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Topics - Vanshilar

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1
I've spent some time in the past several years documenting the combat balance of ships and player fleets with regards to endgame content, primarily using double Ordos as a measuring stick and punching bag. TL;DR - the most powerful player fleets spam missiles and long-range weapons (mostly ballistics), where a big part of the player fleet's effectiveness boils down to how many Squalls and Harpoons it has. This means Gryphons with Squall/Harpoons, Conquests with Squall/Locust/Harpoons/Mjolnirs/HVDs, and so forth, with a player-controlled flagship such as an Onslaught or an 8-Antimatter Blaster Doom taking out key enemy ships to keep the battle flowing smoothly. See for example my thread on beating double Ordos within 3 minutes, or a more alpha core-farming-friendly fleet from 0.96a, which still works just fine and is what I use for my "actual" playthroughs (with flagship Doom instead) since it can get the max of +500% XP bonus on double Ordos, so the XP gain is very high.

This thread is instead about the best ship for the player fleet at the opposite end of the spectrum, the early game. In the past, I previously discussed using LP Brawler spam early on, since they're relatively easy to get and getting free built-in Safety Overrides to boost their flux is very powerful. Generally speaking, LP Brawlers are one of the best exemplars of Safety Overrides ships since they pack a lot of firepower in a relatively small and cheap (DP-wise) package. They're still a good way to go about the early game, but it turns out that there are actually better ships to use for the early game.

Testing

For testing as a proxy enemy for the "early game", I used a d-modded pirate fleet from my playthrough. This pirate fleet is 77 DP which includes 2 Drams, so it's really 73 DP of combat ships. It's just a random pirate fleet that's raiding the system. Attached is the fleet composition.

Playing ability between players vary a lot more widely in the early game than in the endgame (where you can assume that the player has at least some understanding of how the game works), so I tested the player fleets without a player-controlled flagship, so it's basically fleets under AI control but with the player issuing commands. In this case, I'm in a Mudskipper just to observe fights, and to issue some commands when needed.

Also, in the endgame, you can assume that the player is using the maximum deployment amount of 240 DP (or for me, 200 DP when looking to maximize XP gain). But in the early game, the player's fleet size can vary widely. So, it's also useful to test ships at different amounts of fleet DP.

So with that in mind, the testing assumptions were a level 5 character, with no combat skills (since I'm not using a player-controlled flagship), but using Leadership skills including Support Doctrine. That's usually one of the best ways to start off a playthrough. The ships can use any non-Omega weapons and any hullmods. The player does not control a combat ship, although the player can issue commands to other ships. No s-mods were used. No officers (although the ships all get skills due to Support Doctrine). The fleet doctrine was set to Reckless.

In testing out different ships, it became evident pretty quick that once again, it really came down to the missiles that the fleet has. In the endgame, it basically boiled down to spamming Squalls and Harpoons (plus long-range weapons, usually ballistics such as Mjolnir and/or Hephaestus). The Squalls and long-range weapons were there to help soften up the enemy ships since they have good shields and offensive weapons. In the early game, no such concern is needed because the enemies are relatively weak. Thus, it becomes better to directly spam finisher weapons. In other words...mass Harpoons.

So the early game comes down to how many small missiles and medium missiles the ship can carry per point of DP, filling them all with Harpoons, and using Expanded Missile Racks and Missile Autoloader where appropriate, along with ECCM. For example, a Falcon (P) can carry 4 medium missiles and 2 small missiles for 20 DP. The AI typically doesn't fire Harpoons unless it thinks an enemy ship is vulnerable, so to get around this, the Harpoons (and often the other weapons) were put in the same weapon group as a PD weapon. This makes the AI not manually control it, but leave it on autofire (with autofire turned on), so that the Harpoons will fire as soon as any enemy ship gets within range.

Looking through the list of vanilla ships, the ship that has the greatest ratio of missiles per DP is...the Buffalo Mk.II. For just 4 DP, you get a medium missile and 3 small missiles. There's enough OP for Expanded Missile Racks, Missile Autoloader, ECCM, and Militarized Subsystems (to receive the Tactical Drills and Crew Training buffs) in addition to the missiles, and then some OP leftover afterward. So while a 20-DP Falcon (P) gives you 4 medium missiles and 2 small missiles, 20 DP's worth of Buffalo2's give you 5 medium missiles and 15 small missiles. In theory the Mercury can yield a better ratio, since it has 3 small universals for 2 DP, which is a potential 30 small missiles for 20 DP. However, in practice, one of the slots needs to be PD to link to the missiles to have them fire, so it just ends up being 20 small missiles for 20 DP.

One might wonder about the Buffalo2's durability due to its lack of shields. Well, with enough missiles, the enemy fleet won't be doing much damage to your ships anyway. Against double Ordos, my fleet typically received around 50-150k damage for roughly 1000k damage dealt. Against the pirate fleet, a Buffalo2 fleet takes below 4k damage for around 95k damage dealt. And realistically, if the player is controlling a flagship, the player can always just move in front to tank some damage. In practice though it's not really needed very often, and obviously wasn't a part of the testing.

As before, for testing, multiple runs of each fleet configuration were run, with the best completion time for each fleet configuration recorded. The goal is to minimize battle completion time as reported by the Detailed Combat Results mod. That mod also helps diagnose a lot of other combat statistics about how ships perform in battle, to help you understand what actually happens in battle, so I highly recommend it. For most of the ships, I also tested how the completion time changes if more or fewer of them were used. The data for some of them are below:

Code
# ships	ship	totalDP	time	dam taken
8 buff2 32 53 2861
9 buff2 36 48 2454
10 buff2 40 43 1003
15 buff2 60 34 2197
20 buff2 80 36 1807
3 fal.p 60 48 7264
4 fal.p 80 39 1507
5 fal.p 100 32 2109
5 hyper 75 97 42316
10 hyper 150 54 34117
11 hyper 165 48 28005
10 LP braw 60 80 48636
15 LP braw 90 65 42373
20 LP braw 120 55 38427
5 manti 60 59 3293
10 manti 120 41 2919
4 venture 56 73 1245
5 venture 70 43 0
8 venture 112 42 0
10 venture 140 41 0
15 vigil 75 34 910

This can be plotted, with the x-axis being the amount of DP of the fleet (i.e. "what you put in"), and the y-axis being how long the battle takes (i.e. "what you get out"). The lower the DP (toward the left) the better, and the lower the time (toward the bottom) the better. The graph of this plot is attached.

The ship loadouts leading to the best completion times were:
Buffalo2: Harpoon Pod, 3 Harpoons, 3 Mining Lasers, Tactical Laser on the hardpoint, all linked together in the same weapon group, with Militarized Subsystems, ECCM, EMR, and MA, 0 cap, 1 vent
Falcon (P): 4 Harpoon Pods, 2 Harpoons, IR Pulse Laser, Mining Laser, all linked together in the same weapon group, with ECCM, EMR, MA, and ITU, 2 cap, 0 vent
SO Hyperion: 2 Heavy Blasters, 1 Assault Chaingun, each in their own weapon group, with Safety Overrides and Stabilized Shields, 3 cap, 10 vent
LP Brawler: 2 Assault Chainguns in one group, 2 Light Dual Autocannons in another group, with Hardened Shields, 10 cap, 5 vent
Manticore: Hephaestus, 2 Harpoon Pods, Light Needler (nose), 2 Mining Lasers, all linked together in the same weapon group, with EMR, ECCM, and ITU, 0 cap, 12 vent (a similar build using Mjolnir worked just as well)
Venture: 2 Harpoon Pods, 2 Harpoons, LMG, all linked together in the same weapon group, with ECCM, EMR, Militarized Subsystems, MA, and Unstable Injector, 0 cap, 2 vent
Venture (for 4 Venture run): 2 Harpoon Pods, 2 Harpoon (Double)'s, HVD, IRAL, LMG, all linked together in the same weapon group, with ECCM, EMR, Militarized Subsystems, and MA, 0 cap, 0 vent
Vigilance: Harpoon Pod, Heavy Burst Laser, both linked together in the same weapon group, with ECCM, EMR, Unstable Injector, and Stabilized Shields, 5 cap, 0 vent (although I didn't really try out which other PD weapons might work better)

As you can see, the Buffalo2 did significantly better than all other ships. Taking a player fleet size of 60 DP, 15 Buffalo2's beat the pirate fleet in 34 seconds, while 3 Falcon (P)'s took 48 seconds, 5 Manticores took 59 seconds, 10 LP Brawlers took 80 seconds, and I didn't do 4 Hyperions but 5 Hyperions (75 DP) took 97 seconds. It takes around 15 seconds (in the smaller battle map) for the two fleets to start engaging each other. Taking this into account, at 60 DP, the Buffalo2's were roughly 3 times faster than LP Brawlers, and somewhere over 4 times faster than SO Hyperions, when using the same amount of DP. Alternately, 9 Buffalo2's (36 DP) were able to kill the fleet in the same time as 11 SO Hyperions (165 DP), or over 4 times as much DP. That's how strong missile spam is in the early game.

Since the LP Brawler is among the best Safety Overrides ships by DP, the curve for the LP Brawler represents about the best that can be achieved with just about any ship using Safety Overrides. So any ship below or to the left of the LP Brawler's curve represents a ship that can outperform just about any Safety Overrides ship at killing early d-modded pirates, i.e. the early game.

A concern with missiles, especially Harpoons, is that they can run out pretty quickly. So the missile-based ships were tested to see how few there could be before running out. The Venture runs out at "just over" 4 Ventures; if the player uses 4 Ventures, then the final ship (usually the Condor) has to be taken out by whatever non-missile weapons it has, while if the player uses 5 Ventures, they can beat the pirate fleet easily. The Falcon (P) requires 3 of them; 2 is not enough. I'm not sure exactly how many the Vigilance needs, but somewhere between 12 and 15. For the Buffalo2, it can just barely kill the pirate fleet with 8, but having 9 or 10 is a lot safer.

So for this pirate test fleet of 73 DP (excluding the 2 Drams), you need a minimum of 8 Buffalo2's (32 DP), or around 15 Vigilances (75 DP), or 3 Falcon (P)'s (60 DP), or 5 Ventures (70 DP), to not run out of Harpoons. Most notably, the Buffalo2 can comfortably kill a d-modded pirate fleet over twice its size in DP, while the others can only handle a fleet that's roughly their size or smaller. While a non-missile fleet can probably handle a fleet that's larger, you pay for it by the far greater time they need to win as they slowly plink down each enemy ship. The time needed to win increases dramatically the more you try to "shortman" the fight; the graphs are basically rectangular hyperbolas. Also, in practical use, the player-controlled flagship can make the fleet's missiles much more effective, by taking out shields and/or focusing their fire on key ships. While 8 Buffalo2's by themselves took 53 seconds to kill the pirate fleet, adding in a player-controlled Wolf dropped the time down to 37 seconds, increasing the fleet's DPS by nearly 50%.

The Venture and Vigilance deserve special mention. For most missile ships, the rate of Harpoon Pod fire is limited to 4 every 9 seconds, so adding more ships does mean a faster completion time. However, these two ships have Fast Missile Racks, which means they will unload their Harpoons very quickly. So they tend to be more "all or nothing". 5 Ventures is all you need to kill this pirate test fleet, so using 5 or 10 didn't make much difference in the completion time because the additional missiles mean a denser wave of Harpoons but they're still limited by travel time, etc. The Vigilance is very similar.

Similarly, yes, in many runs the Venture fleet actually took no damage at all, since there was so much Harpoon spam at the very beginning (due to Fast Missile Racks) that enemy ships did zero damage to the player fleet for the entire battle. The Buffalo2 fleets also took very little damage on occasion (the fleet took just 34 damage in one of the 15-Buffalo2 runs), although usually at least a couple of missiles got through causing some damage.

Campaign Playthrough

Alright, so that's how well the Buffalo2 performs in combat, what about how easy is it to acquire in the early stages of the campaign? You need to consider the feasibility of not just getting multiples of the ship itself, but also finding Harpoon Pods and Harpoons for it, as well as the EMR, MA, and ECCM hullmods. To try it out, I played it through in vanilla version 0.97a-RC11, using the Wolf start. (Some light spoilers ahead.)

Initially, I did a playthrough without any trading (I don't bother picking up stuff in markets to sell elsewhere, although I did use markets to sell extra loot if I had it). I started by going to Tetra where there's a guaranteed Hammerhead and Buffalo2 (using an SP). Then I went to get the Alpha cache, which in this playthrough has 2 AMSRMs as well as a Resonator, all the while checking markets for the hullmods, Harpoons, and Buffalo2's, and fighting some pirates whenever I saw them. For the sake of trying this out, I didn't put any s-mods on my ships (to see how they perform without s-mods), although normally they would have a couple here and there. A basic log of that playthrough is:

Mar 19, level 1: Got Missile Autoloader
Mar 27, level 1: Got Expanded Missile Racks
Jun 2, level 2: Got ECCM
Jun 23, level 2: Got Alpha cache, using a Wolf and 3 Buffalo2's, took 24 seconds
Jul 10, level 4: Got my 7th Buffalo2
Aug 3, level 4: Got my 10th Buffalo2

So it took around 5 months to get 10 Buffalo2's, as well as the necessary hullmods, and this also included the Harpoons. I felt like this was too "easy" since I did some spysat etc. missions for easy money (although that's how I'd typically begin a playthrough, for some easy money and also to give a reason to visit different markets), so I redid it again but this time, without doing missions for the easy money. A basic log of this second playthrough is:

Apr 26, level 2: Got both EMR and MA
May 7, level 3: Got a Falcon (P)
May 18, level 4: Got ECCM
May 31, level 4: Got Alpha cache, using a Wolf and 4 Buffalo2's, took 23 seconds
Jun 21, level 5: Got my 7th Buffalo2
Jul 12, level 5: Did a 153k-credit Sindrian Diktat deserter bounty, 116 DP, which included an Executor and a Falcon, using my flagship Wolf, a Falcon (P), a Hammerhead, and 7 Buffalo2's, so 63 DP, took 66 seconds
Aug 7, level 6: Got my 10th Buffalo2

So again it took around 5 months to pick up 10 Buffalo2's, even without doing missions for extra income. It turns out that Buffalo2's are pretty plentiful in markets, and so are Harpoons. The necessary hullmods were pretty easy to get as well. Hence, it's pretty easy to build up this fleet. It's actually easier than building a fleet of LP Brawlers because there are many more markets which can sell Buffalo2's, plus they're much cheaper (and you may not have to repair them if you're lucky).

The SD deserter bounty was pretty interesting, because my testing was primarily against a pirate fleet, so I didn't know how the fleet would fare against a non-pirate (i.e. better) fleet. But it turns out that it didn't have much trouble at all. The enemy fleet was 116 DP compared with my fleet at 63 DP (of combat ships), so it was almost double my size in DP, a lot of it due to an Executor which had 2 HILs, 2 Locusts, 5 Heavy Autocannons, 2 Phase Lances, and an assortment of PD. The enemy fleet did a total of 16,494 damage to my fleet, mostly taken by my flagship Wolf and the Hammerhead on our shields (which is why the Hammerhead didn't do that much damage, it was busy tanking -- not intentionally, but that's how it ended up), while my fleet did 155,800 damage. The Hammerhead and I had most of the anti-shield weapons, while the Buffalo2's and the Falcon (P) had the Harpoon spam, although the Falcon (P) had the Resonator, so we focused on taking down shields and let the Buffalo2's do their work with the Harpoon spam. So the fight actually ended up being straightforward, completing in 66 seconds, and netting me 317,784 XP (including the bonus from SP usage) since I had a +106% XP bonus on it. A screenshot of the DCR results for the fight is attached.

Later on, the player encounters much more difficult enemies, where Harpoon spam alone may not suffice, or where the enemy fleets become so big that Harpoons don't last long enough, or become so dangerous that the player's ships need to have better defenses to survive. For the early game though the Buffalo2 reigns supreme as the best ship to get for the player's early fleet.

2
Simple. The closer to core the player's colonies are, the faster the Colony Crises timer advances and/or the larger the CC faction fleets end up being. The farther away the player's colonies are, the slower the Colony Crises timer advances and/or the smaller the CC faction fleets end up being

Basically, it makes more sense for the factions to care more about an upstart new faction if it's close by, and it doesn't make sense for the factions to send huge fleets across the entire sector over a dozen thousand people many light years away.

Regarding the case of colonies in different star systems, intuitively the one closest to the core would be the one that the factions would care the most about, so that would probably be the one on which the "distance factor" would be applied. (I have no idea how the factions choose which colony go after currently, if colonies are in different star systems.)

This also lets the player "pick" how quickly and/or how big the Colony Crises stuff happens, in addition to the other levers to adjust it that will hopefully be coming in the next update.

3
In 0.95.1a, the most powerful fleet I tested took a bit over 4 minutes to defeat double Ordos. It was able to kill around 246 DP per minute against double Ordos. (I assume it takes 45 seconds for the two fleets to start attacking each other.)

In 0.96a, the most powerful fleet I tested took a bit under 3.5 minutes to defeat double Ordos. It was able to kill around 281 DP per minute against double Ordos.

Now, in 0.97a, I've found a fleet that can defeat double Ordos in under 3 minutes. It can take out around 361 DP per minute against double Ordos. That is very nearly one full Ordos fleet every 60 seconds. A youtube video of it in action is here:

https://www.youtube.com/watch?v=TJq4tlnjPwU

The fleet consists of:

Flagship Doom: 8 linked Antimatter Blasters. The 8 AMB can single-volley a Brilliant, and double-volley a Radiant. You can also half-volley (usually, 3/8 of a volley) by turning a bit away from your target and selecting another weapon group, so that the AMB will autofire on the target when you unphase, so that only the ones that can hit the target will fire. This helps you conserve your ammo and flux, though in practice I don't have issues with ammo since the double Ordos will die very quickly.

There is some design freedom in which hullmods you use. I chose Automated Repair so that weapons/engines will be repaired by the time the AMB cooldown is over, so that I don't need to worry about them being taken out when I unphase to fire. I also chose Escort Package for a bit of a range and speed boost since I have Conquests nearby. You can choose Unstable Injector if you prefer the speed, and/or Resistant Flux Conduits if you prefer faster venting. A noticeable shortcoming of my particular choice (Automated Repair, Flux Coil, ITU, Escort Package) is that the vent time is very long. So I am sort of "tethered" to the Conquests to cover for me when I vent.

Conquests: Mjolnirs/HVDs/Squall/Locust/Harpoons. Also an IR Autolance to help pick off stray targets and an IR Pulse Laser to encourage it to close in more (Reckless personality), plus a Mining Laser to keep the weapons active. These act as the main tanks and to deal anti-shield damage since the Gryphons don't do that much anti-shield damage. Yes, I use Conquests as tanks. The enemy fleet deals so little damage to my fleet anyway.

Gryphons: Squall/Harpoon Pods/Harpoons, with an HVD. This is set up for max Harpoon spam. Note that I use Missile Autoloader for a few more Harpoons, and also s-modded Extended Shields so that they don't flameout.

LP Brawlers: Assault Chaingun/Heavy Machine Gun/Light Dual Machine Guns. These capture the objectives and chase down frigates. There is some free choice of which frigates you want to use, but I like these. Note that most of them are unofficered. They don't need it.

SO Gryphons: These are the reinforcements. They have SO and no ballistic weapons on them (purely missiles) to encourage them to run into the fray as quickly as possible. Even with elite Helmsmanship, SO, UI, and s-modded Auxiliary Thrusters, they don't make it to the front lines until about halfway through the fight. In other words, the main fleet kills Ordos fleets so fast that the first Ordos fleet is already dead by the time the reinforcements show up.

Obviously, since Ordos fleets are among the toughest enemy fleets in vanilla Starsector, this has follow-on implications for this fleet against nearly any other vanilla fleet.

The strategy is pretty simple. Conquests in the center, Gryphons to either side around them, and LP Brawlers to either side around the Gryphons. I run forward in the flagship Doom and use mines to redirect omni shields to the other side, so that my fleet's weapons will bypass their shields. I can also use my AMB volleys as direct damage. Surround the enemy fleet, using the LP Brawlers to pick off any frigates that get away, while my main fleet pounds the enemy fleet from afar. As the enemy fleet gets surrounded and starts balling up, the Harpoon spam becomes even more effective, since they will automatically redirect to a nearby target if their target dies, and the enemy ships get nearer and nearer to each other as the fight progresses.

In the Doom, I'm responsible for redirecting enemy shields, but the AMB is primarily used against Brilliants (which takes one volley) and Radiants (which takes 2 volleys), since they're so quick for me, compared with other targets. So I prioritize taking those out. I can also half-volley against destroyers and frigates if I want. My main focus should be on keeping the enemy fleet's shields facing the opposite direction though, to maximize my fleet's effectiveness. When my flux gets too high, I can retreat back to my line (usually, next to or behind my Conquests) to (more) safely vent.

This fleet does not assume any [REDACTED] weapons. It can obviously kill enemy fleets even faster if you have them, but this keeps this fleet general enough to be used in any playthrough without having to worry about which [REDACTED] weapons spawned in that playthrough.

Some moments of interest in the video:

5:53 An example of using mines to redirect a Brilliant's shields, followed by one-volleying it.
6:02 An example of a half-volley against a Fulgent.
7:55 I order the LP Brawlers on each side to "Eliminate" Lumens on their respective sides.
8:05 I start my attack run on the first Radiant. I zoom in close so you can see the damage done with a single volley.
8:44 An example of using mines to redirect a Fulgent's shields to help out a Harpoon wave.
9:57 An example of an LP Brawler, despite an "Eliminate" order and at zero flux, backing away from its target. Note that the Lumens on both sides are still alive despite the LP Brawlers being faster; so basically they didn't really chase them down with full force and speed the way you'd think an "Eliminate" order would. You see that it has its ammo count shown. This is thanks to the System Marker mod and allows me to count up how many shots were fired by each weapon, to help with weapon effectiveness analysis after the battle (although I didn't do it here).
11:15 I start my attack run on the second Radiant. In this case the Radiant was "pristine", i.e. no other ships had damaged it, so you can see how much damage the volley does.
14:40 Another example of using mines to redirect a Brilliant's shields, followed by one-volleying it.
15:43 This Brilliant didn't fall for my mines at first. But it eventually does.

As you can see, I made plenty of mistakes in the video, both tactically and strategically, so this fleet doesn't require anything resembling "perfect" play. It takes a bit of practice to get a feel for how to use the mines, but it's not that hard to pick up. No special playing skill is required for this. This is something that any proficient player should be able to pick up fairly easily. Have fun Ordos-farming with this!

4
Suggestions / Make Eliminate Actually Eliminate
« on: March 31, 2024, 12:53:28 AM »
The "Eliminate" command is supposed to tell the ship to put all their effort into eliminating a target.

1. A ship when ordered to "Eliminate" will often instead back off, sometimes over 3000 su away, to safely vent flux, before reengaging. I can understand if this is because the ship is at high flux, say >80% flux. But I see this happening even to ships at low flux, say <30% or so (hard to tell but thereabouts), and even with no other enemy ships around (i.e. there is no risk to them dropping shields and gaining some flux while they move toward the target). Aggressive officer so it'd not a timidity issue. This is bad AI behavior, since it's not in any danger and yet is still backing away from the front lines, and backing so far away that it will take a while to get back to the front lines.

Worse still, the "Eliminate" command is often used to strike at a vulnerable and important target during a window of opportunity, or to plug a breach in the battle lines, or to rescue another ship under attack. The last thing the player wants the ship to do in any of these situations is to back off and disengage from combat, and yet that is exactly what the ship often ends up doing with the "Eliminate" command. A ship should virtually never back off under the "Eliminate" command short of high flux or under heavy attack. Instead, the ship should move forward immediately, and drop shields if needed if it's not under any pressure and flux is a concern.

2. If a ship is ordered to "Eliminate" a target, and that target is in range, the ship should be firing its weapons on the target. Not on any frigates or fighters or any other ships in the vicinity, no matter what the ship's AI thinks in terms of priority. The whole purpose of the command is to tell the ship's AI that the target is the most important one to focus on. I've seen ships, when ordered to "Eliminate" a Nova for example, fire on and chase down all the ships in the vicinity except the Nova, eventually ending up behind (i.e. above) the Nova without ever firing a shot at it and being in range the whole time. As a corollary, this also seems to happen with missiles a lot, where it'll fire its ballistic/energy weapons at a target, but send its long-range missiles toward a farther away, more "attractive" target (usually some frigate that can easily dodge those missiles). It should concentrate its fire on the ship it's ordered to target if that target is in range.

3. Related to the above, it seems like when a ship is ordered to "Eliminate" a target, it'll ignore other enemy ships in terms of preventing it from being flanked (i.e. in terms of its personal danger), and yet still consider other enemy ships in terms of whether or not to fire on them. This is backward. It should maneuver to not put itself in undue danger, and focus its firepower on the target. I don't mean a situation where the "Eliminate" target is behind other enemy ships, forcing the ship to wade into other enemy ships. I mean when there's an enemy ship on one side, and nothing on the other, it should not strafe itself into the enemy ship nor get between the other enemy ship and its target (exposing its vulnerable engines), when it can safely hit at its target by staying put or by strafing in the other direction. It seems like in sim the ship AI understands to do this, so there seems to be something that happens in fleet combat that overrides it. (Maybe it's trying to stay a certain distance away from friendly ships?)

5
General Discussion / Damage Bonuses
« on: March 11, 2024, 12:38:52 AM »
Just wanted to make a note of this since I did some testing.

Damage bonuses generally modify the base damage. So if the weapon does 100 base damage, Tactical Drills gives 5% bonus damage, and 100% CR gives 10% bonus damage, then the damage will become 100 * (1 + 0.05 + 0.10) = 100 * 1.15 = 115 damage.

However, certain bonuses modify the whole thing instead of the base damage. For example, if you have the above, and then add Tactical Analysis, say against a capital ship (20% bonus damage), you might think it'd be 100 * (1 + 0.05 + 0.10 + 0.20) = 100 * 1.35 = 135 damage. But instead, it'll actually be 100 * (1 + 0.05 + 0.10) * (1 + 0.20) = 138 damage. It basically added +23% of the base damage since it's also multiplying with the other bonuses.

There are a couple of those types of modifiers, but thus far, they all multiply with each other. In other words, as far as I can tell, the damage boils down to (base damage) * (1 + X) * (1 + Y), where X are some modifiers like the CR damage bonus, and Y are some other modifiers like the Target Analysis bonus. Since X is easier to get, I'm going to call them the "regular" bonuses, while Y is more rare, so I'll call them the "special" bonuses. I could probably call them something more descriptive but this is just to organize it. The mathematically astute reader would notice that I could've defined it the other way too, but there are more in X than Y so I think it'll be easier to think of it this way.

Testing is done via the simulator in version 0.97a-RC10, by looking at the damage numbers of weapons against a target from the Practice Targets mod and against a sim Hyperion, and then calculating out what it needs to be for the given bonuses to match the observed damage numbers.

There's probably a way to just look in the code to see the list of all possible bonuses or something, but this is relying on empirical testing instead.

The "regular" bonuses:
CR (assuming CR > 70%)
Ballistic Mastery (regular and elite)
Tactical Drills
Energy Weapon Mastery
Cybernetic Augmentation
High Energy Focus
High Scatter Amplifier (regular and elite)

The "special" bonuses:
Target Analysis (regular and elite)
Wolfpack Tactics
Advanced Turret Gyros s-mod -- note that this also benefits missiles, not just ballistic and energy

Of particular note is that fighters are not affected by any of the "regular" or "special" bonuses above *except* for CR.

Targeting Feed (shipsystem on Heron) seems to be its own modifier, and thus multiplicatively stacks with everything else. Most damage modifiers don't apply to fighters, though.

Graviton Beam's effect is a damage taken modifier by the target ship, as opposed to the above which are damage dealt modifiers by the firing ship, and thus will multiplicatively stack with all of the above.

Since the "special" bonuses multiply all the other bonuses (except each other), and they're more rare, they are in some sense better than the "regular" bonuses. Note also that if the ship is a capital, then with elite Target Analysis and s-modded Advanced Turret Gyros, the ship is basically doing +20% against all targets, multiplying with the "regular" bonuses. On the other hand, frigates with elite Target Analysis and Wolfpack Tactics get +5%/+30%/+35%/+40%, multiplying with the "regular" bonuses.

6
Suggestions / Make Defend orders persist even if no ships assigned
« on: February 09, 2024, 08:23:56 PM »
Starsector 0.97a now automatically removes waypoints that have no ships assigned to it, which is a welcome change to clean up clutter. However, Defend is a useful command to corral ships, even if no ship are directly assigned to it. For example, it's useful to have a ship do something (capture an objective, kill an enemy ship), and then have it automatically leash back to a Defend point once it completes its task, without having to spend another command point to do so.

So it'd be nice if "Rally" waypoints were automatically removed, but "Defend" waypoints persist even if no ships are currently assigned to them.

7
If the capital ship your destroyer is relying on for Escort Package dies, you still keep your weapon range and speed (and probably maneuverability) bonus. It'll say "no connection" but the bonus is still present.

Once another ship that can give you the bonus moves into range, it'll update again, but until then, you get to keep the last bonus you had prior to the larger ship's destruction.

8
Okay, I know it says values higher than 1 make it impossible to control the player ship correctly, although I don't know if there's a technical reason why it can't be done (since the SpeedUp mod also allows people to play at higher speeds). But one thing I noticed, if combatStepsPerFrame is set to 2, then when you right click to turn on shields, they turn on then turn off right away; you lose your zero flux speed bonus and then get it back again a few seconds later, but the shields never actually go up. Similarly if you had forced shields to turn on (such as Paragon's fortress shield), when you right-click, the shields go down then go right back up again.

If combatStepsPerFrame is set to 3, then shields go up normally. So I'm guessing it's something like, at combatStepsPerFrame = 2 it's sending 2 right clicks per right click or something, causing this behavior.

Playing at combatStepsPerFrame = 3 seems okay if a bit fast, but I'm not noticing any particular problems with the player-controlled ship -- so I don't know if the warning is for technical issues or if there may be some loss of fidelity at receiving player input. (I assume the rest of the ships are fine since it just calculates extra world frame states between each graphical render frame is my understanding.)

9
I've been having fun with ~200-DP fleets of some form of flagship Onslaught + "other" + 1-3 Gryphons as flankers, where "other" is whatever other ship makes up the bulk of the fleet. The Gryphons are there to grab the objectives and take care of trash on the sides, while I'm in the center, as a wrecking ball to the heart of the enemy fleet, with the "other" ships in between.

The absolute fastest fleet I'm aware of is simply flagship Onslaught + 8 Gryphons, but Onslaught + 3 Conquest + 2 Gryphon is a very effective fleet too, only slightly slower, but gives roughly 20% more bonus XP since it's smaller XP-wise. So here's a video showing this fleet in action:

https://www.youtube.com/watch?v=jhyXg1VG8cE

The flagship Onslaught uses Heavy Autocannons, Light Needlers, Light Autocannons on the sides, and Hypervelocity Drivers as its main anti-shield weapons. I have Ballistic Rangefinder so they all match range at 900 range (the HVD's are further back so they also roughly match the range of the others). Then the anti-armor/hull weapons are 3 Hephaestus Assault Guns. Basically, a single HAG isn't enough DPS, so when I'm hitting armor/hull, I point the nose to the side of the target so that it gets hit with two HAG's at once. For burst DPS or against large ships, I use Proximity Charge Launchers. They also double as PD since I armor tank most of the shots so that my flux goes toward damaging enemy ships most of the time.

I don't bother with Heavy Armor nor Polarized Armor, they're simply not needed. I do use Impact Mitigation though since it also improves my maneuverability, and it's the best armor skill; the -25% armor damage taken actually amounts to something like -40% armor damage taken because of how hit strength works, so the armor lasts a lot longer than you might think.

This flagship is heavily overfluxed, so it relies on frequent venting to make the most use of its weapons. I usually throw some PCL's in the path of the enemy ships before I vent, to give me some cover, which you see multiple times in the video.

The Conquests have Squall/Locust/Harpoon Pods as one group (linked), and dual Mjolnirs/HVD with IR Autolance and 2 LR PD Lasers, also linked. For the missile group, I won't run out of Squalls nor Locusts anyway (need more Ordos for that), so I want the Locusts firing as much as possible, so it's linked with the Squalls. For the Harpoon Pods, I want them used as much as possible in the initial fight, since the initial fight is actually the hardest part of the battle. During the initial clash, the enemy fleet has its entire 240 DP fleet against the player (and I only use 200 DP), while once their ships start dying, a lot of their DP is tied up in the steady stream of reinforcements heading to the front lines, so my ships are actually only facing around 1/3 to 1/2 of their fleet for much of the fight. So I want to kill that initial fleet as quickly as possible, hence the linked Harpoon Pods. The EMR hullmod is really just there for the Harpoon Pods to give more Harpoon spam.

The Mjolnir/HVD is pretty self-explanatory, Mjolnir does the bulk of the damage, the HVD helps out with anti-shield and anti-hull. I'm not sure if IR Autolance or Graviton Beam is better; Graviton Beam gives a bonus vs shields against all targets, while IR Autolance is pretty effective at finishing off targets (especially small ones). So I used IR Autolance here but it's possible that Graviton Beam may be better, I'm not sure. The LR PD Lasers are to give the ship some PD, but also to ensure that this weapon group always stays on. The AI is generally overly conservative about flux and tends to turn off weapon groups for flux too early, i.e. at around 30-40% flux or so. Then it continues to get hit (usually hard flux) which makes it turn off weapon groups even more, until it gets fluxed out and can't fight. So having PD in the same weapon group, linked, ensures that the weapon group stays on even at high flux. It's risky to do though and causes overloads, so it needs to be used with care. However, in this case, the Conquests are long-range ships and shouldn't come under attack too often, so it's used here.

The Gryphons are pretty standard Squall/Harpoon spam, linked so that the Harpoons are launched as often as possible. I stuck Railguns on them with Ballistic Rangefinder for a bit more DPS (like, 3% more), but I generally recommend against that, it's usually better to make them more survivable by putting the OP toward Hardened Shields, etc. But this fleet is very offensively-oriented so I can get away with that. Notice I took Missile Autoloader on them too for a few more Harpoons.

In battle, I send the Gryphons to the sides; their job is just to grab objectives and take care of trash. I may be able to find something else for it but haven't really tried to look for others, because they usually do a good enough job. I lead the charge in the middle, with Conquests on either side. The Conquests have such a long range that they can take out ships from far away, so ships don't get away between my ships that much. (If they do, my Gryphons are what I send after them.) I run in and tank and spam PCL's as needed.

This fight took 222 seconds to kill the double Ordos fleet. This fleet usually does it in around 220-230 seconds or so. The only fleet composition I'm aware of that's faster is the aforementioned flagship Onslaught + 8 Gryphons (which basically uses the same strategy as here), which is around 10 seconds faster. However, I've found a number of other fleets that can roughly match the speed of this fleet. For example, flagship Onslaught + 3 Onslaught + 2 Gryphon can also achieve similar times, but the challenge in controlling it is a bit different. For the Conquests, as broadside ships, you can't really direct them to where you want them to go, since they tend to go to the side of the target. So you have to account for that in their positioning. You also have to rearrange the fleet at the beginning quite often (if the ship's weapons are facing the wrong side). For the Onslaught, it's instead a challenge to constantly give them Eliminate commands so that they'll be willing to advance more. They tend to hang back too much.

Doing a bit more analysis of the damage results (thanks to the Detailed Combat Results mod): From some previous testing, it takes around 45 seconds for my fleet to start clashing with the initial enemy fleet. So basically all the damage was done in around 222-45 = 177 seconds. Thus, since my flagship did 296,043 total damage, that works out to 1673 DPS. The Conquests work out to 807 non-beam DPS on average (DCR does not record beam damage accurately, so I'm ignoring the contribution of IRAL and LRPD here) and cost 40 DP each, so each DP contributed around 20.2 DPS, which is a pretty good ratio. Most ships seem to provide around 10-15 DPS per DP by comparison. The Gryphon gets up to around 430 DPS or higher, or 21.5 DPS per DP; it's the most overpowered ship (highest DPS/DP ratio) I'm aware of under AI control. Player ships can obviously do much better; in this case my flagship did 1673 DPS for 40 DP or 41.8 DPS per DP. This DPS/DP ratio is important for knowing just how much each ship is contributing toward killing the enemy fleet, relative to how expensive they are to deploy. Some other ships which do well for their DP include the Legion XIV, Pegasus, and, funny enough, the Atlas2.

This fleet also works well against stations (realistically, me charging in and spamming PCL's do about half of the fleet's damage in that case) and many other challenges in the game, so it's a good general-purpose fleet. It's great for farming Ordos fleets for cores and XP but it can do a lot of other stuff as well.

10
General Discussion / Does the Fearless AI intentionally suicide?
« on: July 07, 2023, 10:19:37 AM »
Just kind of curious. I like the way the Novae and Brilliants burst in, it makes Ordos fights a lot more dynamic. However, I'm noticing that they seem to run in even at high flux / low hull, whether via their ship system, or just by regular maneuvering, when they're close to dying. Obviously then their explosion does a large amount of damage to my fleet. This even involves bursting in right when they're at the end and dying, so that their hulk flies through my fleet at high speed. I don't know if that's actively part of the AI or if it just happens because they don't care about dying in general.

Of course, I'm pointing it out because I see it happening annoying often when I'm high on flux myself and not able to use shields to defend against it lest I overload :)

11
Let me start by saying testing a fleet against 5 Ordos doesn't have much particular practical purpose, since realistically the most you'll ever need to do is against double Ordos or possibly triple Ordos, at which point you've maxed out your fleet DP (maximizing your kill rate) and your XP bonus, unless you have a bunch of AI core officers. But it's fun to try to see how long you can go with your fleet.

This fleet is a modification of my flagship Onslaught / 3 Conquest / 2 Gryphon fleet that I found to be reliable for farming double Ordos with a high XP gain (~+450% XP bonus, usually takes around 4 minutes or 240 seconds or less per battle according to Detailed Combat Results). I basically used the same strategy and tactics, just with a loadout that's geared toward endurance rather than max DPS.

The star of the show is the Conquest. After 0.96a, I've found that a Squall/Locust pair does better than double Squalls, since the Locust will help finish off trash now that the Squall doesn't do as much to hull and armor, and since part of the reason for the Squall is to break up the enemy fleet and put them on the defensive, so the second Squall is a bit redundant anyway. Then it's the usual dual Mjolnir, dual HVD, and dual Harpoons. In this case, I set the missiles in their own groups for endurance; for max DPS (i.e. vs double Ordos) they would all be in the same group and linked, to make sure they're fired as quickly as possible.

I also stuck on some Tactical Lasers and a Graviton Beam. The Graviton Beam gives a bonus to anti-shield damage, of course. The Tactical Lasers are pretty inefficient at damage/flux, so they should be the first to go if you need some more OP (starting with the tail one), but I had some extra OP and flux so I figured I might as well. I don't know if Graviton Beam (for more anti-shield damage from all sources) or IR Autolance (to finish off ships faster) would be better, but I just stuck with Graviton Beam.

For the flagship Onslaught XIV, since it's for endurance, I put HVD's in the medium ballistic slots for max range, since staying farther away means I take less damage means I can last longer. Sadly, I lost most of my armor in the first few minutes due to the Novae anyway. Oh well. Note that I also chose to take more damage with my shield and rely on frequent venting, to make my armor/hull last longer as well. Usually, for double Ordos, it would be all 5 Heavy Needlers, or 3 Heavy Autocannon in the front and 2 HVD in the back, or all 5 HVD, which all seem to work well depending on what I'm focusing on -- the former is better for charging into big ships while the latter is better for picking off a bunch of weaker ships at long range, reducing the time it takes for me to switch from target to target.

The Hephaestus in the center large ballistic is for general-purpose killing, while the Proximity Charge Launchers are for big ships, or when I get in a jam and need some extra DPS, or for some anti-missile duty if I'm full on flux. Side Devastators are to take care of incoming from the sides, since I should be able to take care of incoming from the front via either shields or PCL.

The Gryphons are just the usual Squall/Harpoon/Breach/HVD Gryphon, they're basically there to grab objectives and chase down any ships that got away. I could probably use a different, better ship for it, I just haven't bothered to try other ships. That's where this fleet could probably improve.

The video can be found here:

https://www.youtube.com/watch?v=g1tLbLe8iUY

The 5 Ordos total 2130 DP. It pretty much follows with my Ordos fleet statistics thus far (on average, an Ordos fleet will have 1 Radiant and 1 Nova) so it should be pretty representative.

It wasn't the best run, I took a lot of damage early on which I usually don't, so I had to stay farther away than I usually do, decreasing my DPS. Also, an Apex got away near the end because the Conquest was trying to flank (since it's broadside AI) and wound up behind the Apex, which is sort of dumb since I want the Conquest to block it, not go around it. But no way to tell broadside AI to do that, oh well. So that lengthened the run and exposed my left flank, which made the run take longer. But this overall shows how it can be done. Having a max DPS loadout against double Ordos is pretty much the same, except I don't bother to deploy the 4th Conquest (I only use 3 Conquests for more XP bonus), and it goes much faster.

12
This may already be fixed in 0.96a-RC9. But at least as of RC8, the Squall description says that it increases the base damage by 200 when hitting shields. It actually increases the base (kinetic) damage by 150.

13
General Discussion / Starsector 0.96a-RC6 XP Bonus
« on: May 05, 2023, 08:35:24 PM »
So this one's a bit interesting. I did some testing as to how the XP bonus works under the new update.

So, it's still based on the original XP bonus system. To recap, the original system looks at the ratio of your fleet's DP and the enemy fleet's DP, i.e. your XP bonus is based on (enemy fleet DP) / (your fleet DP). But this has some caveats:

* For the enemy fleet, officers count as 15 DP base + 7.5 DP per skill.
* For your fleet, officers count as 7.5 DP base + 3.75 DP per skill. This includes your character, so once your character is level 15, it costs 63.75 DP in terms of the XP bonus.
* Ships with the CIVILIAN hint count for 1/4 of their DP, regardless of if they have weapons. Note that this is the actual CIVILIAN hint in ship_data.csv, like the Atlas. Ships like the Atlas2 which have the "Civilian-grade hull" hullmod but not the CIVILIAN do not count for this, they count for full DP if they have any weapons,
* Other ships that have no weapons equipped also count as 1/4 of their DP. Fighters count as weapons here.
* Mothballed ships do not count their DP toward the total.
* Each d-mod reduces the ship's DP by 0.9 (multiplicative).
* The enemy fleet's DP is multiplied by 0.67, after accounting for all the above.

There are probably a couple more caveats that I'm missing here, but this is the overall gist, at least as of 0.95.1a-RC6 (I haven't fully tested all this for 0.96a yet). The maximum XP bonus you can get is +500% XP.

Anyway, version 0.96a has added an additional check on this, basically to limit the XP bonus when soloing battles. The main check is that your fleet's DP is now:

your fleet DP = max (your fleet's DP, min (enemy fleet DP * 0.5, your max ship DP * 6) )

Your max ship DP is the ship that has the highest base DP (mothballed ships don't count and ships with no weapons count for 1/4 of their DP); this does not include the effects of Support Doctrine for example (and probably doesn't account for Derelict Operations nor Converted Hangar either, though I haven't tested them yet).

For smaller enemy fleets, enemy fleet DP * 0.5 is going to be smaller than this, so it will be the dominant factor. So in this case, if your fleet's total DP is smaller than half of the enemy fleet's DP, then you'll be limited to a maximum of +100% XP. An example would be if you're soloing [REDACTED BROCCOLI] with a Falcon (P). (By the way, the [REDACTED BROCCOLI] fight counts as 110.55 DP for XP bonus purposes.) Generally though this won't affect things once you move past smaller fleets.

I haven't gathered statistics on 0.96a enemy fleets yet, but based on 0.95.1a, faction fleets (fleets from max level deserter bounties from the various factions) were roughly 666 DP for XP bonus purposes. So the middle term is 333 DP, so your max ship DP needs to be less than 55.5 DP if you want to get more than +100% XP bonus. If you want the max +500% XP bonus, then your max ship DP would be 18.5. So you are limited to a fleet made up of ships that are 18 DP or lower to get +500% XP bonus. If you have a Champion (25 DP) for example, then the maximum XP bonus would be 666/(25*6) = 666/150 = +344% XP bonus, even if your fleet is made up of just a Champion, or a Champion plus a couple of other ships.

A [REDACTED] fleet is roughly 1105 DP as of 0.95.1a. Assuming it'll be similar for 0.96a, this works out to the largest ship being 30.7 DP if you want +500% XP bonus. If you use any larger ship than this, then the max XP bonus you can get will be reduced. (You'd also need your fleet to total less than 184.2 DP, noting that your level 15 character counts for 63.75.)

For double [REDACTED], this implies a maximum ship DP of 61.4. So you can use any ship under this and still get +500% XP bonus.

So this mechanism encourages fleets that are more "short and wide", i.e. many ships of less DP, rather than having a big ship surrounded by many small ships, if you're looking to maximize your XP bonus. You basically want to look at not just your fleet's total DP, but also, that of the largest ship's DP * 6.

Some of these numbers are based on statistics gathered in 0.95.1a, so they may need to change somewhat for 0.96a, but they should be in the right ballpark.

14
The Expanded Magazines s-mod bonus of restoring ammo/charges 50% faster doesn't work with IR Autolance. This may be intended (since IR Autolance is a beam), but if so, maybe the description should clarify that it's for non-beam ballistic/energy weapons. (Some mods have ballistics that are beams, so this may also apply to ballistic beams.)

15
General Discussion / Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« on: May 05, 2023, 11:43:02 AM »
This is largely a listing for personal use but I thought it'd be useful to put all the s-mod bonuses/penalties together in one thread:

Accelerated Shields: Increases the shield's turn rate and raise rate by an additional 100%.
Adaptive Phase Coils: none.
Additional Berthing: Doubles the crew capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Advanced Optics: none.
Advanced Turret Gyros: Increases damage to missiles and fighters by 25%. Increases damage to smaller ships by 5% per size class of difference.
Armored Weapon Mounts: Increases the rate of fire of all non-missile weapons by 10%.
Assault Package: none.
Augmented Drive Field: Increases maximum burn level by a further +1.
Automated Repair Unit: Reduces the time required to repair disabled weapons and engines (in combat) by 50%.
Auxiliary Fuel Tanks: Doubles the fuel capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Auxiliary Thrusters: none.
Ballistic Rangefinder: none.
Blast Doors: Increases the crew casualty reduction to 85%.
Converted Fighter Bay: Monthly maintenance cost reduced by 15% per fighter bay.
Converted Hangar: Increases the rate at which the fighter replacement rate recovers by 10% for cruisers, and by 25% for capital ships. No added effect for destroyers.
Dedicated Targeting Core: Increases the range bonus to 40% for cruisers and 60% for capital ships.
Defensive Targeting Array: Extends range of ballistic and energy weapons of the ship's fighters by 100 units.
ECCM Package: Fully negates the effect of ECM and flares on missiles fired by this ship.
ECM Package: none.
Efficiency Overhaul: Reduces maintenance cost, fuel use, and minimum crew requirement by a further 10%.
Escort Package: none.
Expanded Cargo Holds: Doubles the cargo capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Expanded Deck Crew: none.
Expanded Magazines: Increases the ammo/charge regeneration rate for ballistic and energy weapons by 50%.
Expanded Missile Racks: Reduces the rate of fire of missile weapons by 10%.
Extended Shields: Increases the shield's coverage by an additional 60 degrees.
Flux Coil Adjunct: Increases flux capacity by a further 200/400/600/1000, making the coil as efficient as adding capacitors.
Flux Distributor: Increases flux dissipation by a further 10/20/30/50, making the distributor as efficient as adding vents.
Hardened Shields: none.
Hardened Subsystems: none.
Heavy Armor: Reduces the ship's maneuverability by 25%.
High Resolution Sensors: Increases the ship's in-combat vision range by 1000/1500/2000/2500, based on hull size.
High Scatter Amplifier: Increases beam weapon damage by an additional 5%.
Insulated Engine Assembly: Increases engine durability by a further 100%, and increases the sensor profile reduction to 90%.
Integrated Point Defense AI: All small non-missile weapons are classified as "point-defense", automatically target missiles, and are affected by point-defense stat modifiers.
Integrated Targeting Unit: none.
Makeshift Shield Generator: none.
Militarized Subsystems: Negates the increased crew requirements.
Missile Autoloader: Increases the post-reload cooldown to 10 seconds.
Nav Relay: none.
Neural Integrator: none.
Neural Interface: none.
Operations Center: none.
Phase Anchor: none.
Recovery Shuttles: Increases the fighter pilot casualty reduction to 95%.
Reinforced Bulkheads: none.
Resistant Flux Conduits: Increases the flux dissipation rate while venting by a further 10%.
Safety Overrides: none.
Shield Conversion - Front: Reduces the amount of damage taken by shields by 5%.
Shield Conversion - Omni: Negates the shield arc penalty.
Shield Shunt: Increases the ship's armor by an additional 15%.
Solar Shielding: Increases the protection from solar coronae and similar hazards to 100%.
Stabilized Shields: Converts 10% of the hard flux damage taken by shields to soft flux.
Surveying Equipment: Increases the survey cost reduction by 100%.
Unstable Injector: none.

-----

Some of them are *very* interesting. Extended Shields may close the engine gap for a number of ships, such as the Eagle and the Medusa. Armored Weapon Mounts increases the ballistic/energy damage output by 10% (and the flux cost as well). Advanced Turret Gyros will help big ships kill off smaller ships. Expanded Magazines means that ballistic/energy weapons with ammo (such as Ion Pulser), increasing their sustained DPS by 50%. This could be very helpful for certain (especially [REDACTED]) weapons that are ammo-limited. However, it doesn't seem to work for IR Autolance; not sure if that's a bug or not (since it's a beam weapon), will post in the bug forum about it.

A minor bug of sorts is that there's an unnecessary comma after "for" for the s-mod bonus descriptions of Additional Berthing, Auxiliary Fuel Tanks, and Expanded Cargo Holds.

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