cool-down.
In my initial suggestion cooldown is equal 2 times worth of OP
Lets  build more detail model of Autoloader black box:
 Processing mode  >> rocket production time period, requested rocket is make on demand then  delivered by crew to the tube and loaded
 Charging mode >> service time period, crew refuel 3D printer and tune the whole  device

Make sure Autoloader consume Reload_points evenly in time  so it work  like this:
Autoloader is ready.
Misile is out of ammo.
Autoloader completes Processing mode
Misile is loaded, could fire now.
Autoloader completes Charging mode
Autoloader is ready.

Base Processing mode and Chraging mode takes the same amount of time. Which use a convoluted formula like this:
 [4 * OP_cost + 4]/2  (further testing is required)
On top,  Processing mode period  adds one rocket reload time before rocket is ... well, reloaded. e.i. shortest Autoloader processing mode is (4seconds+missile reload time) 

CONCLUSION
Important idea of autoloader design, I believe, it should allow use rockets for longer period of time, idealy whole  battle, without Griphone  effect. (for further reference watch Pilum at work)
When you set cooldown long enough (well, decent long, we dont want make it too weak right?), then total amount of bonus rockets  is not a problem. Any ship  with Small slot missiles can not  create rocket storm comparable to  Griphon   (Shkval+Harpoon),  not even close. As you can see, when the small rocket is empty, it takes time to reload, then it takes another time period to get ready for another reload. This  way, usage of the Reload_points is spread in time evenly so defender PD not get bored or overwhelmed.
 
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Alex on January 02, 2023, 08:57:52 AM
idea of using its ordinance point cost as the pool of reload points  creates significant balance problems because the underlying assumptions about weapon OP costs and how that relates to the "worth" of their ammo just don't hold up.
I have read some dev diary when they implemented  destruction model based on physics for buildings. Surprise came, all buildings on the map fell down in the very first second. Devs find out that destruction model works properly, but buildings has wrong design.
Perhaps those "the "worth" of their ammo just don't hold up" need a  fix.

Ah - a missile weapon has more properties than just its raw ammo, so, I don't think so. I did consider this possibility, btw :)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Megas on January 02, 2023, 09:13:02 AM
It also gives new decision - downsize med missile slot to small missile weapon to get autoloader functionality.
The description of the hullmod says "...small missile mounts".  Taking it at face value, autoloader would work only for actual small missile mounts.  Medium missile or small synergy/composite/universal mounts do not apply.

A similar thing happens for ballistic mounts and Ballistic Rangefinder.  There were times I wanted to use Ballistic Rangefinder for ballistics in small hybrid or universal mounts, but since that does not work, I need to resort to ePD+IPDAI to get a range boost for light ballistics in such mounts.  Those with medium hybrids, like Champion, are out of luck - no Ballistic Rangefinder for them.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amazigh on January 02, 2023, 05:49:45 PM
Please reduce Missile Autoloader's OP cost to same range as Hardened Shields or increase reload capacity, it's currently too niche to be worth as much as Heavy Armor.
Interesting that you can determine the exact value of a hullmod before using it, especially when alex has made/will make changes to it.

It costs the same as EMR, and is in practical terms a sidegrade to EMR that you'd only use on certain ships, pending actually using (the final version) myself it sounds perfectly fine for its OP cost.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on January 02, 2023, 09:19:03 PM
idea of using its ordinance point cost as the pool of reload points  creates significant balance problems because the underlying assumptions about weapon OP costs and how that relates to the "worth" of their ammo just don't hold up.
I have read some dev diary when they implemented  destruction model based on physics for buildings. Surprise came, all buildings on the map fell down in the very first second. Devs find out that destruction model works properly, but buildings has wrong design.
Perhaps those "the "worth" of their ammo just don't hold up" need a  fix.

Ah - a missile weapon has more properties than just its raw ammo, so, I don't think so. I did consider this possibility, btw :)
I didnt say a  word about changing ammo numbers for OP unit. But rather make a  fix. Which means, OP price has proper relation to dmg potential, then whole system is straight. Your solution of current table-base autoloader is  like a build roof over shaky walls, then support the roof by various wooden poles. Then call it a safe house. :o
Title: Re: Eagle and (base) Falcon remain anemic
Post by: gG_pilot on January 02, 2023, 09:27:26 PM
It also gives new decision - downsize med missile slot to small missile weapon to get autoloader functionality.
The description of the hullmod says "...small missile mounts".  Taking it at face value, autoloader would work only for actual small missile mounts.  Medium missile or small synergy/composite/universal mounts do not apply.

A similar thing happens for ballistic mounts and Ballistic Rangefinder.  There were times I wanted to use Ballistic Rangefinder for ballistics in small hybrid or universal mounts, but since that does not work, I need to resort to ePD+IPDAI to get a range boost for light ballistics in such mounts.  Those with medium hybrids, like Champion, are out of luck - no Ballistic Rangefinder for them.
I am talking about BETTER autoloader with more options to play with. I am not  talking about current Alex's stiff proposal.
BTW: good for you, that you are able understand what RangeFinder does.  You are one of 5 people  on Earth who achieved  such master level. Whenever I try to read Hullmode  description, I found   that ANYTHIG is more fun, like vacuum  all the floors, or iron  some clothes.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BaBosa on January 11, 2023, 10:33:43 PM
Between the kinetic blaster and new mining blaster, I think eagle and falcon will be much more viable. In close quarters brawling at least. I can imagine one using manoeuvring jets to get a little closer to an overloaded ship and slamming it with a volley from 2 mining blasters and then the auto lance. Still not going to be great by any means but not useless.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on January 12, 2023, 05:08:12 AM
Putting a 500 range weapon on the Eagle's butt-mounted energy weapons is the opposite of viable. Putting 600 range Kinetic Blasters on the Eagle's butt mounts when it can mount actual, nose-mounted kinetics is also the opposite of viable...
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 06:15:30 AM
All right, so I was trying to be clever and make an Eagle XIV that can defeat an AI onslaught under AI control itself in the SIM. Couldn't do it despite giving it a level 6 officer with both ballistic and energy weapon mastery. Maybe I'm just bad at this game? SO variants die a thousand deaths due to being too slow and ungainly and overloading themselves, while HVD/Graviton/Ion beam variants experience a big "ok now what" moment when the enemy's shields go down and they can't deal with the heavy armor without getting crushed. Meanwhile mid-range variants like ones equipped with Heavy Needlers seem to just die without accomplishing anything. Well, I guess one thing I didn't try is a Shield Shunt armor tank Eagle. Can't imagine that would work.

By contrast, it's fairly straightforward to make, say, a 5 DP Brawler (TT) which can beat the AI onslaught. Or a Conquest that can beat two of them.

Anybody have an Eagle recipe for this?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on January 12, 2023, 06:32:04 AM
I think the Onslaught match-up is pretty difficult for an Eagle. The Eagle is in that no-man’s-land of being too big to outmaneuver it but too small to actually hurt it. Getting behind the Onslaught is the only way to beat it since the Eagle is generally out-ranged and horribly outgunned. Also, without really getting lucky with a Reaper hit or something, the Onslaught’s armor/hull will take too long to chew through without the burst damage from missiles. Nu-Eagle with Missile Autoloader will probably fare much better.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on January 12, 2023, 06:38:56 AM
What is even the point of soloing the sim Onslaught? Let's say you manage to do it, what does that prove... You could do the same with a frigate and that doesn't mean the frigate is better than the Eagle. Not to mention how this test is inherently flawed and people come to the wrong conclusions.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Candesce on January 12, 2023, 06:58:40 AM
Also, like...

Alex has said the Eagle's role in a fight is a flexible line-holder, that might not be able to kill terribly effectively but should force extended engagements while, say, your destroyers back off and vent behind it.

What do you think the Onslaught's role in combat is?

Because what I'd say is linebreaker. It's basically built specifically to go where the Eagle is doing its thing and kill it anyway. Or to bypass the Eagle to kill something more threatening and squishier.

1v1ing the Onslaught is not something I'd expect an Eagle to ever be capable of doing.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 07:08:29 AM
I mean what is the point of anything when all things have a common destiny under the sun, and all is vanity anyway? I just want to make an Eagle that beats the Onslaught. If such an Eagle exists then that does not prove that the Eagle is a good ship, but if no such Eagle is possible while it is very possible to make such variants for other cruisers then that does in fact say something, though it's not conclusive.

I originally thought that I could make a good SO Eagle XIV that could join my Remnant killing fleet, but that was a pipe dream. Now I want to know if there is even a solution to this puzzle. Is there such a thing as a good SO eagle or some other build that can do 1v1s under AI control?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on January 12, 2023, 07:35:22 AM
I mean what is the point of anything when all things have a common destiny under the sun, and all is vanity anyway?
Boy do I love when people act like this in discussions /s

As for the actual game question: Yeah you could make some nice SO Eagle builds but as the ship itself, you end up making an okay build that's obsoleted by another ship. Plus the base speed of Eagle kinda makes it meh for SO.

When I tried flying an SO Eagle I had 3 HMGs, 2 Heavy Blasters and an Ion Pulser. Sprinkle with PD and hullmods as you wish. Fun and powerful build but still feels a bit sluggish.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: FooF on January 12, 2023, 07:59:37 AM
At SO ranges, I actually downgrade HMGs to Small DMGs to save on flux/OP, without losing too much kinetic DPS. I think the last SO Eagle I ran was 2x HB, Ion Pulser, 3x DMG, and 3x AMB since you don’t have missiles for burst. I kept the Ion Pulser and AMBs on manual so I could fire them when shields were down. Whether or not this would for AI-use, I don’t know.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 08:01:54 AM
Sorry, but you did ask me what is the point of it when I just asked for a recipe for a ship. I didn't state that I think that such an Eagle existing or not existing is proof of anything, that is, didn't say I think there is any kind of a point. The proof of whether it is a good ship is obviously the kind of fleet testing people have done. But to put it in my Ordo farming fleet I would like for it to be fairly capable at dueling under AI control and that is where this ides came from.

Anyway, while under player control you likely can win vs the Onslaught with HMGs and Ion Pulsers (I think, since even the AI gets close), the AI has trouble getting there. I tried that build (3x HMG, 2x HB, 1x Ion Pulser, SO, 35 vents and 15 caps) under AI control vs the Onslaught. With an Eliminate order it attacks head on, overloads and kicks the bucket. But without an Eliminate order it mostly tries to get close but is forced to flee before firing its guns. Lost 2 out of 2 fights in a slow, agonizing and cowardly way. Level 6 aggressive officer with BM and elite PD skill this time. However, it was promising and I think you may be on the right track as in both cases it did manage to inflict serious armor damage on the Onslaught after eventually getting behind its shields, however the first time it got re-caught in the Onslaught's crosshairs while the second time it only managed this after running out of PPT and it looked for a moment like it might win but didn't quite get there.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 09:20:47 AM
Alright working from Grievous' starting point I was able to construct an Eagle that beat SIM Onslaught under AI control. Not sure if it's good vs other things yet.

(https://i.ibb.co/3y1jXgS/somehow-it-works.png) (https://ibb.co/VWVzyfM)
(https://i.ibb.co/VLVxsx8/somehow-it-works-2.png) (https://ibb.co/kGKJtJF)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BaBosa on January 12, 2023, 11:53:32 AM
Putting a 500 range weapon on the Eagle's butt-mounted energy weapons is the opposite of viable. Putting 600 range Kinetic Blasters on the Eagle's butt mounts when it can mount actual, nose-mounted kinetics is also the opposite of viable...
If an Eagle can kill an onslaught with 450 ranged HMG, then a 500 ranged mining blaster is absolutely viable and a 600 ranged kinetic blaster even more so. Just no promises on how good it is.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on January 12, 2023, 12:49:31 PM
Why Auxiliary Thrusters on SO?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Amazigh on January 12, 2023, 01:05:48 PM
If an Eagle can kill an onslaught with 450 ranged HMG, then a 500 ranged mining blaster is absolutely viable and a 600 ranged kinetic blaster even more so. Just no promises on how good it is.

Remember that the energy turrets are ~110 range behind the ballistic hardpoints, so if we minus 100 (to make it neater than 110) from the range of those energy weapons, we get:
- 400 range mining blaster
- 500 range kinetic blaster
Not so appealing now are they.
(though i guess he's using Ion pulsers, with 500 base range, so he's already dealing with short range guns)

And to further this: ballistics will always be more flux efficient than energy (HMG is one of the most flux efficient weapons in the game for anti-shield purposes)
And while kinetic blaster is likely going to be very flux efficient for an energy weapon, it will fall short of any ballistic option, of which there are many.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Lortus on January 12, 2023, 01:47:22 PM
New energies for Eagle is cool but I am a bit disappointed that everything still pushes it into being an SO ship. My only hope is the LG Eagle can use the new energies well enough. I am pretty excited for LG Eagle.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BaBosa on January 12, 2023, 04:55:23 PM
If an Eagle can kill an onslaught with 450 ranged HMG, then a 500 ranged mining blaster is absolutely viable and a 600 ranged kinetic blaster even more so. Just no promises on how good it is.
Remember that the energy turrets are ~110 range behind the ballistic hardpoints, so if we minus 100 (to make it neater than 110) from the range of those energy weapons, we get:
- 400 range mining blaster
- 500 range kinetic blaster
Not so appealing now are they.
(though i guess he's using Ion pulsers, with 500 base range, so he's already dealing with short range guns)

And to further this: ballistics will always be more flux efficient than energy (HMG is one of the most flux efficient weapons in the game for anti-shield purposes)
And while kinetic blaster is likely going to be very flux efficient for an energy weapon, it will fall short of any ballistic option, of which there are many.
The medium energies don’t need to be better than ballistics, just good enough that they make the ship noticeable better. Say that because the mining blasters are good enough that they’re better than one chaingun which is good by itself but also means that you can have another HMG.
Or have them primarily use 3 autocannons and the mining blasters are more for punishing over extension or bursting through weak shields they’re cheap enough for that.
Having kinetic blasters might similarly mean that you can ditch HMGs and just have 3 chainguns or 1HMG, 2 GC, 2 KB and 1 MB.
The short range is not great but it’s not new. There’s ways of dealing with it.

I’m not saying that these weapons will make the Eagle one of the best, that would probably need rebalancing because eagles aren’t supposed to be the best. They just need a boost so they’re not useless. These weapons sound like they’ll be that boost to make them good and that’s all that’s needed.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 06:33:06 PM
Why Auxiliary Thrusters on SO?

It was because I noticed that the regular SO Eagle has trouble getting around the Onslaught and I thought part of the problem might be turn rate since the AI does worry about which side to present to the enemy and tries to shoot down missiles etc. But testing it a little more, I have had it beat the SIM Onslaught without Auxiliary Thrusters (I put in Hardened Shields instead but realistically you might want Hardened Subsystems) and also without the AMB.

The ship seems to do ok in the sim (it beats Conquest and 2x Dominator too, and does a good job vs mobile cruisers, but loses to Astral and Paragon) but I don't think it will likely be much good in a fleet since it is a SO ship that nonetheless doesn't kill very fast, but I will actually try it out later.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Embolism on January 12, 2023, 08:15:08 PM
The medium energies don’t need to be better than ballistics, just good enough that they make the ship noticeable better. Say that because the mining blasters are good enough that they’re better than one chaingun which is good by itself but also means that you can have another HMG.
Or have them primarily use 3 autocannons and the mining blasters are more for punishing over extension or bursting through weak shields they’re cheap enough for that.
Having kinetic blasters might similarly mean that you can ditch HMGs and just have 3 chainguns or 1HMG, 2 GC, 2 KB and 1 MB.
The short range is not great but it’s not new. There’s ways of dealing with it.

Kinetic Blasters have an anti-shield DPS of 500 for 400 flux/second, at a range of 500 for the Eagle. That's not bad DPS wise but is pretty atrocious flux efficiency and range wise for any ship that can mount kinetics. It even says right in the blog post that Kinetic Blasters might be good on high tech ships but are pretty poor on the midline ships Andrada insists they be mounted on.

The updated Mining Blaster I agree could work with SO builds. However I also agree with whoever here said "just add SO is not a valid balance argument" because SO can be added to anything less than a Capital and by its very nature throws balance out of the window. Without SO there's no way a 400 range weapon on the Eagle could ever work.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: CapnHector on January 12, 2023, 09:32:29 PM
Yeah I wouldn't over-interpret this result,  Grievous is exactly right that beating the sim Onslaught doesn't prove much. I think if you put SO and S-mod in a hangar with Xyphos and give it an overleveled mercenary officer then you could probably make any cruiser that isn't absolute dumpster tier do the same. In fact this build might be better using a Falcon or a Falcon (P) as the base because it is not supposed to take armor hits and there are only 2 HMGs installed. (Though it might be worth trying no AMB and 3 HMG or 2 HMG and 1 assault chaingun, but my computer died)
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Grievous69 on January 12, 2023, 11:53:14 PM
The medium energies don’t need to be better than ballistics, just good enough that they make the ship noticeable better. Say that because the mining blasters are good enough that they’re better than one chaingun which is good by itself but also means that you can have another HMG.
Or have them primarily use 3 autocannons and the mining blasters are more for punishing over extension or bursting through weak shields they’re cheap enough for that.
Having kinetic blasters might similarly mean that you can ditch HMGs and just have 3 chainguns or 1HMG, 2 GC, 2 KB and 1 MB.
The short range is not great but it’s not new. There’s ways of dealing with it.
However I also agree with whoever here said "just add SO is not a valid balance argument" because SO can be added to anything less than a Capital and by its very nature throws balance out of the window. Without SO there's no way a 400 range weapon on the Eagle could ever work.
I keep saying that for a long time, and I'm so proud to see Alex use that same response on Twitter. Someone unironically said that the Mining Blaster will make Falcon and Eagle overbuffed since SO exists.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BaBosa on January 13, 2023, 06:43:19 PM
The medium energies don’t need to be better than ballistics, just good enough that they make the ship noticeable better. Say that because the mining blasters are good enough that they’re better than one chaingun which is good by itself but also means that you can have another HMG.
Or have them primarily use 3 autocannons and the mining blasters are more for punishing over extension or bursting through weak shields they’re cheap enough for that.
Having kinetic blasters might similarly mean that you can ditch HMGs and just have 3 chainguns or 1HMG, 2 GC, 2 KB and 1 MB.
The short range is not great but it’s not new. There’s ways of dealing with it.
Kinetic Blasters have an anti-shield DPS of 500 for 400 flux/second, at a range of 500 for the Eagle. That's not bad DPS wise but is pretty atrocious flux efficiency and range wise for any ship that can mount kinetics. It even says right in the blog post that Kinetic Blasters might be good on high tech ships but are pretty poor on the midline ships Andrada insists they be mounted on.
Where did you get those values for kinetic blasters? Have I missed something?
Regardless that doesn’t affect my point much as I wasn’t trying to say they were good compared to kinetics, just that they’re good enough.
Especially with the Eagles DP reduction, even if the flux efficiency is too poor for one eagle to overload and then kill, you can just team up two or more eagles or falcons to give them the burst and finishing power.

The medium energies don’t need to be better than ballistics, just good enough that they make the ship noticeable better. Say that because the mining blasters are good enough that they’re better than one chaingun which is good by itself but also means that you can have another HMG.
Or have them primarily use 3 autocannons and the mining blasters are more for punishing over extension or bursting through weak shields they’re cheap enough for that.
Having kinetic blasters might similarly mean that you can ditch HMGs and just have 3 chainguns or 1HMG, 2 GC, 2 KB and 1 MB.
The short range is not great but it’s not new. There’s ways of dealing with it.
However I also agree with whoever here said "just add SO is not a valid balance argument" because SO can be added to anything less than a Capital and by its very nature throws balance out of the window. Without SO there's no way a 400 range weapon on the Eagle could ever work.
I keep saying that for a long time, and I'm so proud to see Alex use that same response on Twitter. Someone unironically said that the Mining Blaster will make Falcon and Eagle overbuffed since SO exists.
That was me, with the DP reduction, burst armour damage from mining blasters, HMG for shields and SO for speed and missile autoloader for more sustainable burst damage. Swarming an enemy in falcons and eagles might work really well. Probably not new meta worthy but it’ll push players to use eagles like that rather than line holders as they’re designed for.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: Vanshilar on February 14, 2023, 01:41:07 AM
These are updated results of my testing of different cruisers to get a quantitative feel for the worth of their DP against a double Ordos fleet as a benchmark. To recap:

* The enemy is a standard double Ordos fleet. It's pretty close to the average statistics of 2 Ordos fleets (in terms of size and composition), fighting together. This is the same double Ordos fleet that I use for my testing.
* I pilot my flagship Onslaught XIV. It's packed with needlers (and BRF), with a Hephaestus as the center large and Devastators on the sides. The missiles are Proximity Charge Launchers. I aim for Radiants and generally center mass of the enemy fleet. Basically I burn drive into Radiants and unload the Prox on them, usually singing "Wrecking Ball" along the way. I let the other ships take care of the rest. I have CE, IM, TA, BM, MS, GI, and OE, all elite. I think most of the rest of the skills should be pretty self-evident.
* The cruisers in the fleet all have the same officer skills and ship build (weapons, hullmods, etc.). All ships have ITU, Solar Shielding, and Converted Hangar with Xyphos. All officers are aggressive. They all have CE and TA as officer skills. The rest just depends on whatever I can find to maximize overall average DPS and minimize total battle time for each of the ships. So it's a matter of trying out different builds and seeing what works the best to maximize DPS. The "cloneship" command from Additional Search Commands (https://fractalsoftworks.com/forum/index.php?topic=23024.0) works great for this. The chart below lists the other 3 skills the officers had, as well as any particular hullmods, although most hullmods should be readily obvious.
* No ships are allowed to die or retreat. If that happens then I basically reload and try again. So, only clean runs (no deaths nor retreats) are counted. So, the ships have to have enough defenses to absorb the enemy attacks without dying, yet do the maximum amount of overall DPS under that constraint.
* No Omega weapons were used. Some of these ships may benefit quite a bit from Omega weapons, which would change their DPS results.

The results are:

Code
DP	#deploy	DP used	Time	DPStot	DPSshi	DPSarm	DPShull	DPS/DP	config
14 14 196 351 142* 82* 20* 40* 10.2* Falcon XIV, FM, GI, OE (elite), 2 HVD, Phase Lance, Pulse Laser, 2 IR Pulse Laser, 2 Swarmer, HS
17 11 187 351 193* 121* 24* 49* 11.4* Eagle new, FM, GI, OE (elite), 3 HVD, 3 Phase Lance, 3 IR Pulse Laser, HS
17 11 187 353 193* 117* 23* 52* 11.4* Eagle XIV new, FM, GI, OE (elite), 3 HVD, 3 Phase Lance, 3 IR Pulse Laser, AO
17 11 187 304 227 128 34 65 13.4 Eradicator (P), MS, GI, OE (elite), 2 HVD, Heavy Mauler, 4 Railgun, 4 Annihilator, Breach, EMR, BRF
18 11 198 287 253* 138* 36* 79* 14.1* Apogee, Helms, MS (elite), GI, Squall, HIL, Swarmer, 4 Tac Lasers (2 on side mediums), EMR, ECCM, AO
20 10 200 284 290 158 46 87 14.5 Eradicator, BM, GI, OE (elite), 2 HVD, Heavy Mauler, 4 Railgun, 4 Annihilator, Breach, EMR, BRF
20 10 200 248 372 185 59 128 18.6 Gryphon, FM, MS (elite), GI, Squall, 2 Harpoon, 3 Breach, HVD, HS, ECCM
25 8 200 346 309* 194* 39* 76* 12.4* Champion, MS (elite), GI, OE, Squall, HIL, 2 HVD, 4 Tac Laser, EMR
25 8 200 364 261 147 37 77 10.4 Dominator XIV, BM, MS (elite), OE, Mjolnir, Mark9, HVD, Heavy Mauler, 3 Harpoon Pod, 3 Railgun, EMR

DP = the deployment points that they were set at for testing
#deploy = the number of ships deployed
DPused = total amount of DP of ships used (other than my flagship)
Time = total time it took to finish the battle, according to Detailed Combat Results; the lower the better

The rest take a bit more explanation. Detailed Combat Results currently has a bug with reporting beam damage, typically reporting it as usually more (though sometimes less) than the actual damage done. So any ships that have beams won't have accurate beam damage reported. However, I can estimate the damage since it's the same double Ordos fleet that I'm repeatedly fighting.

If I add up the ship stats for every ship in the double Ordos fleet, there is a total of 422k flux capacity, 28k armor, and 289k hull. From 21 battles for which no beams were used (other than Xyphos, which is minor at <5% of the total even though it's likely inflated, but for which I subtracted out), the average total damage dealt by my fleet (including flagship) was 591k+-60k shields, 143k+-9k armor, and 295k+-7k hull. Armor and hull were fairly consistent, but shields had a correlation with the total time, with the best-fit curve being 1067*time + 219k, meaning that every second of combat meant an additional 1067 shield damage was dealt to finish off the fleet. This has an r^2 value of 0.84, and brings the standard deviation down to +-24k. So overall the error is around +-4% for shield damage, +-6% for armor damage, and +-2% for hull damage, when using this estimate.

For ships using beams, this estimated damage (based on battle time) was used to estimate the overall damage. For those ships, the DPS numbers have an * next to them to denote that they are estimates. For the others, their reported damage from Detailed Combat Results (minus Xyphos damage) was used directly.

From there, I subtracted the damage that the flagship did in that battle. (The flagship only uses projectiles, which do not have the beam bug, and thus its damage output is known.) I then assumed that it took 60 seconds for the ships to start fighting, so I took the remaining damage, divided by (battle time - 60), then divided by the number of ships, and that produces the DPStot, DPSshi, DPSarm, and DPShull numbers. That 60 seconds is just an educated guess and I may change it in the future, but for now at least it'll be uniform across all ships tested.

"Eagle new" and "Eagle XIV new" refers to the upcoming flux stats being upgraded to 700 base flux, which were used for this test. It does *not* include the speed change to 60, which was published after I did my testing, so the Eagles still had base speed 50 here.

The DPS/DP column is the DPStot divided by the DP of the ship as used in testing. Looking through the numbers, it's suggestive to divide the DPStot by 12.5, resulting in:

Code
DP	DPStot	/12.5	Ship
14 142* 11.4* Falcon XIV
17 193* 15.4* Eagle new
17 193* 15.4* Eagle XIV new
17 227 18.2 Eradicator (P)
18 253* 20.2* Apogee
20 290 23.2 Eradicator
20 372 29.7 Gryphon
25 309* 24.8* Champion
25 261 20.9 Dominator XIV

What we can see is that for the most part, if we take the ships' DPS calculated in this way and then divide by 12.5, the results are actually remarkably close to Alex's upcoming DP values for many ships. The Champion is better than the Eradicator, which is better than the Apogee, which is better than the Eradicator (P), all at a pretty close ratio to their upcoming DP values. From this, the Apogee's change to 20 DP is pretty well-deserved, as is the Eradicator's change to 22 DP and the Eradicator (P)'s change to 18 DP.

The Gryphon does far better than its 20 DP cost. The Dominator XIV did worse than its 25 DP though, and the Eagles and Falcon also did somewhat worse.

As part of the testing, to count how many times each weapon was fired, I set the ammo for most ballistic and energy weapons to 6000 (would basically never run out). Then, after the battle was nearly over, when the last Radiant had a sliver of hull left, I would use console commands to "god all" (thereby keeping it alive) as well as "traitor" that ship to be on my side so that the combat doesn't end. Then, I would transfer command to each ship and screenshot their remaining ammo. In this way I could count how often each weapon was fired, and then compare it with the hits recorded in Detailed Combat Results to calculate the hit rate (hits on enemy ships divided by number of shots fired) of each weapon. The drawback is that for those runs, the total battle time wasn't accurate since I was spending time shuttling between ships. So on any given run, I could get accurate weapon hit rates, or accurate battle time, but not both.

Now taking each ship in turn, for people who are looking for a base setup for Ordos-farming fleets or looking at how I tested each ship to arrive at the ship setups used above:

Testing the Champion showed that weapon range has a huge effect on how often a weapon is used. It's obvious that longer-ranged weapons are used more often than shorter-ranged weapons, but when I was testing the Champion, I tested the weapons specifically for weapon range vs use rate (how often they were fired) and the dependence turned out to be huge. For example, for one of my earlier tests with Squall (no ECCM), Plasma Cannon, and 2 HVD's, the total results for the 8 Champions were:

Code
weapon	total	shield	armor	hull	hits	fired	hitrate
squall 332162 280699 15884 35578 1583 3640 0.435
HVD 195176 147014 12175 35988 1032 1428 0.723
plasma 117689 32752 25847 59090 325 408 0.797

Based on the Squall's fire rate of 92.3 shots per minute (due to Missile Spec elite), the HVD's fire rate of 60 shots per minute (since each Champion had 2 of them), and the Plasma Cannon's fire rate of 90 shots per minute, each Squall was firing for roughly 4.93 minutes (2500 range), each HVD for 2.98 minutes (1550 range), and each Plasma Cannon for roughly 0.57 minutes (1085 range). In other words, the HVD fired roughly 60% of the time of the Squall, and the Plasma Cannon fired roughly 19% of the time of the HVD. That's a huge dependence on weapon range.

Now, this was initial testing data, and it doesn't account for that 1) 5 of the 8 Squalls used up their whole ammo (so they would've been firing for longer if they had more ammo) and 2) the HVD fired at fighters while the others didn't, thus somewhat inflating its use rate relative to the others. But the Plasma Cannon's low use rate meant that even though its on-paper DPS is over 5 times greater (750 DPS at 500 hit strength compared with the HVD's 137.5 DPS at 275 kinetic hit strength), each Plasma Cannon only did around 20% more damage than each HVD, because its range (700 base range) was so much less than the HVD's range (1000 base range). So you basically spend 231% of the OP to do 121% of the DPS. Not an efficient trade.

So the Champion ended up using HIL with 4 tac lasers (presumably firing as often as the HVD's, instead of only around 1/5 of the time with the Plasma Cannon), and the results were immediate. The battle times went from around 400 seconds down to mid-300's; the final one posted above was 346 seconds. The data was:

Code
weapon	total	shield	armor	hull	hits
squall 317271 275767 9609 31896 1294
HVD 165082 127446 5327 32309 693
HIL+tac 225542* 41007* 73827* 110707*

For HIL+tac, the data is estimated since they are beam weapons (and thus the asterisks). But it's obvious that they contributed a lot more than the Plasma Cannon, almost double. In this particular run, neither ECCM nor Advanced Optics were used. I also tried several different combinations, i.e. with ECCM but with only 2 tac lasers, etc., but they all felt about the same in terms of effectiveness (even though ECCM meant quite a bit more Squall damage). So any of them were roughly equally viable. The highest DPS score was with this combination though. I would say if you need more OP, use fewer tac lasers. They were clearly less efficient on a damage/OP basis compared with the others.

The Apogee was an obvious beneficiary of this analysis. The Plasma Cannon and 2 IR Pulse Lasers were replaced with HIL and 4 Tactical Lasers (2 of them on the side mediums, just because I had extra OP left), along with Advanced Optics. When the Apogees used Plasma Cannon + 2 IR Pulse Lasers, the results were:

Code
weapon	total	shield	armor	hull	hits
squall 437794 350244 23419 64130 2116
plasma 190251 58907 40556 90790 569
IRpulse 24700 14181 2862 7657 1169
breach 6614 744 4576 1293 67

When the Apogees used HIL + tac lasers (with Advanced Optics), the results were:

Code
weapon	total	shield	armor	hull	hits
squall 365422 305232 15259 44929 1628
swarmer 4218 2194 1148 876 91
HIL+tac 262361* 37657* 72951* 151755*

In both cases the Squalls had ECCM and Missile Spec (elite). The beams did noticeably more armor and hull damage compared with Plasma Cannon + IR Pulse Lasers, on account of their range. With Advanced Optics, ITU, and Gunnery Implants, their range was 1750 compared with the Plasma Cannon's 1085 and the IR Pulse Laser's 775. The long range also meant that the Apogee didn't have to take as much damage and could focus fire on ships more, and hence their DPS was much better. (The previous Plasma Apogee fleet took a total of 416k damage from the Ordos fleet. The HIL Apogee fleet took a total of 336k damage.) I was worried that their only source of hard flux was Squalls (with a tiny bit from Swarmers), but they were able to overwhelm shields and kill ships just fine. Squall + HIL Apogee turned out to be a really strong ship setup against Ordos fleets.

The Apogee didn't really need Ordnance Expertise (in fact I put 0 points into vent), so I put in Helmsmanship instead, which made it faster and also more maneuverable (since its main weapons are on hardpoints). Also, for some reason Swarmers seem to work well with it, better than Breach even though Breach typically did more damage. I suspect it's because Swarmers would primarily be helping to clear fighters/ships that got close to the Apogee, and hence it wouldn't need to turn around as much, but that's just speculation. Regardless, the best runs were while using Swarmers instead of Breaches for whatever reason.

For the Eradicator, looking at their ammo use after combat showed that they actually didn't need both Missile Spec and Expanded Missile Racks; they only needed one or the other. (They would need both against triple Ordos though.) So I could opt for more OP or a different skill. I chose to replace Missile Spec with Ballistic Mastery for more weapon range and weapon damage. Additionally, testing with various small missile combinations showed that 1 Breach and 4 Annihilators tended to work well (2 Breaches and 3 Annihilators also worked well). This increased their DPS to around 278 each. I then tried removing Front Shields and putting in Ballistic Rangefinder instead, to increase Railgun range. This increased their DPS to around 292 each. The damage results were:

Code
weapon	total	shield	armor	hull	hits	count
HVD 265217 169479 15963 79776 1210 2
railgun 199983 148204 11471 40307 3348 4
h.maul 103364 17944 42677 42744 713 1
anni 64035 17955 20286 25793 547 4
breach 17981 824 11667 5491 189 1

If we assume roughly similar hit rates, the railguns were firing only roughly 42% of the time compared with the HVDs or heavy maulers. Without BRF, they fired around 30% of the time compared with HVD. Again, range has a significant effect on how often the weapon gets used. So for the Eradicator, BRF is actually pretty worthwhile.

For the Eradicator (P), I used pretty much the same build. Even though they didn't have AAF, the burn drive meant that they could go from hot spot to hot spot fairly well, as well as chase down stragglers quickly. So they actually worked fairly well.

For the Dominator (XIV), it underperformed, and was a bit difficult to manage. The main reason is that like the Champion, there were fewer of them to start with (due to their higher DP cost), but unlike the Champion, they couldn't really guarantee kills on small ships that well. So the line of ships tended to be fairly "leaky" and frigates would get by them more frequently, which meant 25 DP spent chasing after frigates to keep the line cohesive instead of helping with the main battle line, and thus reducing their average DPS. This test really showed their weakness in being unmaneuverable.

For the Gryphon, no changes were made, the improvement in DPS is just from running it a couple more times (the previous results were based on just one run for the Gryphon, while the others were the best of multiple runs). The Gryphon fleet took very little damage (118k), so I can probably take out Field Modulation and put in something like Helmsmanhip to make it more effective, but I didn't bother. The damage results were:

Code
weapon	total	shield	armor	hull	hits	count
squall 253808 205403 9320 39085 1115 1
harpoon 297736 81806 47583 168347 568 2
breach 93306 20350 51285 21669 1108 3
HVD 54103 40540 1909 11655 248 1

The Squalls did around 8.5% of the armor damage and around 16% of the hull damage, with the bulk of the hull damage coming from the Harpoons (and the Breaches did a surprising amount of armor damage). Based on this, I doubt the update's change to the Squall (reducing its damage to armor and hull) will affect the Gryphon's effectiveness in any meaningful way; it'll likely retain its ability to vastly outdamage other ships on a per-DP basis.

Having said that, I think the change to the Squall were more to prevent it from being a "one-stop shop" as a weapon, and force the player to put in other weapons for anti-armor and anti-hull, which is exactly what this build does (since Harpoons and Breaches provide anti-armor and anti-hull, and HVD also provides some anti-hull). Thus this build won't really be affected much by that change.

Unlike many other fleets, this fleet is also capable of triple Ordos fleets without running out of missile ammo, and there's no real reason to go for quadruple Ordos since the fleet is already at +500% XP bonus at triple Ordos anyway. It can also dismantle stations pretty easily. So Onslaught XIV flagship + Gryphon spam is overall one of the most powerful fleets I've found for 0.95.1a.

For the Falcon (XIV), after trying different combinations of Pulse Lasers, Phase Lances, etc., the best combination I was able to find was 2 HVD, 2 IR Pulse Lasers, a Pulse Laser, a Phase Lance, and 2 Swarmers. The biggest issue is that it has the firepower of a destroyer, so it couldn't really do that much damage before being pushed back due to flux. So it tended to run in and out a lot but not do as much permanent damage (i.e. to armor or hull) compared with the other ships. And thus, its overall DPS was fairly low. Multiple setups were tried, including different combinations of Heavy Blaster, Phase Lance, Pulse Laser, and Ion Pulser, as well as IR Pulse Laser, Antimatter Blaster, Swarmers, Breach, Annihilators, etc.

Next, for the main purpose of this thread, the Eagle XIV. I don't buy the reasoning that it's meant to be a line holder and thus it's just there to soften up targets for other ships to kill. To do so would mean relying on other ships in the vicinity, in a game where each AI does their own thing and they don't understand the concept of a formation. Also, the Eagle isn't a cheap ship (even after its DP gets changed). Saying that it needs some other nearby ship to finish off targets is basically just adding to its effective DP cost.

So the challenge then is to make a loadout where the ship is self-contained, i.e. so that it can absorb attacks, take out shields, and then take out armor and hull before the target gets away. The shields is the easy part, just put on triple HVD, which is nice because it also does decent hull damage. Beyond that, I tried out a bunch of different weapons. As multiple posters have already mentioned, its problem is that the energy weapons lack the range to back up the ballistics. In fact, when I tried testing different medium energy weapons with 1700 base flux (i.e. so presumably the ship doesn't have flux issues and the weapons have the flux to fire whenever anything is in range), with them all stacked in the center (to remove issues with firing arcs), the result was:

Code
weapon	total	shield	armor	hull	hits	count
HVD 378324 306352 20062 51911 1827 3
h.blast 137929 54904 31642 51382 447 1
pulse.l 63016 34078 8294 20639 1275 1
ion.pul 40690 21149 6692 12848 1045 1

Assuming they had roughly equal hit rates (hits on enemy ships divided by number of shots fired), then the medium energy weapons fired only roughly 35% of the time compared with each HVD. And this is more or less assuming they're not constrained by flux. It's easy enough to go into the sim, put each weapon in their own weapon group, and watch the AI toggle the weapons on and off as the flux level rises -- in which case they'll be used even less.

After trying out a lot of different weapon setups, eventually I settled on using 3 Phase Lances to burst the target. The idea is that as the target closes in, the Eagle is already hitting it with HVD so it already has some flux buildup. Meanwhile, the Eagle stays at low flux because the only weapons firing are its HVD's. Then the Eagle hits it with Phase Lances, which bursts through and hopefully does armor and hull damage too. At this point, the Eagle will start building up flux, but the target should already be at high flux and is taking hull damage. Then the Eagle finishes it off as it backs away.

One thing I found interesting from testing is that Phase Lances overall do roughly 40% more armor and hull damage than Heavy Blasters (although Heavy Blasters undoubtedly do more shield damage). This is because the AI seems to turn off Heavy Blaster from autofire at a lower flux percentage, while Phase Lances are not turned off as quickly. Also, Ion Pulsers generally did around 2/3 of the overall damage of Pulse Lasers, so from a pure damage standpoint, Pulse Lasers are better than Ion Pulsers. (But then it depends on how much you value the EMP damage of Ion Pulsers, as well as its burst capability.) This is in terms of AI of course; the player is able to make much better use of Ion Pulsers compared with the AI.

The IR Pulse Lasers are there to provide additional hard flux in case the target got close, for troublesome targets such as Brilliants and Radiants. I also tried Tactical Lasers on the small energies, which almost certainly did more damage than IR Pulse Lasers (since they're presumably used 100% of the time instead of a small percentage of the time), but Phase Lances + IR Pulse Lasers did better than Pulse Lasers/Heavy Blasters + Tactical Lasers.

For the Eagle XIV, I tried Advanced Optics as well as Hardened Shields. Without AO, the Phase Lances fired around 50% as often as HVD's (which is already higher than the "theoretical max" for Pulse Laser / Heavy Blaster / Ion Pulser). With AO, they fired roughly 70% as often, since they had extra range. This helped them reach a bit farther to hit targets, but also made them overflux more. Ultimately the run that had the highest DPS though was with AO, though Hardened Shields would be a bit safer.

Interestingly, for the base Eagle, it was able to do around the same amount of overall DPS, even though it was basically working with 8% less flux stats. I suspect that it was because it was slightly faster so it could chase down frigates more quickly, and thus the line didn't get diluted as much. But there really wasn't much difference between the two. For its fastest run, the hullmod was actually Hardened Shields instead of Advanced Optics.

So overall I feel like a lot of the DP changes are pretty much on the mark. However, the Falcon, Eagle, and Dominator performed relatively poorly in these benchmark tests. For the Falcon, it's easy to see why -- the Falcon simply doesn't have enough firepower for endgame content to have it be the backbone of a fleet, relative to other cruisers. For the Dominator, it's simply so unmaneuverable with a higher DP cost (thus, fewer can be deployed), that frigates will slip by that need to be chased down, decreasing its overall DPS.

For the Eagle though, it's still quite a bit lackluster even after the 700 base flux change. Perhaps it'll be better when I test it at 60 base speed; or perhaps the new weapons and hullmods coming down the pipeline will benefit it more than the other ships (and thus its performance will increase relative to others). Or maybe there's some way to make them more effective that I haven't thought of. Anyone who feels they can come up with a better build for any of these ships is free to suggest it.
Title: Re: Eagle and (base) Falcon remain anemic
Post by: SafariJohn on February 14, 2023, 03:18:29 AM
An Enforcer by each Dominator would theoretically allow the Dominators to focus better. I kinda doubt it would push the Dominator's DPStot/12.5 up to 25, but maybe worth trying?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BCS on February 14, 2023, 03:45:00 AM
Great analysis.

What we can see is that for the most part, if we take the ships' DPS calculated in this way and then divide by 12.5, the results are actually remarkably close to Alex's upcoming DP values for many ships. The Champion is better than the Eradicator, which is better than the Apogee, which is better than the Eradicator (P), all at a pretty close ratio to their upcoming DP values. From this, the Apogee's change to 20 DP is pretty well-deserved, as is the Eradicator's change to 22 DP and the Eradicator (P)'s change to 18 DP.

Now I wonder what would be the estimated value of Fury using this system?
Title: Re: Eagle and (base) Falcon remain anemic
Post by: BigBrainEnergy on February 14, 2023, 06:55:53 AM
stuff

I've also felt the Dominator underperforms, turns out speed is important. Speaking of which... you tested the eagle with only the dissipation buff? In my experience the speed/acceleration buff to the eagle makes a massive difference.

As for the eagle being a "line holder" I find that's more of the falcon's niche. With HVD + ion beam it has the speed and range to kite basically anything it can't kill... including radiants. Sure, waiting on other ships to score the kill is generally unreliable but I've found bombers do the job pretty well. Plus you can always give them small breaches for anti armour since HVDs do decent hull damage.