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Topics - Warruk

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1
General Discussion / Hardened Shields OP?
« on: November 05, 2021, 08:31:26 AM »
I had read in another thread that Hardened Shields was generally considered OP, or that it helps high tech over low tech.  I was surprised to read both statements, as my experience was the opposite. 

For the general question of "is it valuable for LT?", my experience is a strong yes.  I originally started my run (all low tech) avoiding shield upgrades and favoring hull/armor hullmods and skills.  Over time, I noticed my Enforcers (which had hardened shields in addition to other defensive upgrades) were pretty darn rugged, even in the face of Remnants.  I put HS on the rest of the fleet, usually by removing other lesser hullmods.  My gut is that this moved me from 20-30 DP of losses per battle to 0-10 DP.  This is all subjective, but it felt like a fair upgrade.  It's not like Remnants got easy.

For the question of it being OP, I had recently been considering HS on my Legion, so I pulled data on the impact of HS or an equivalent amount of capacitors on a variety of cruisers and capitals.  The metric I ended up with was the amount of damage the shield could take to hit full flux.  The ships I was using for this had officers with different skills, so the exact numbers are pretty specific to my fleet, but the trend should be general (I think).  The data is at the bottom.  I don't know how to format tables, so the presentation is a little clunky. 

For almost all the ships I looked at, the difference between HS and equivalent caps is very small, equivalent to less than 1000 damage.  The Paragon is the oddball.  (I think this has mostly to do with the way the flux pool grows with capacitors (a = mx + b), and the Paragon seems to have a large 'b' term, so the impact of adding capacitors is relatively small.)  I do understand that the impact of reduced damage can't be simplified in the way I did it; in particular, reducing damage can enhance the impact of dissipation.  A larger flux pool can be used for weapons, though, which can be very helpful on badly overfluxed load outs (see Onslaught). 

I guess, as a non-s-modded upgrade, it doesn't feel OP to me.  With the s-mod, it gets a little better as you aren't debating an equivalent amount of capacitors, but likely compared to the next best upgrade (I normally go heavy armor, missile racks, and HS as the s-mods, so ITU is the next most-expensive).  That gives a bigger relative difference to HS, but I'm still struggling to say that's OP.

Am I just missing something?

Ship - HS or not - Capacitors - Flux capacity - Shield efficiency - Damage to full
Dominator XIV - No - 18 - 16380 - 0.76 - 21550
Dominator XIV - Yes - 0  - 12599 - 0.57 - 22100
Champion        - No - 18 - 15789 - 0.76 - 20520
Champion        - Yes - 0  - 12000 - 0.57 - 21050
Aurora             - No - 18 - 16800 - 0.76 - 22100
Aurora             - Yes - 0  - 13200 - 0.57 - 23160
Legion XIV       - No - 48 - 25119 - 0.76 - 33050
Legion XIV      - Yes - 18 - 18900 - 0.57 - 33150
Paragon           - No - 48 - 39350 - 0.57 - 69040
Paragon          - Yes - 18 - 33350 - 0.43 - 77560




2
Bug Reports & Support (modded) / Campaign mode is very slow
« on: October 11, 2021, 10:22:14 PM »
I've been playing the same save for a while, and I've noticed that the game has slowed markedly when flying around the star systems, but is fairly normal when in combat.  The game appears smooth, both when running very slowly or when I speed up using 'Shift.'  I think the process has been gradual.  Due to how slow the game has become, I have increased the SpeedUpMult twice (to 3 then 4). 

The impact appears to affect the particular save only.  If I open a save for a brand new game, the speed is back to normal (and I have to drop the Mult back to 2). 

Any thoughts on what I could try?  I'm playing on a Mac.

3
General Discussion / AI: Escort vs. Normal
« on: October 09, 2021, 02:22:57 PM »
I've gotten to the point in my first play through where I'm fighting Remnants.  I've read a good deal on these forums about how that jump from high level bounties to Remnants is pretty big, and it was.  My early encounters were pretty one-sided.  I have slowly gotten to the point where I can hold my own against 2 Radiant Ordos, but I'm struggling with one aspect of these fights, and I'm curious if my problem is fixable.

My fleet is all low tech.  I use XIV Battlegroup variants of the Onslaught, Dominator, and Enforcer.  For all fights up to Remnants, I had the Enforcers escort the cruisers and capitals, and they seemed to be effective at both protecting the escortee and dealing damage; all the Enforcer officers are either Reckless or Aggressive.  In my Remnant fights, where I need every ship to do some good, I started noticing the escorters often do not join the battle.  I'll find my ship (Dominator) taking a major beating from 3-4 Fulgents/Brilliants while the Onslaughts take on the Radiant, and my two escorting Enforcers are staring down Glimmers threatening to flank.  It's like, you guys do know your escort is not doing well, right?  Those Sabots and Harpoons that you have a ton of, just target a Fulgent and hit your LMB a few times!

I'm currently dealing with that issue by putting eliminate orders on the nearby Remnants from each Enforcer near me.  It works at driving back the pressure, but then their Aggressive/Reckless nature makes (typically) one Enforcer take a silly risk and die.

I read a suggestion that it might be better to ditch escorting, and just assign the fleet to a few waypoints and let the various ships pick their own location near them.  I tried that, but found the Enforcers consistently got in front of the big ships, blocked shots from the bigs, then died miserable.  Their behavior as an escorter is just hugely different than an unguided ship (or when they have an eliminate order, but I think that's supposed to have the ship take more risks than normal).

Regardless, I'm consistently ending these fights either losing one Dominator (me) if I give no orders, or losing one Enforcer if I have them eliminate.  Is it possible to have escorts work better at attacking the main force (non-flanking)?  If that's not possible, would Steady be a better choice for these Enforcers where I'd direct them via orders?

Would appreciate any thoughts you guys have.

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