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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Jo Jo

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1
Visit the bases first to see what you're up against if you want to save supplies and fuel. Most I've encountered are one-star bases, and some are only 2/3 of a three-part base. Even in later games I still see mostly one-star.

Three apogees plus something to tank (dominator) and a couple of cruiser carriers (three flights of bombers) with torpedoes is more then enough, unless you find you're up against a larger fleet that jumps into the battle with the base at the last minute.

An apogee fit with the small missile launcher designed to take out fighters plus expanded missile racks or a captain with the skill will do an amazing job taking out all the fighters and smaller ships that may accompany a base defense. I don't think I've ever lost an apogee during a base raid, though I don't use them on the largest three to four star bases. Good luck!

2
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 26, 2021, 03:35:42 PM »
Autopulse has one nice thing where its charges come back while in fortress shield, so its long term DPS is very low for a large weapon but also doesn't dip because of being 'off'. Plasma cannons have so much more DPS and anti-armor though that they are better as long as the flux last, but nothing has the flux to run 4/5 of them. Like Megas I like combining the two guns: you get an efficient alpha strike to batter down shields from the autopulse, then the plasma takes over DPS and anti-armor duty.

My one complaint about autopulse and other charge based weapons is that the AI will fire them at long ranged fighters/frigates that it can't hit and waste the burst. Gunnery Implants helps a lot, as does 100% CR in at least getting some of those shots to hit.

100% in agreement!

3
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 26, 2021, 03:30:58 PM »
Huh. I didn't anticipate HVDs doing more work than Heavy Needlers. I guess that 250 range difference really does count. Just swap back to Heavy Needlers, when you go dance with the Remnants - you will need all the shield damage you can get...

I hear you!

5
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 25, 2021, 03:42:37 PM »
Paragon is probably the best user of Tachyon Lance.

My goto is plasma cannons in the hardpoints and tachyon lances in the large turrets.  Plasma cannons beat down shields (and everything else), and lances snipe at Radiants (or other slippery ships) that try to flee after they lose the flux war from plasma barrage.  I leave front two medium energy mounts empty (because heavy weapons and/or rear weapons build up flux high enough already).

Tried four autopulse or two plasma cannon only loadouts.  Radiant flees almost every time without taking damage when they lose flux war.  With some lances, Radiant usually takes hits from lances even after it leaves the range of my hard flux weapons.  Also, lances are good at swatting small stuff.

That said, four autopulse is basic (and somewhat common) and will smash plenty of human targets.  I have used that before I collect the good stuff.

Four lances are good against human fleets, but falter against Remnants with Radiants.

Sounds like a powerful fit. Megas, I'll have to try yours on a future bounty. My ships are out flying around now. ;)

6
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 25, 2021, 03:40:42 PM »
Results of the first battle, where all four Paragons were dumped into the game at the same time.

200k Bounty - Ships in battle

https://www.dropbox.com/s/27cdcxo06cnuq0k/First%20Battle.png?dl=0

SCC's fit came out on top and the default was dead last.

https://www.dropbox.com/s/req46t496sr9gnt/Scc%20Grievous.png?dl=0

https://www.dropbox.com/s/k59ra7pwruw531b/Thaago%20Default.png?dl=0

7
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 25, 2021, 02:54:32 PM »
Oh my. So many answers. :o I'm about to go after a few larger bounty missions will will allow me to try different configurations on my four Paragons. Let's see how it goes in battle!  :D

Edit: I have four Paragons and I fit them each differently depending on the recommendations. Funny is that they all beat the Paragon AI considerably faster than my original build. I'll use the mod that gives statistics to see how things end up.

Grievous69 recommended Phase Lances or Pulse Lasers. I went with Phase Lances.
SCC: Reapers, 2x Tachyon, 4 ion pulse, and 4x PD
Thaago: 2x Plasma Cannon
Default fit: 4x Autopulse as described in the OP

8
General Discussion / Tachyon Lance or Paragon Fit?
« on: September 25, 2021, 01:57:58 PM »
I just received my first two Tachyon Lance weapons, and I've been experimenting. I'll be darned if I can make a better fit against the AI Paragon in the fitting screen battles than the fitting I have below. Do you use Tachyon Lance on Paragon or is there another ship that really allows them to shine. I don't fly my own ships, so fits needs to be AI friendly.

Here's the best Paragon fit against the Paragon AI in the fitting screen battles:

Built in: Hardened Shields Reinforced Bulkheads
Hull mods: Stabilized Shields, Flux Distributor, Expanded Magazines, Accelerated Shields, Solar Shielding*
Weapons: 2x Heavy Needler, 4x Atropos-Class Torpedo Rack, 4x Autopulse Laser, 4x Graviton Beam, 4x Tactical Laser, 5x LR Point Defense Laser

I tried switching out the front two Autopulse for two Tachyons, and I just couldn't get the enemy Paragon's shields down nearly as fast as with the AutoPulse. Plus, the extra flux resulted in the two Tachyons being disabled most of the time since the AI ended up dropping shields to reduce flux more often. Increased weapon flux from the Tachyon Lances really screws with the AI's ability to use them. I tried to balance out the flux by reducing some of the weapons or going with more flux-efficient weapons, but same result. Either I can't get the enemy Paragon's shields down or I generate too much weapon flux and the AI drops the shields on my ship. There has to be an AI friendly way to use a Tachyon weapon, though I haven't found it yet.

*Have to keep Solar Shielding so I don't loose my marbles when flying through hyperspace

9
General Discussion / Re: Build Two Items into new Paragon
« on: September 21, 2021, 02:35:56 PM »
You can also build makeshift ones yourself for a +2, even if you don't have a colony in the system.

Even without a colony? Thanks!

you only need a stable location 100 metals, 10 transplutonics, consumed,  and some heavy machineries but are not consumed if i'm correct.

Nice. It's been a while since I built one of those. I'll be sure to bring some supplies with me when I head out that direction, probably far in the future. ;)

10
General Discussion / Re: Build Two Items into new Paragon
« on: September 21, 2021, 02:01:47 PM »
You can also build makeshift ones yourself for a +2, even if you don't have a colony in the system.

Even without a colony? Thanks!

11
General Discussion / Re: Build Two Items into new Paragon
« on: September 21, 2021, 11:00:30 AM »
i have a burn of 18 with navigation and 2 tugs and i think it's manageable this way, i haven't found an ordo capable of catching me, also keep in mind that you can find and claim nav boui,..nav boy,..nav bouy...merde! >< the thing that boost the burn lvl by 3.

Yes, genius! It does boost all your faction speeds in system by +3. Darn good to know! Thanks. :)

12
General Discussion / Re: Build Two Items into new Paragon
« on: September 21, 2021, 09:50:29 AM »
I don't really bother with tugs myself. Navigation I still get, but it's because it's in the way towards Automated Ships. My burn speed is whatever it happens to be and I don't really care about the particular number. About the only situation where it matters is when trying to separate Ordos, and even that can be done with burn level lower than that of Remnants.

Great to know! BTW, what is their burn level? My ships travel at speed 16. Is that fast enough? Thanks!

13
General Discussion / Re: Build Two Items into new Paragon
« on: September 21, 2021, 07:27:17 AM »
Thank you for your thoughts on the importance of speed in the game. I'm still working on navigating hyperspace and avoiding the storms so the slower 16 speed fits my needs for now. Good to know there are options to bring speed back up to 20 as I reach that stage of my game play. :)

14
General Discussion / Re: Legion XIV > STD Legion
« on: September 20, 2021, 03:42:09 PM »
Xyphos are excellent for Legions that are acting as gunships but they are expensive, so there usually needs to be some other compromise to mount them (going 'missile cheap' with dual hammers on an XIV is one possibility, though a bit risky in an AI build). Cheap interceptors like Talons and Wasps will contribute even in endgame fights (crew losses don't matter, as rough as that is to say). Thunders are always good because thunders are good. There is no need for expanded deck crew for any of those to work well - the total rebuild time for wings is low. I would say bombers are a poor choice for the Legion because they are both very OP expensive and because they are very rough on replacement rate so DO want expanded deck crew, which Legion is hard pressed to afford.

In terms of acting as a missile+gun ship, Conquests are just better. Cheaper, faster, better guns and flux, and has more missile mounts if going all in with expanded racks and ECCM (AI can't use dumbfires up front but the player can). Using Legions well requires getting value out of the fighters which is harder this patch as fighters took a hit, making them a bit underpowered at the moment.

Thanks for the info. I'm still in the experimental phase, though I just had a fight I couldn't believe. I did build in harden shields and reinforced bulkheads so I gave my Legion XIV an advantage the AI Paragon didn't have, though the Paragon is 60 DP and my Legion XIV is 40. I used the fitting screen's one on one and went against a Paragon which the modified Legion XIV beat while still maintaining what appears to be 60% hull and no frontal armor. What happens in a fleet fight is anyone's guess, but this was promising to me. 

You hit the nail on the head when it comes to the bombers in the current patch, based on my experiences. They are simply eaten up by nearby ship point defense. Thanks for reaffirming. I can also see where in the players hands this would be a good platform for the Dual Hammers. Gosh wouldn't that be something!

Here's the build that beat the Paragon under complete AI control:

4x mining pods at 0 OP
2x Hurricane MIRV Launchers
5x Hypervelocity Drivers
8x Vulcan
Built in ->Hardened Shields and Reinforced Bulkheads
added ->Integrated Targeting Unit and Stabilized Shields

15
General Discussion / Re: Legion XIV > STD Legion
« on: September 20, 2021, 03:02:42 PM »
Thanks folks! That helps me understand a bit better. I'll play around with the fittings on the Legion XIV and see what I can get. I found if I fit bombers that it could take an Onslaught in the fittings screen one on one, then it absolutely tanked when I took it to a fleet fight, leaving me to give up on it in the current patch. Then I found this thread and thought I might take a second look at it as a gunship / missile platform since others had success that way.

Edit: BTW, I had no idea mining pods were a zero OP option. :) Nice to know.

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