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Topics - Princess_of_Evil

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1
General Discussion / [0.97a] Just Another Low Quality Weapon Tierlist 2.0
« on: February 13, 2024, 01:12:58 AM »
New version, new, worse opinions. Changed or new weapons have an asterisk next to them.

Weird Terms
HPD, Heavy PD: Gun meant to swat either frigates, or, for capitals and some cruisers, destroyers. Generally doesn't turn fast enough to hit interceptors or missiles.
SP, Shield Popper: Does a lot of hard flux, but bounces off armor.
SR, Shield Remover: Does SP things, but also enough damage to get through armor.
AP, Armor Pierce: Big Armor Damage. Generally means the gun has terrible soft stats.
StR, Station Remover: Big range and massive DPS in exchange for basically zero soft stats.
JAV, Just Add Vents: Just, like, remove the gun and add vents. Or capacitors. Or a hullmod.
DPS: You know what it means. Specifically, DPS against hulls of an intended target.
BPD, Bipolar Disorder: Gun that has a damage type that runs counter to the amount of damage it deals.
ST, Stunner: Gun that does the unthinkable: optimizes itself towards not killing the target.
Soft Stats: turret turn rate, projectile speed, accuracy. Important for PD and HPD. Usability rapidly drops off with intended target size.
Good, Bad, Ugly: Good guns are good. Bad guns aren't necessarily terrible, but you're usually better off investing your resources somewhere else. Ugly guns are nearly unusable.
RS, RE, RM, RL; Range: short, medium, long: There are three ranges for most weapon types: short (<550), energy medium (600), medium (700, 800) and long (1000). To suggest otherwise would be treason. Treason is punishable by death. Have a nice day! :)

Ballistic
Ballistic PD tends to be optimized against swarms or frigates.
Small
Basically every gun here is optimized against frigates. Ones that aren't just kind of suck. Unless they're kinetics. Small kinetics are kind of busted.

Good
Vulcan: PD. RS. If you want a missile gone yesterday, this is your gun. Also does good in knife range against bare hulls.
*Mining Laser: PD. RM. Dirt cheap, and very good against torpedoes when spammed. Mix with other (preferably medium and/or large) ballistic PD for full effect - it's balanced like energy PD so they cover each other's weaknesses really well. This is only for ballistic slots; analysis for energy slots is in that folder.
LMG: PD, HPD, SP. RS. Bounces off even destroyer armor, so don't expect miracles. Good gun to plug empty ballistic slots.
Railgun: PD, HPD, SR, BPD. RM. Not true shield pressure, because it does enough per hit to actually hurt. Best small ballistic and it isn't even close. Doesn't do everything like LMG, though. PD because it can snipe torpedoes.
Needler: SP. RM.Big angry Vulcan. Uses too many resources for its frigate DPS to be HPD and doesn't pierce armor anywhere as good as RG, but it's burstier, making it a very good dedicated SP in a small slot.
*Autocannon: HPD, SP. RM. Dual AC is a trap, but single one is good at medium range shield pressure. While it's weak, ships can spam it.

Bad
Light Assault Gun: AP. RM. AP in a small slot. That honestly tells all you need to know.
Bomb Bay: StR. RL. It does good damage and the slot is common, but how often do you actually need a dedicated StR?

Ugly
Light Mortar: JAV.

Medium
The slot is a bit too small for true armor-cracking. Use torpedoes.

Good
Flak: PD. RS. Does better the more the enemy spams it, due to its AoE nature. Single flak does more damage and has better AoE, so it isn't as clear cut as people like to pretend; if you have extra medium slots, spreading your PD might be for the best.
...Pfft, "extra medium ballistic slots". As if.
*Heavy Autocannon: SP. RM. Boring and efficient. Very boring, but very efficient.
HMG: PD, HPD, SP, DPS. RS. LMG, but bigger. Does same exact things. Don't expect it to be good PD, but it's better than you think against torpedoes.
*Assault Chaingun: HPD, DPS, BPD. RS. It has a lot of DPS, but it's in explosive form, which doesn't like being in small quantities. That being said, it spews so many tiny API boolet that it just tends to overwhelm armor anyway. And shields while you're at it. Do not under any circumstances scoff at 250 shield DPS at 1.6 efficiency, high tech would kill for one. Don't expect it to actually armor-crack the same way AP guns do.
HVD: HPD, BPD. RL. Very big RG. Turn rate is a bit slow for HPD, and DPS is actually worse, but due to its sheer range and powers of BPD, it can swat frigates out of thin air like there's no tomorrow. Not a SR due to serious DPS issues.
Heavy Mauler: AP, HPD. RL. DPS is on the weaker side, but it has tons of range and very good soft stats, if you ignore the fire rate. Pairs well with HVD for long range pest control. The fact that this is basically the only non-melee medium HE doesn't hurt either.
Heavy Needler: SP. RM. Two needlers duct taped together and supercharged. If you can afford it, it can pop shields for you.
*Thumper: DPS. RM. Very little flux usage, worst damage type in the game - but a whole ton of pure hull DPS. Hates residual armor with a passion.

Bad
Arbalest: HPD, SR, BPD. RM. Slow and inaccurate, costing the same as RG, but paying with soft stats for its flux efficiency and increased damage.
You're better off with a specialized gun.
*Mining Blaster: AP. RS. Decent damage and burst, but short range and slow reload kind of kill it. Unironically loses against armor to ACG despite doing scripted damage. This is only for ballistic slots, though; analysis for energy slots is in that folder.

Ugly
Heavy Mortar: JAV.

Large
You might have noticed that the smaller a ballistic gun is, the better it performs. It's... not inaccurate.

Good
Devastator: PD, HPD, DPS, BPD. RS. Excels at every role it has. Removes single torpedoes, large clusters of small missiles, frigates, destroyers and cruisers from existence. Protip: its random flakking only starts from half its current range, so it loves range increases even despite being a kissing range shotgun.
Hellbore: AP. RM. Slow. Cheap. Inaccurate. Removes armor better than some torpedoes. Spam it together with smaller kinetics if you really want it to shine.
*M9AC: SR, HPD, DPS. RM. I've actually come around on Mark IX. While it's still a boring gun, with accuracy increases on something big it can just chug along and overload opponents over time. Less of a capital vs capital gun than SN and goes through residual armor better, but isn't bursty.
Gauss: SR, BPD. RL. Instead of getting better at being HPD, Gauss just goes all in on shield removing from across the map. Does enough damage to go through weaker armor, getting a SR designation despite being a Large gun meant to hunt same size ships. I would move it down since it's antithetical to the design of most ballistic ships, but when it shines, it shines.
*Storm Needler: SP. RM. Apparently Alex didn't think SN had enough DPS, which is fair considering it's a mainly anti-capital gun, so now it can benefit from extended mags. Too bad medium RM HE still sucks and SN can't go through residual armor on capitals. Hope you brought enough missiles.

Bad
HAG: HPD, BPD, DPS. RM. Poor, poor HAG. It's better HPD than Deva, but you really don't want to dedicate a large slot to only HPD. It has good DPS with a decent range, but it just, only tickles shields and capital armor. If you want to use it, stop thinking it's an ACG (actual ACG is genuinely better at ACG things) and start thinking it's four railguns strapped together. At least now it's slightly more efficient! Sigh.
Mjolnir: HPD, DPS. RM. It's essentially a 2/3rds of a Plasma Gun in a ballistic slot. Except PG is designed to fit into high tech ships with their big reactors and big vent networks. Good if you can afford it. Two mjolnirs are worse than two dedicated guns. Very good soft stats, though.

Ugly
Despite having so many bad guns, Large slot doesn't really have any terrible ones. You can build a ship around any Large Ballistic if you really want.
[close]
Energy
Energy PD tends to be optimized against single missiles - big turn rates and weak capacitors.
Do not compare any E weapons with B - it only ends in sadness.

Small
Full of nearly unusable glorified laser pointers.

Good
*Mining Laser: PD. RE. 40% of a PD laser with longer range, higher efficiency and basically nonexistent OP cost. Very slot inefficient, though, and PDL is already slot inefficient.
Burst PD: PD. RS. Removes a limited number of things from existence fast, then drops off. People usually say to pair it with normal PDL, which isn't inaccurate. I would suggest pairing it with vulcans, on all of zero vanilla ships that can accept such an OP combination of PD.
IR Pulse Laser: HPD, DPS. RS. Not a laser. That being said, it's a kind of alright pulse gun.
AMB: AP, DPS, BPD. RS.I've *** on AP in small slots before, but AMB does enough damage to count as a good torpedo. Reloads really slowly, but it has a ton of ammo by small torpedo standards.
Ironically, it's also the second best DPS small energy gun despite being burst. Tells you everything about energy weapons, doesn't it?

Bad
*PD Laser: PD. RS. What did you expect from that name? It does PD things so mildly adequately i wouldn't be surprised if Alex uses it as baseline PD. Unfortunately, ML and BPDL squeeze it out of Good tier in 97.
LRPD: PD. RM. Trades DPS for range. Considering PDL already kind of sucks when enemy fighters and missiles don't line up nicely one by one, and AI is smart enough to burst to overwhelm PD, it just doesn't do anything existing guns, or the taclaser meme, don't do.
Tactical Laser: PD. RL. Speaking of memes. Same DPS as PDL, but half the flux efficiency, terrible soft stats and no other niche. At least with the turn rate hullmod it's kind of decent. That being said, its ridiculously low speed "laser" beam seriously limits its effectiveness with range extensions. Use LRPD with any, it's actually (nearly) hitscan. At least it is slightly more slot efficient than LRPD.
Ion Cannon: ST, HPD. RS. Does LRPD damage at PD range. Damage arcs are AoE, so it stuns better than it says, though.

Ugly
None at the moment. Is what i would say if small energy weren't basically one tier higher than it would be if it were forced to compete with ballistics.

Medium
Good
Ion Pulser: SR, ST, HPD, DPS. RS. Does a bunch of things at once, or at least until it runs out of batteries. Three ion cannons duct-taped together, supercharged and doing double damage. It's even flux efficient.
Protip: Expanded magazines.
Pulse Laser: SP, HPD, DPS. RE. Worse than every other ME gun at their niche, but very basic and reliable and has very good soft stats.
Heavy Blaster: AP, DPS, HPD. RE. Does good damage at a decent range really fast. You really pay for it in flux, though. Ridiculously OP-expensive. Basically a Mjolnir.
Phase Lance: AP. RE. Specialized knife-range energy beam doing torpedo damage. That being said, DPS isn't stellar, and it's a beam, so it bounces off shields like a ***.
Ion Beam: ST, HPD. RL. Rapidly removes ships from the equation just via stunlocking. Doesn't do more damage than IC, and bounces uselessly off shields on its own, so don't forget to pair it with an actual gun.
*Kinetic Blaster: SR. RE. Against shields, it's a Heavy Blaster at half flux. Against hull, it's half a heavy blaster. Bounces off armor, but that's not the point. Better than people think it is, but really hard to get.
*Autolance:DPS. RL. It's an energy Thumper. Except long range and better against residual armor, but with a lot less burst.

Bad
Graviton Beam: SP, PD. RL. Due to soft flux being a thing, beams are terrible at shield popping. Naturally, GB is an anti-shield beam with barely more DPS than PDL. That being said, it's very flux efficient, so if you have extra medium slots and don't want to put literally anything else into it, or even an AMB (midline can be like this), it does PD job, like, alright. Just don't let it see armored fighters. Increases shield damage... slightly. Still meh.
*Mining Blaster:AP. RS. The other half of the new blasters, being a 500 damage beat stick against its intended target. Shorter range hurts, low recharge speed hurts. Phase lance (and, frankly, AMB) is better at being a glorified torpedo.

Ugly
Heavy BPDL: PD. RE.BPDL on a slower mount for more OP and worse flux efficiency. Buffs didn't really do much to it, it's still worse than even gravitons.

Large
Energy weapons are backwards from Ballistic: the bigger the slot, the better weapons get.
Good
Paladin PD: PD, HPD. RM. Lies about its DPS - actually does 300 sustain and 1k burst against hull. Also has better swivel speed than HBPDL, of all things.
Note that i just called a (pinpoint, half energy) dual flak in a large energy slot a "good gun".
Plasma Gun: SR, DPS, HPD. RM. Good DPS, good soft stats. Essentially, three Heavy Blasters duct taped together, except unexpectedly the duct tape was copper-plated so it has great flux efficiency, by E standards.
Autopulse Laser: SP, HPD. RM. Another not-a-laser. Very flux efficient. True to its description, bursts things down, then runs out. At close range it essentially works as an anti-shield tach lance.
Tach Lance: AP, ST, HPD. RL. Tach-yon! If you want to delete something from existence, this is your gun. Don't let it see any shields it doesn't go through, though.
Why is it in HPD, despite having terrible soft stats and not being any good at HPD in AI hands? Because if you can keep its sights on a frigate, it deletes it from existence right through the shield.
Six-six-six million ways to die, choose-
High Intensity Laser: AP, DPS. RL. Good flux efficiency, but terrible turn speed. Better than tach lance at AP, but not as fun. Cooks any unshielded ship in seconds.

Bad
New energy weapon! Too bad it's worse than others. Not so bad that it can't be used; just really meh.
*Gigacannon: AP. RM. Low DPS, but decently efficient and does a whole lot of armor damage. Essentially a double range infinte ammo AMB two slots larger. There aren't many ships that want it over HIL or tach lance, but they exist. Especially since GC isn't a beam and as such isn't allergic to shields.
[close]
Missiles
No size distinction, since so many missiles can be put on multiple size mounts.
TLDR: If you have a forward-facing free missile slot, add a Hammer. If it faces weirdly, add a Sabot.
Got Tiger
Missiles get an extra designation, because some missiles are just too good to be even in good tier.

Sabot: SR, ST. RS. The shield remover missile. Flies majestically through space, like an eagle piloting a blimp, then bursts all over your shield and eats your cake once it gets into PD range. Carries enough EMP to stun weapons if you try to be smart. Short range, so be careful.
*Squall: SP. RL. A squall barrage just doesn't stop. The best missile to put on large slots.
Reaper: AP. RM. I've built ships that can take a reaper or two on armor, they just don't have any armor left afterwards. Very slow. Using four hardpoints worth of reapers and blowing yourself up with the capital death explosion is rite of passage on a Gryphon.
Hammer: AP. RS. Smaller than reapers, but they have more reloads, they fly faster, especially with ECCM, and they're just more spammable. You just never feel bad about not hitting someone with a Hammer. You hit them with another one and the one that missed was PD distraction anyway.
Jackhammer is one exception, being, essentially, a weaker medium reaper with faster missiles and no ammo.
Atropos: AP, HPD. RS. Smaller than Hammer, but really fast, well-armored, and has enough tracking to actually hit frigates. Take it if you know you didn't put enough HPD, but still want to hurt bigger ships.
*Harpoon: AP. RL. "Not as spammable as Hammer..." Hah. Sure, not as spammable one on one; but if you put it on every ship, op4 getting overloaded means it gets a Harpoon from every ship in the fleet. Second least armored missile - if you see harpoons in flight, try to quickly delete any PD ships you see.
*Gorgon: AP. RL. Basically a Harpoon that ignores PD but is four times worse against armor.

Good
Breach: AP. RL. Looks weaksauce on paper, but armor-cracks like no tomorrow. Good replacement for Hammers if you really can't aim. Massive synergy with DPS guns. Just don't expect it to nuke things.
Proximity Charge Launcher: PD, HPD, DPS, StR. RS. For when you want to utterly delete enemy fighters from existence. Has good damage and rate of fire, too. Annihilates space stations.
*Annihilator: DPS, BPD. RM. Waste of a small missile slot. Does better in a medium, being essentially an ACG with 2.5x damage (which, being HE, likes it). Plus, lots of ammo.

Bad
Swarmer, Locust: PD, HPD, BPD. RM. It's very spammable, there are just better things to put on missile slots. Let HPD do its thing, alright? It is a good panic button against fighters, but so is, like, actual PD.
Pilum: SP. RL. Sure, it's mildly terrible but at least it's almost entirely free, so you can just tape down the fire button and let it do its thing.
*Hurricane: AP, HPD. RL. Hurricane nerf really hurt it; it was already a fairly specialized missile, and now backwards large slots have a fun choice between Squall and trying to broadside with Reapers.
*Gazer: SP. RM. It's a graviton beam as a missile. It does good theoretical total damage, but since it's a beam, op4 will just vent it right through shields.

Ugly
*Hydra: JAV, HPD. RL. Does a lot of damage, sure, but it's also nearly guaranteed to hit untouched armor, and something that is afraid of it would be much more afraid of Locust or, god forbid, HVD/HM.
*Dragonfire: JAV, AP. RM. Energy beam Reaper with no ammo. I'd say to put it on backwards slots, but it's just so slow.
Salamander: JAV, ST. RL. Painful to be hit with, does nothing when you use it yourself. Sure, it's good when spammed in great quantities and-- come on, man. Spam literally any god tier missile and, instead of stopping a ship from moving, you will - oh joy - actually kill it.
[close]

2
Bug Reports & Support (modded) / Stuck on the "go to Madec gate" quest
« on: February 08, 2024, 02:46:53 AM »
I'm currently doing the Janus device quest and it isn't progressing. I've already jumped a couple times (to a remote gate) and it doesn't seem to be doing anything. Is there something i'm missing?

3
Mods / [0.97] CarrierUI
« on: February 05, 2024, 11:55:34 PM »
CarrierUI
Because carrier vanilla UI doesn't tell you anything of importance.
Download latest version (v1.0.3)

Requires LazyLib. Font rendering can g[DATA EXPUNGED]
Shows replacement timers per wing. Doesn't do anything else.
This mod is, like most of my mods, under LGPL.

4
Bug Reports & Support (modded) / Bug in FighterLaunchBayAPI
« on: February 03, 2024, 04:07:09 AM »
If you call FighterLaunchBayAPI.getTimeUntilNextReplacement or FighterLaunchBayAPI.getCurrReplacementIntervalDuration at a wrong time, they crash, because they lack a null check and it's perfectly valid for the IntervalTracker to be null.

45279 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.C.getTimeUntilNextReplacement(Unknown Source)
   at data.princess.CarrierUI.advance(CarrierUI.java:101)
   at com.fs.starfarer.title.ooOO.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)


5
Suggestions / High Scatter Amplifier thought
« on: November 13, 2023, 03:26:04 AM »
Just had a thought about HSA.
As we all know, HSA is, at best, an annoyance, and generally just worse than using pulse weapons of the tier.
What if, instead of halving range, a similar system, in exchange for hard flux on shield, made firing the weapon generate like 15% hard flux?

6
Suggestions / Why is there no medium Atropos?
« on: April 10, 2023, 01:37:47 AM »
Just wondering. It's a powerful missile, sure, but i don't think giving it more ammo in a medium slot is gonna break the game's balance in half.

7
Modding / Is it time to reconsider the stance on reflection?
« on: March 30, 2023, 02:47:15 PM »
As a preface, I've modded a bunch of games over the last decade, and used reflection in every one that had code modding to begin with (Minecraft, Rimworld, Stardew Valley, Terraria…)

In each and every one, reflection is *necessary* if you want to do anything beyond simple (or fancy, really) items. Mods like IndustrialCraft, Create, Calamity, the Vanilla Expanded series, hell, Forge itself are *impossible* to make using only basic coding methods. And, while it can be kind of considered an API issue, the truth is, API never has and will never have everything a modder needs. Even games with deep modding integration and communication, like Rimworld (and it's genuinely built around the fact that people will mod it) don't have an API wide enough.
You claim that reflection makes mods unstable, but it doesn't. Badly used reflection can do it, but my literal decades of experience tell that players are quick to recognize and quietly ignore mods with subpar coding, and they rarely survive more than a version or two. What it really seems to be, from my modder perspective, is a simple "my code! mine! don't touch it!" impulse, which is a silly impulse to have in a game revolving around a modding community this much.



8
Weird Terms
HPD, Heavy PD: Gun meant to swat either frigates, or, for capitals and some cruisers, destroyers. Generally doesn't turn fast enough to hit interceptors or missiles.
SP, Shield Popper: Does a lot of hard flux, but bounces off armor.
SR, Shield Remover: Does SP things, but also enough damage to get through armor.
AP, Armor Pierce: Big Armor Damage. Generally means the gun has terrible soft stats.
StR, Station Remover: Big range and massive DPS in exchange for basically zero soft stats.
JAV, Just Add Vents: Just, like, remove the gun and add vents. Or capacitors. Or a hullmod.
DPS: You know what it means.
BPD, Bipolar Disorder: Gun that has a damage type that runs counter to the amount of damage it deals.
ST, Stunner: Gun that does the unthinkable: optimizes itself towards not killing the target.
Soft Stats: turret turn rate, projectile speed, accuracy. Important for PD and HPD. Usability rapidly drops off with intended target size.
Good, Bad, Ugly: Good guns are good. Bad guns aren't necessarily terrible, but you're usually better off investing your resources somewhere else. Ugly guns are nearly unusable.

Ballistic
Ballistic PD tends to be optimized against swarms or frigates.
Small
Basically every gun here is optimized against frigates. Ones that aren't just kind of suck.

Good
Vulcan: PD. If you want a missile gone yesterday, this is your gun. Also does good in knife range against bare hulls.
LMG: PD, HPD, SP. Bounces off even destroyer armor, so don't expect miracles. Good gun to plug empty ballistic slots.
Railgun: HPD, SR, BPD. Not true shield pressure, because it does enough per hit to actually hurt. Best small ballistic and it isn't even close. Doesn't do everything like LMG, though.
Needler: SP. Big angry Vulcan. Uses too many resources for its frigate DPS to be HPD and doesn't pierce armor anywhere as good as RG, but it's burstier, making it a very good dedicated SP in a small slot.

Bad
Autocannon: SP. If it were accurate, I would say it's a decent pressure tool for long range. It isn't, though.
Light Assault Gun: AP. AP in a small slot. That honestly tells all you need to know.
Bomb Bay: StR. It does good damage and the slot is common, but how often do you actually need a dedicated StR?

Ugly
Light Mortar: JAV.

Medium
The slot is a bit too small for true armor-cracking. Use torpedoes.

Good
Flak: PD. Does better the more the enemy spams it, due to its AoE nature. Single flak does more damage and has better AoE, so it isn't as clear cut as people like to pretend; if you have extra medium slots, spreading your PD might be for the best.
...Pfft, "extra medium ballistic slots". As if.
HMG: PD, HPD, SP. LMG, but bigger. Does same exact things. Don't expect it to be good PD, but it's better than you think against torpedoes.
Assault Chaingun: HPD, DPS, BPD. It has a lot of DPS, but it's in explosive form, which doesn't like being in small quantities. That being said, it spews so many tiny API boolet that it just tends to overwhelm most armor anyway. Just don't expect it to actually armor-crack the same way AP guns do.
HVD: HPD, BPD. Very big RG. Turn rate is a bit slow for HPD, and DPS is actually worse, but due to its sheer range and powers of BPD, it can swat frigates out of thin air like there's no tomorrow. Not a SR due to serious DPS issues.
Heavy Mauler: AP, HPD. DPS is on the weaker side, but it has tons of range and very good soft stats, if you ignore the fire rate. Pairs well with HVD for long range pest control.
Heavy Needler: SP. Two needlers duct taped together and supercharged. If you can afford it, it can pop shields for you.

Bad
Arbalest: HPD, SR, BPD. Slow and inaccurate, costing the same as RG, but paying with soft stats for its flux efficiency.
You're better off with a specialized gun.
Thumper: DPS. Slightly more DPS than AC, very little flux usage, worst damage type in the game. Can work with a dedicated armor-cracking weapon.

Ugly
Heavy Mortar: JAV.

Large
You might have noticed that the smaller a ballistic gun is, the better it performs. It's... not inaccurate.

Good
Devastator: PD, HPD, DPS, BPD. Excels at every role it has. Removes single torpedoes, large clusters of small missiles, frigates, destroyers and cruisers from existence. Protip: its random flakking only starts from half its current range, so it loves range increases even despite being a kissing range shotgun.
Hellbore: AP. Slow. Cheap. Inaccurate. Removes armor better than some torpedoes.
Gauss: SR, BPD. Instead of getting better at being HPD, Gauss just goes all in on shield removing from across the map. Does enough damage to go through weaker armor, getting a SR designation despite being a Large gun meant to hunt same size ships. I would move it down since it's antithetical to the design of most ballistic ships, but when it shines, it shines.
Storm Needler: SP. You know how smaller needlers fire in a burst, firing off a ton of needles before needing to reload? SN is the same, except it has infinite needles. It's always bursting. Yeah.

Bad
HAG: HPD, BPD, DPS. Poor, poor HAG. It's better HPD than Deva, but you really don't want to dedicate a large slot to only HPD. It has good DPS with a decent range, but it just, only tickles shields and capital armor. And it's not even flux efficient. If you want to use it, stop thinking it's an AC (actual AC is genuinely better at AC things) and start thinking it's four railguns strapped together.
M9AC: SR, HPD. Kinetic HAG, which would make it pretty decent if it didn't have 3/4ths of its DPS. Four railguns strapped together makes for a rather unstable platform, too.
Mjolnir: HPD, DPS. It's essentially a Plasma Gun in a ballistic slot. Except PG is designed to fit into high tech ships with their big reactors and big vent networks. Good if you can afford it. Two mjolnirs are worse than two dedicated guns. Very good soft stats, though.

Ugly
Despite having so many bad guns, Large slot doesn't really have any terrible ones. You can build a ship around any Large Ballistic if you really want.
[close]
Energy
Energy PD tends to be optimized against single missiles - big turn rates and weak capacitors.
Do not compare any E weapons with B - it only ends in sadness.

Small
Full of nearly unusable glorified laser pointers.

Good
PD Laser: PD. What did you expect from that name? It does PD things so mildly adequately i wouldn't be surprised if Alex uses it as baseline PD.
Burst PD: PD. Removes a limited number of things from existence fast, then drops off. People usually say to pair it with normal PDL, which isn't inaccurate. I would suggest pairing it with vulcans, on all of zero vanilla ships that can accept such an OP combination of PD.
IR Pulse Laser: HPD, DPS. Not a laser. That being said, it's a kind of alright pulse gun.
AMB: AP, DPS, BPD. I've *** on AP in small slots before, but AMB does enough damage to count as a good torpedo. Reloads really slowly, but it has a ton of ammo by small torpedo standards.
Ironically, it's also the second best DPS small energy gun despite being burst. Tells you everything about energy weapons, doesn't it?

Bad
LRPD: PD. Trades DPS for range. Considering PDL already kind of sucks when enemy fighters and missiles don't line up nicely one by one, and AI is smart enough to burst to overwhelm PD, it just doesn't do anything existing guns, or the taclaser meme, don't do.
Tactical Laser: PD. Speaking of memes. Same DPS as PDL, but half the flux efficiency, terrible soft stats and no other niche. At least with the turn rate hullmod it's kind of decent. That being said, its ridiculously low speed "laser" beam seriously limits its effectiveness with range extensions. Use LRPD with any, at least it's actually (nearly) hitscan.
Like, seriously, what is it even actually supposed to do? Boil off paint off destroyers for easier repainting?
Ion Cannon: ST, HPD. Does LRPD damage at PD range. Damage arcs are AoE, so it stuns better than it says, though.

Ugly
Mining Laser: PD, JAV. Mining laser is just sad. High tech ships just don't have space to waste OP on 1/3rd of a PDL for only half the cost. In .96 there might be ships that have more small E slots than common sense, at 1 OP, but not at 2.

Medium
Good
Ion Pulser: SR, ST, HPD, DPS. Does a bunch of things at once, or at least until it runs out of batteries. Three ion cannons duct-taped together, supercharged and doing double damage. It's even flux efficient.
Protip: Expanded magazines.
Pulse Laser: SP, HPD, DPS. Worse than every other ME gun at their niche, but very basic and reliable and has very good soft stats.
Heavy Blaster: AP, DPS, HPD. Does good damage at a decent range really fast. You really pay for it in flux, though. Ridiculously OP-expensive.
Phase Lance: AP. Specialized knife-range energy beam doing torpedo damage. That being said, DPS isn't stellar, and it's a beam, so it bounces off shields like a ***.
Ion Beam: ST, HPD. Rapidly removes ships from the equation just via stunlocking. Doesn't do more damage than IC, and bounces uselessly off shields on its own, so don't forget to pair it with an actual gun.

Bad
Graviton Beam: SP, PD. Due to soft flux being a thing, beams are terrible at shield popping. Naturally, GB is an anti-shield beam with barely more DPS than PDL. That being said, it's very flux efficient, so if you have extra medium slots and don't want to put literally anything else into it, or even an AMB, it does PD job, like, alright. Just don't let it see armored fighters.
Mining Blaster: AP, HPD. What, you expected me to put it into Ugly tier like everyone else? Heavy Blaster is better at doing extreme DPS, and PLance is better at burst, but ML has the distinction of doing both for very cheap and it's easy to find. If you don't have a Heavy Blaster, this is a good substitute. If you do, just put it on. Technically does better against armor, but only in extreme scenarios.

Ugly
Heavy BPDL: PD. BPDL on a slower mount for more OP and worse flux efficiency. At least it has 5 charges and Alex will buff it to 6 next patch, r-right?

Large
Energy weapons are backwards from Ballistic: the bigger the slot, the better weapons get.
Good
Paladin PD: PD, HPD. Lies about its DPS - actually does 300 sustain and 1k burst against hull. Also has better swivel speed than HBPDL, of all things.
Note that i just called a (pinpoint, half energy) dual flak in a large energy slot a "good gun".
Plasma Gun: SR, DPS, HPD. Good DPS, good soft stats. Essentially, three Heavy Blasters duct taped together, except unexpectedly the duct tape was copper-plated so it has great flux efficiency, by E standards.
Autopulse Laser: SP, HPD. Another not-a-laser. Very flux efficient. True to its description, bursts things down, then runs out. At close range it essentially works as an anti-shield tach lance.
Tach Lance: AP, ST, HPD. Tach-yon! If you want to delete something from existence, this is your gun. Don't let it see any shields it doesn't go through, though.
Why is it in HPD, despite having terrible soft stats and not being any good at HPD in AI hands? Because if you can keep its sights on a frigate, it deletes it from existence right through the shield.
Six-six-six million ways to die, choose-
High Intensity Laser: AP, DPS. Good flux efficiency, but terrible turn speed. Better than tach lance at AP, but not as fun.
All Large Energy are good if you know how to cook them. Or, well, comparable.
[close]
Missiles
No size distinction, since so many missiles can be put on multiple size mounts.
TLDR: If you have a forward-facing free missile slot, add a Hammer. If it faces weirdly, add a Sabot.
Got Tiger
Missiles get an extra designation, because some missiles are just too good to be even in good tier.

Sabot: SR, ST. The shield remover missile. Flies majestically through space, like an eagle piloting a blimp, then bursts all over your shield and eats your cake once it gets into PD range. Carries enough EMP to stun weapons if you try to be smart. Short range, so be careful.
Reaper: AP. I've built ships that can take a reaper or two on armor, they just don't have any armor left afterwards. Very slow. Using four hardpoints worth of reapers and blowing yourself up with the capital death explosion is rite of passage on a Gryphon.
Hammer: AP. Smaller than reapers, but they have more reloads, they fly faster, especially with ECCM, and they're just more spammable. You just never feel bad about not hitting someone with a Hammer. You hit them with another one and the one that missed was PD distraction anyway.
Atropos: AP, HPD. Smaller than Hammer, but really fast, well-armored, and has enough tracking to actually hit frigates. Take it if you know you didn't put enough HPD, but still want to hurt bigger ships.

Good
Breach: AP. Looks weaksauce on paper, but armor-cracks like no tomorrow. Good replacement for Hammers if you really can't aim. Massive synergy with DPS guns. Just don't expect it to nuke things.
Proximity Charge Launcher: PD, HPD, DPS, StR. For when you want to utterly delete enemy fighters from existence. Has good damage and rate of fire, too. Annihilates space stations.
Hurricane: AP, HPD. Atropos doesn't really exist in large, but this is the next best thing. When used on a capital, it's 4.5k damage peppered around. When used on a frigate, it's a claw of 500 damage missiles that's very difficult to evade. Has an annoying tendency to miss against stationary targets.
Squall: SP. A squall barrage just doesn't stop. Makes the enemy choose between maxing out its flux and try taking missiles on armor and get popped by HE.

Bad
Harpoon: AP. Not as spammable as Hammer and not as easy to use as Atropos or Sabot.
Swarmer, Locust: PD, HPD. It's very spammable, there are just better things to put on missile slots. Let railguns do their thing, alright? It is a good panic button against fighters, but so is, like, actual PD.
Pilum: SP. Sure, it's mildly terrible but at least it's almost entirely free, so you can just tape down the fire button and let it do its thing.
Annihilator: JAV, DPS, BPD. Waste of a small missile slot. Does better in a medium, if you forget you just put a high explosive limited ammo Thumper into a slot better suited for fast bursty damage.

Ugly
Salamander: JAV, ST. Painful to be hit with, does nothing when you use it yourself. Sure, it's good when spammed in great quantities and-- come on, man. Spam literally any god tier missile and, instead of stopping a ship from moving, you will - oh joy - actually kill it.
[close]

9
Mods / [0.97a] WhichTMI 1.2.0
« on: March 12, 2023, 09:57:30 AM »
WhichTMI
A simple mod companion for TMI
Download latest version (v1.2.0)
WhichTMI adds subtext with exact numerical info for some weapon stats that are otherwise hidden from the player one way or another.
This mod does not add anything fancy and is only intended to be used as a companion to TMI, or as a lightweight variation on it.
All information is for the base weapon, and is not affected by any hull mods or skills.
This mod, being based on WhichMod code base, is CC 4.0 by-nc-sa.

10
Bug Reports & Support (modded) / SettingAPI.loadCSV having issues?
« on: March 12, 2023, 04:09:42 AM »
You would think that SettingAPI.loadCSV, the one without an ID, would load the vanilla CSVs, but it seems to load CSVs for the first mod in the list? Is there even a way to load vanilla CSVs?

11
Suggestions / Button to open the mod folder from within the mod menu?
« on: March 06, 2023, 12:22:26 AM »
It's a bit annoying to have to navigate into it manually every time i want to change mods, and it doesn't feel like it'd be difficult to implement.

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