Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Delta_of_Isaire

Pages: 1 2 [3] 4 5
31
General Discussion / Re: whats the deal with supplies in this game
« on: April 17, 2022, 07:26:53 AM »
Your experience is a good example of how unforgiving the learning curve of Starsector can be.

And specifically regarding supplies, it is easy to paint yourself into a corner where you have no good options left. Starsector has a lot of gotcha's like that, situations that lead to game-over unless the player is specifically avoiding them. No amount of general-purpose advice is going to prevent new players from hitting these situations and having to reload saves a lot, or even restarting the game.

As a point of comparison: if you know what you're doing and have good skill outfitting and piloting your flagship, you can end the tutorial with >200k credits banked, enough to buy yourself any starting fleet you like and start doing whatever you want.

32
General Discussion / Re: Sad tale of the satbomber
« on: April 17, 2022, 07:07:43 AM »
Well written!



It is true that the player's potential responses to cargo inspection need to gain extra options in between "forfait all illegal cargo" and "declare war on the inspecting faction". Something a bit less black and white.

33
Suggestions / Re: Balancing Income
« on: April 10, 2022, 04:34:12 AM »
Re OP: Excellent analysis. I can get behind it 100%.


Trade contacts in particular require massive improvements. I've tried them a few times, but always gave up on them quickly for one of the following reasons:
> Their trade missions do not appear to scale properly with your cargo space, which means they are often too small to be worthwhile. To the point that random bar delivery missions ("concerned man/woman") are massively better than anything I've seen from trade contacts.
> Trade contacts often have no available missions, to the point of being unreliable and useless.
> Their offers to buy some commodity at a "bargain price" are not that good. Aside from being a ridiculously low quantity, the supposedly good price is often no better than the (black market) buy price at planets with an excess of that commodity.


Regarding public bounties: one function of these is that they spawn random dangerous enemies that add a level of risk to (early/midgame) exploration. In fact high-level public bounties are the most dangerous random encounters in the game (besides remnant ordos), much stronger than pirates or scavengers. So if these bounties are removed (and I can see the merit of the idea) then the actual fleets themselves should maybe still be spawned.


34
Suggestions / Re: Combat Bonus XP improvements
« on: April 10, 2022, 02:35:44 AM »
The fundamental problem with the XP multiplier is that it punishes the player for having a strong fleet.

Edit: I have to explain that because some folks won't understand. Yes, the absence of a bonus is not the same thing as a penalty. However it feels that way to min-maxing / optimizing players such as myself. Players naturally look for the most efficient ways to progress the game, and then that maximum rate of progress becomes the benchmark. By itself this is fine, but it becomes problematic when there is a discrepancy between "optimal" play and "fun" play. People want both fun and efficiency. If choosing for fun means missing out on rewards, then that feels like a punishment. Hence, ensuring that fun gameplay is efficient gameplay is of paramount importance in game design. And that is really, really difficult, but it should still be aimed for.

I am generally against any sort of automatic scaling with the player. All types of scaling should be the result of optional player actions, and should be reversible (i.e. scaled down as well as up). Of course fleet size is under direct player control so it is a kind of grey area in this regard.

Certainly, the way the threat level and bonus XP of enemy fleets is calculated currently has some flaws that exacerbate the problem. Over-valuing officers is the most obvious problem, but I also suspect D-mods are penalized too strongly (the strength of D-modded ships is under-estimated), and the power of stations is under-estimated as well.


Aside from rebalancing, there is a much better solution to the XP multiplier, and that is to base the calculation only on ships and officers actually deployed in-battle. That is, reward the player for completing a fight with as few ships as possible, without punishing the player for having additional ships in reserve.

Edit: someone will inevitably call this bad because it allows "gaming the system". To which my response is: why is gaming the system a bad thing? Why should the player not be allowed to do a self-imposed challenge with more XP gain as a reward?

35
General Discussion / Re: what's your go-to fleet compossition?
« on: April 03, 2022, 12:24:30 AM »
3 capitals (Radiant + Flagship + 1 other)
3 cruisers
2-4 Destroyers
2-4 Frigates

1-2 Prometheus
4-5 Atlas
2 Ox Tugs

36
There is a general rule (well, a mathematical regularity) in unit combat about the outcome of battles between fewer larger units vs more numerous smaller units, if both armies (fleets) are the same size. The army of smaller units will tend to win, but suffers losses in doing so. Which is often balanced by smaller units being cheaper.

The same pattern can be seen in Starsector. On a per-DP basis Destroyers are competitive and cheaper to purchase than Capitals, but they tend to suffer losses when faced with Capitals because a capital can focus fire on one Destroyer, and Destroyers are often too weak to survive that assault and too slow to escape in time.

Now in Starsector there are two problems that reduce the viability of Destroyers in this context.

First, ship losses are so expensive that the cheaper initial cost of Destroyers does not weigh up against their risk of destruction.

Second, capital ships with loadouts specifically tailored to handling multiple destroyers/frigates do reliably beat a DP-equivalent number of destroyers/frigates. Notable examples are Conquest with Locusts and symmetrical weapon loadout, most good Radiant variants, and very likely the new Midline capital with its missile spam.


Note that some viability of Destroyers can be restored by using wolfpack tactics (not the skill. Well, also the skill but not just that). Which means using superior speed to harry the enemy forces, isolate them, and then defeat them in detail by getting a local DP superiority. In other words, the standard tactic of High Tech fleets. It is definitely possible to beat capital fleets with an all-destroyer fleet, but it requires more difficult tactics.

37
I think the main issue is that ships are too cheap.
There is a precarious balance between the ease of buying ships, and the cost of replacing ships lost in combat. If ships are too cheap then it is too easy to amass a powerful fleet in the early game. Conversely if ships are too expensive then losses from combat hurt too much and cause reloads/ragequits. The point of balance between these extremes is very narrow, and I think the game is already close to the optimum. Maybe a bit towards the 'too expensive' side even. Without a completely new mechanic to ease the pain of lost ships, ship prices cannot be increased.


I agree that trading is currently too risk-free, allowing the player to skip a lot of combat until he has a powerful fleet. This really shortens/cheapens the early game, which is sad because early combat with small fleets can be really fun.

Although this is part of the more general problem that the early game is too short. It is too easy to amass a combat fleet capable of beating 90% of the game (i.e. anything besides high-end bounties, high-danger systems and hypershunts). And the root cause of that is, indeed, how easy it is to buy or salvage ships, weapons and hullmod blueprints.

IMHO the best solution is making access to ships/weapons/hullmod blueprints much more difficult than it is now. Which is hard and requires big impactful changes:
> Severely restrict Black Market purchases. Require the player to build up an underworld reputation before high-quality gear and ships can be bought, and severely increase the reputation penalties for being caught trading on the black market.
> Same goes for arms dealers: the blueprints they offer should scale with underworld reputation so the good stuff isn't available right off the bat.
> Weapon drops from destroyed opponents should be more rare. Yes that means more grinding to get the weapons you want, but that's kind of the point of this suggestion.
> Similarly, enemy ships (but not your own!) should be much less likely to be recoverable after combat.
> As mentioned, ships should be made more expensive, but that requires a new mechanic to ease the burden of ship losses, and I'm not sure what that mechanic should be.

The main point of these changes is that game progression should require a lot more combat than it currently does.

38
General Discussion / Re: Neural Link... again.
« on: March 27, 2022, 03:40:37 AM »
The biggest flaw of Neural link is that being able to instantly (more or less) switch player control to a different ship really isn't that powerful. It's mostly a gimmick.

Admittedly I never actually tried Neural Link, but I struggle to think of a 2-ship combination that achieves anything a single playership does not. The obvious use is instantly switching player control to a ship on the opposite side of the battlefield, but that isn't as useful as it sounds because a single playership will likely be where the action is anyway.


Without any synergy from piloting two ships more-or-less simultaneously, Neural Link is outperformed by Officer Management and Automated Ships, even if you ignore the hullmod OP tax.

39
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 26, 2022, 04:11:05 AM »
Haven't read any of this thread so far, but just wanted to say that Uniquifying the factions is 10/10 for awesomeness and will really elevate Starsector to the next level.

Unique ship loadouts in particular is something I have high hopes for, both to increase tactical diversity and to hopefully increase the overall quality of NPC loadouts.



Also the Retribution looks really cool and I want to fly one

40
General Discussion / Re: Best ship for missile spam?
« on: March 26, 2022, 12:32:40 AM »
Gryphon is the best ship for continuous missile support against any opponent. I have experimented with quite a few different loadouts, and the most consistent good results come from Squall + 2x Harpoon Pods + Breach SRM. You have to put all those missiles in the same weapon group on linked. Then the Squall pressures shields and Harpoons hit for HE damage, while the Breach primarily absorb PD fire so the harpoons can get through. The Breach will run out only slightly later than the Harpoons, at which point the AI will use Missile Autoforge immediately and goes for a new round of spewing missiles.


Where the Gryphon is primarily a long-range support ship, the Falcon (P) is better suited for an up-close Strike or flanking role, with Sabots in the front hardpoints and rear smalls, and two turreted Reaper launchers. It is very good at deleting Cruisers and Destroyers.

41
Despite individual differences, most ships of each of the three tech levels (Low Tech, Midline, High Tech) exhibit a similar and unique design philosophy, with certain strengths, weaknesses, and resulting tactical implications. Which is very good game design. Here I explore what these design philosophies are with a focus on tactical implications, argue why the current AI personalities are inadequate to achieve these tactics, and propose new AI personalities that should work much better.


Low Tech ships are designed for brawling, which means they are meant to be superior in direct combat with a comparable opponent. When a Low Tech fleet clashes with another fleet, that other fleet is forced to give away ground (well, space) or face annihilation. To balance this out, Low Tech has two drawbacks. The first is terrible speed and maneuverability, which means that enemies which want to retreat generally can. Although Burn Drive partially counters that. At least, most other ships can decide when and where to clash with Low Tech ships. Low Tech does not usually have the initiative. The other drawback is weak shielding and consequent reliance on non-repairable armor and hull. This means Low Tech ships can be worn down over time. They will easily win a single clash, but a determined and numerically superior ((by DP) enemy force can attack again and again to eventually secure the win.

The above description ignores one aspect, which is the flux war. While Low Tech ships can (with the right piloting) win clashes, they usually lose the flux war. Low Tech ships are generally the first to drop shields and take armor damage. The crucial difference - and the strength of Low Tech - is that they have so much armor and hull that losing the flux war does not impede their ability to continue fighting and flux out their opponents as well. Therefore, for a Low Tech ship, fluxing out should not constitute a reason for retreat.

And yet, every AI regardless of personality is hard-wired to start retreating at high hard flux. In fact that is the single best reason to use Shield Shunt: without shields there is no hard flux buildup, and so the AI is much less inclined to retreat. One could argue that Reckless AI mostly solves this problem. The trouble with Reckless though is such AIs are prone to overextending against superior enemy forces, and consequently getting themselves killed. True, Low Tech ships can afford to overextend much more than other ships, but not that much more. Besides this there is another reason Reckless AI underperforms: it builds up far too much (hard) flux, which can soft-lock flux-hungry weapons like Heavy Needlers, and much more importantly it interferes with effective shield usage. Shields should be used to absorb the most dangerous anti-armor attacks that bypass or overwhelm PD. But if your flux bar is already full then shields cannot do anything, besides triggering an overload. Ideally, Low Tech ships (at least the ones with shields) never build up more than 50-70% flux by default, to leave that shield buffer in case of emergency.

Thus I propose Brave AI personality. Brave pilots are characterized by their reluctance to retreat, often preferring to push on to within range of their shortest-range weapons, including PD. This is primarily because fluxing out (which means reaching 70% hard flux!) does not make them retreat, but also because these pilots care less about being flanked. Additionally, Brave pilots are more likely to vent within range of enemy weapons (of course excepting dangerous HE weapons like Reapers).



The quintessential High Tech ship is blindingly fast and uses Energy weapons with rather underwhelming range. Deploying those short-range weapons effectively requires a dash to close range, and fortunely the High Tech ship has powerful shields to absorb damage while closing in. Then once the range is closed, those same shields can endure a punishment while the High Tech ship lets loose with its Energy weapons powered by high flux dissipation. Against a similarly-sized opponent, the combination of shields and DPS is often enough to win the flux war, forcing the opponent to drop shields first and take non-renewable damage. However, the High Tech ship's shields won't last forever and its armor is paper-thin, so it is destined to lose the brawl and forced to retreat. This then defines the tactics of High Tech ships: dash in, do some damage, retreat to vent, and repeat.

The high speed of High Tech ships allows them to pick their battles, and a fleet of such fast ships can use maneuver tactics to spread out the enemy forces and then swarm on isolated enemies with locally superior numbers. That is defeat in detail and High Tech excels at it. Or alternatively, a single large High Tech ship often has enough speed to catch an isolated enemy ship of one size smaller, and defeat it with superior strength. That's the only type of 1-on-1 brawl High Tech can expect to win.

It would seem like the Aggressive AI personality is suitable for fast High Tech ships. But it has some shortcomings during the closing-in stage and the retreat stage of the High Tech battle style. While closing in, Aggressive officers sometimes aren't quite aggressive enough, particularly against stronger or more numerous opponents. Their desire to avoid being flanked or overextended wins out a little too often. By contrast, during a retreat the Aggressive AI is far too reluctant to commit to a retreat, and too eager to get back into the fight. The result is a ship dipping in and out of weapon range to rather little effect, mostly wasting time.

What Fast High Tech ships need instead is an Opportunistic AI personality that adheres closely to the attack-and-retreat cycle. While its (hard) flux is low, this AI should aggressively close into minimum range of its weapons, including PD. But then when its (hard) flux reaches the critical threshold of 80% (ish) its behavior should flip around into a full retreat to outside of enemy weapon range. Crucially, this retreat should be maintained even if through flux disipation its (hard) flux dips back below 80%. Only once the ship has fully vented should it go back to aggressive attack behavior. Additionally, Opportunistic AI should have one other unique trait: when friendly ships are nearby, it should be less wary of being flanked or outnumbered, and more likely to go for an attack run.



Midline ships are traditionally described as falling "in-between" Low Tech and High Tech, with more average performance in terms of speed, flux, armor and shields. There is, however something else that only Midline ships have that sets them apart from other ships. That is the ability to combine Ballistic and Energy weapons. Most notably, Midline ships specialize in long-range weapon loadouts, combining long-range Ballistics, Energy Beams, and missiles. Consequently Midline suffers none of the range issues associated with High Tech, while still having a significant mobility advantage over Low Tech.

The way this manifests on the battlefield depends on the enemy fleet. Up against slow Low Tech ships, a Midline fleet stands no chance in a direct brawl, but has the mobility advantage to kite the enemy, adopting a less extreme variation of the High Tech hit-and-run doctrine. On the flip side, against a High Tech enemy the speed advantage is reversed and Midline ships can no longer dictate range. But in that situation Midline ships do have the advantage in weapons range and armor strength, allowing them to brawl effectively and hold off the High Tech opponents. Thus, Midline can adapt its tactics to the situation.

Notably though, that does not mean Midline ships are jack-of-all-trades ships that require similarly generalistic AI piloting. Most Midline ships are specialized to favor either hit-and-run or brawling tactics. Or the third option of long-range support/kiting, but we'll get to that in a moment. Hit-and-run ships such as the Falcon and Hammerhead are good candidates for the Opportunistic AI. So is the Monitor, albeit in a more passive-aggressive way. On the other hand, more brawling-oriented ships like the Eagle and Champion are not, in my opinion, going to be happy with a Brave Officer at the helm. Brave pilots would not maintain range properly against Low Tech opponents. Instead, these Midline ships would ideally have behavior like the current Aggressive personality, but without the tendency to close into PD weapon range, instead determining distance using the shortest range non-PD weapon. That will allow these Midline ships to aggressively brawl with High Tech opponents, while maintaining range with Low Tech adversaries. Let's call this type of AI personality Steady because its a good name, and arguably the current Steady personality should be like this anyway.

Remember I mentioned kiting earlier? There are Midline ships specialized in long-range damage delivery, such as Beams + Advanced Optics Sunder or Gauss Cannon Conquest, for which neither the Opportunistic nor new Steady personality is adequate. These ships want to stay at long range - the range of their longest-range non-missile weapon, like the current Cautious AI. But ideally without any of the cowardness currently associated with Cautious Officers. More like the current Steady personality, but more focused on maintaining range. Where the current Steady AI picks its initial range based on its shortest-range non-PD weapon, and closes in further once it gains a flux advantage, this new AI behavior should initially use only its longest-range non-PD weapons, then close in to range of its shorter non-PD weapons when the enemy has picked up hard flux. So Steady behavior with more emphasis on keeping range. Sounds like a Calm kind of Officer to me.



Now I have introduced four new AI personalities to replace existing ones. The game currently has five, but I think we can keep Reckless around as well, as it has appropriate use-cases for some ships, or at least for Pathers and Remnants. Unlike Timid AI, which no player or serious enemy ever uses. Thus the new Officer personality spectrum would become Calm / Steady / Opportunistic / Brave / Reckless. That looks like a good and useful mix of Officers to me.

In case you're wondering if I think all Low Tech ships should have a Brave pilot, and all High Tech should be Opportunistic - no! Of course I realize some ships deviate from the standard expectation. The Paragon for instance is a good candidate for Steady or even Calm (with a beam loadout); Eradicators could do with being opportunistic, Legion battlecarriers with Gauss Cannons will appreciate a Calm or Steady Officer. On the whole, I think all ships will find suitable Officer personalities within the new spectrum.

42
Suggestions / Re: Various suggestions after a long game
« on: March 17, 2022, 02:43:55 AM »
> Ordnance Expertise is power creep. It provides a substantial increase in sustained DPS for nearly every ship. It is hard to justify an Officer build without it. It's not even the power increase that I mind, but rather the fact that it's a mandatory skill for a lot of ships. Case in point: my Onslaught (XIV) goes from 1270 dissipation to 1698 dissipation (+34%) and my Conquest goes from 1850 to 2254 (+22%). Either make Ordnance Expertise a fleetwide skill (maybe with half the effect magnitude, i.e. +1/+10 instead of +2/+20), or replace it with something else that is more specialized (like a skill that increases the Hitpoints of Fighters).
Anymore than Gunnery Implants?  If anything, I consider Gunnery Implants mandatory on every ship, more so than Ordnance Expertise, because AI cannot handle being significantly outranged.  (For example, AI Fury and Aurora letting AI Falcon kite and snipe them to death because high-tech ships have no range and AI is too cowardly.)

Also, it is nice that Industry has powerful combat skills because it is primarily the QoL tree.  If Industry did not have good combat skills, then taking any Industry beyond tier 1 like Containment Procedures, Industrial Planning, Hull Restoration, Derelict Operations would hurt.

Range is indeed very powerful, and the AI being scared for no good reason is a large contributor to that (although SIM Falcon is a bad example because its speed and weapons are the perfect soft counter to High Tech). But at least on paper non-Frigate ships with good speed should prefer other skills, unless they are specifically built for kiting with 1000 range weapons. Target Analysis, Energy Weapon Mastery, Field Modulation, Helmsmanship, Systems Expertise, Missile Specialization, and of course Ordnance Expertise. Edit: or the powerful Elite Point Defense + small mount weapons combo

Or what about missile boats and carriers? Ships like Gryphon and Heron don't need gun range, but using Ordnance Expertise on them saves a ton of OP on vents.

Or SO ships? Aside from the obvious Frigates for which 4% ECM is worthwhile?

About Industry tree - actually the fact that Ordnance Expertise is locked behind a non-combat skill is the reason I don't get it for my flagship. Because I want Automated Ships, Best of the Best and either Systems Expertise or Missile Specialization. (I do start the game with Industry 5, but then respec out of it after my colonies start giving me infinite money)

* Cybernetic Augmentation needs to do something without further cost.  Currently, it does nothing if you do not spend more story points.  Even Best of the Best, whose main power relies on spending story points, gives something else without further cost.

That's a good point. While Elite officer skills are powerful, there are so many other uses of storypoints that take priority that Cybernetic Augmentation is a very, very late endgame skill. I do plan to get it eventually, once I've chewed through my 30 million bonus XP...

43
Suggestions / Various suggestions after a long game
« on: March 16, 2022, 01:50:01 AM »
Been doing a long playthrough of Starsector 0.95.1a (cycle 225 and counting). Here's a list of some of the things I noticed that could maybe be tweaked/added.

> In battles on the tactical map, ship icons have two bars showing hull integrity and combat readiness. Please add a third bar displaying flux level. That info is already available one ship at a time by clicking on it. But one ship at a time makes it hard to see at a glance how a fight is going. (and flux level is much more indicative of whether a ship is winning or losing than hull integrity is)

> The AI too often refuses to use Maneuvering Jets / Plasma Jets / Phase Skimmer to catch up with a backpedaling enemy. To the point where I feel like Systems Expertise is wasted on my Falcons. By contrast, the newly improved Burn Drive does get used appropriately in situations like this.

> Consider the option for battle orders like Engage or Avoid to apply only for a specific control group. For example, that way you could order your Frigates in control group 1 to Engage only enemy Frigates/Destroyers while Avoiding enemy Capitals; while ordering your capitals in control group 2 to Engage the enemy Capitals. That's exactly the behavior I want from my current fleet, but I cannot achieve it without manually assigning each ship to Engage a specific enemy every 10 seconds (and running out of command points).

> Make the Defend order less like Engage and more like Escort. Specifically, ships ordered to Defend currently wander off way too far. Let them stick much closer to their assigned location/ship. The difference between Escort and Defend (if the assignment is a ship) should be that where Escorts stick primarily to the rear of their assignment, Defenders should stick primarily to the front.

> For carriers, seperate movement orders from Fighter Strike orders, allowing both to be given simultaneously. For example, a Carrier assigned to Escort duty should still send its fighters off towards designated Fighter Strike targets.

> Add an Ignore order, the opposite of Engage and a subtler alternative to Avoid. An Ignore order should mean "don't bother attacking/chasing after this ship, but prefer attacking something else".

> We need Officer skill respecs. Even if it is just one skill at a time. Because anything is better than having to fire a mentored Officer with 4 Elite skills to train an entirely new Officer from scratch. This might actually make me use Pod officers as well, because currently 95% of those have schizophrenic skill distributions that are useless. (And if you're worried about lvl 7 officers being overpowered... Don't. And IMHO those should be lvl 6 anyway)

> Allow certain uses of storypoints to be alternatively done by spending a (ridiculous) amount of credits. this eases the late-game storypoint grind and provides a moneysink. Things like colony improvements, officer elite skills, the historian, or escaping battles.

> On a related note: I would gladly spend 1 credit per bonus XP to instantly convert that bonus XP into real XP. Make this possible please.

> Ordnance Expertise is power creep. It provides a substantial increase in sustained DPS for nearly every ship. It is hard to justify an Officer build without it. It's not even the power increase that I mind, but rather the fact that it's a mandatory skill for a lot of ships. Case in point: my Onslaught (XIV) goes from 1270 dissipation to 1698 dissipation (+34%) and my Conquest goes from 1850 to 2254 (+22%). Either make Ordnance Expertise a fleetwide skill (maybe with half the effect magnitude, i.e. +1/+10 instead of +2/+20), or replace it with something else that is more specialized (like a skill that increases the Hitpoints of Fighters).

> There is a vacant niche for an HE equivalent of the Heavy Autocannon. Something to fill the rather large gap between the Heavy Mortar and Heavy Mauler. 10 OP, 800 range, decent accuracy, 180 DPS, 150 dmg/shot.

> Add a Midline Support Fighter, to complement the High Tech Xyphos and Low Tech Mining Pod. Moderate OP cost (~10), 2 or 3 fighters per wing. Give each fighter 2 LR PD Lasers and a Breach SRM.

44
General Discussion / Re: Ship Loadout Guide
« on: March 09, 2022, 02:33:04 AM »
Starsector loadout design is an art. It is a deep subject, with lots of exceptions to the usual rules of thumb. The single best advice I can think of is compare the performance of different loadouts (under ai control) in SIM battles until you find something that works reliably. Not just 1v1 battles, but also battles against multiple opponents (consecutively or all at once) and battles with allied ships. Theorycrafting only gets you so far. A lot of ideas that sound good in theory fail in practice for various non-obvious reasons. (For example, Champion with 2x HVD is generally better off running a Tachyon Lance rather than a HIL)


Lengthy detailed critique of the guide
First off, taking the time to write a guide is a commendable effort. Don't let negative comments discourage you :) Loadout design is a hotly debated topic. It's normal that people make a fuzz.


Quote
You want your flux dissipation to be equal to or greater than something in the ballpark of the combination of your weapon flux and shield flux. However, extra dissipation can also be wasted when some guns aren't firing, and that you can't dissipate hard flux. For this reason you want to be a bit under the combined amount.

This is highly dependent on the type of ship you are outfitting.

High Tech ships (except the slow ones) depend on burst firepower, which aside from using bursty weapons can be achieved by using an overfluxed weapon loadout to deal more damage right now at the cost of less damage later. Perfect example is loadouts using Heavy Blasters. These ships have enough speed and shield efficiency that they can afford to build up soft flux and still get out of dodge to vent, and the AI is generally capable of doing so.

For most Low Tech and Midline ships a better rule of thumb is letting your flux dissipation equal the flux cost of all forward-firing non-PD guns. That way in a 1v1 brawl the ship is mostly flux-neutral, which is optimal for brawling. But that doesn't mean you should skip side- or rear-facing guns. Those are needed to deal with flanking enemies. Onslaught in particular should have many more guns than it can fire simultaneously. And for a Broadside ship like the Conquest you should only consider one Broadside, which does NOT mean you should leave the other broadside empty.

Quote
[Capacitors] also let you shoot for longer if you are overfluxed, although you should avoid resorting to this if possible.

Like I said, that is exactly what fast High Tech ships do want to resort to. And Phase Ships as well, particularly with Phase Anchor. In fact some High Tech ship builds would rather have max caps than max vents.

Quote
It should be noted that the 600 range weapons like Heavy Blaster and Ion Pulser count as "SO Weapons", as they are not high range enough to be used with ITU, and have extremely high flux costs which makes them only usable with SO.

High Tech ships (and Sunder!) definitely can use Heavy Blaster and Ion Pulser even without SO. What you're saying here applies mostly to Midline ships. But note that the Phase Lance is a viable weapon on falcon/eagle with Advanced Optics.

Quote
A range mismatch of 100 range is acceptable, such as a heavy mortar combined with a heavy autocannon. However, range mismatches of 200 are not, such as that same heavy autocannon with a heavy mauler.

Careful - you're saying an Onslaught can't combine Heavy Needlers (700 range) with a Hellbore Cannon (900) range or indeed its TPCs (1000 range). Also, Heavy Autocannon + heavy Mauler is a very good weapon combination that you should not overlook. It is often better than HAC + Heavy Mortar because of the range advantage.


Quote
A weapon like the light autocannon, which normally has 700 range, would be best used in conjunction with 700 or 800 range weapons. (not 600 range weapons as these don't really exist for the most part.) However, with Ballistic Rangefinder, the range jumps up to 900, meaning it is only 100 off from weapons like hypervelocity driver, which has 1000 range, meaning you can use it with them.

HVD/Maulers and Ballistic Rangefinder are both OP-expensive gun solutions, and for that reason not ideal for use on the same loadout. Better to specialize in either. I can see using both working for the Eradicator, but not for any other ship.

Quote
Ballistic weapons which are under 450 range and are not vulcans should be used on SO builds. These can be devastating if used right, despite their low range. Light machineguns, light dual machine guns, and heavy machine guns count as non PD despite being tagged as PD due to their exceptional use as offensive weapons.

Heavy Machine Gun is notably viable on non-SO Low Tech Capitals as a close-range defensive weapon for deterring Frigates, Destroyers and Remnants. Particularly with range boosted by Elite Point Defense Skill. And while it isn't as good PD as Dual Flak (mainly due to lack of area damage) it is still decent.


Quote
Conversely, the Tachyon Lance does high damage/hit but low DPS. This makes it ideal vs armor but bad vs shields.

You think 462 DPS is bad? The reason Tachyon Lance struggles with shields is it deals soft-flux damage.

Let me take this opportunity to mention that Tachyon Lance is often more effective overall than a High Intensity Laser despite not having HE damage, precisely because the Tachyon Lance can pressure shields much better than the HIL.

Quote
[Regarding SO Hammerhead with 2x Assault Chaingun vs 2x Heavy Machine Gun]

Have you tried 1x Assault Chaingun + 1x Heavy Machine Gun, with machine guns in the small turrets?
Generally speaking, you are right to say that your HE weapons should be the largest-size weapons the ship can fit. But that does not mean that all weapon slots of that size should be HE weapons.

Quote
You should put missiles in most slots that can hold a missile. This includes missile slots but also composite, synergy, and universal slots. The reason for this is that missiles are generally higher value than other weapon type. However, there are some ships where this rule should not be followed.

Missiles are a controversial topic. Some people swear by them, others avoid them like the plague. The reason is that missiles are indeed awesome while the ammo lasts, but useless once ammo runs out. And ammo will run out. Small-mount missiles in particular run out of ammo very quickly, so you want to be careful with spamming them, and consider low-OP alternatives (e.g. Dual Sabots vs Sabot Rack).

Quote
Don't use both sizes of breaches. Some people like them, but I'm gonna go out and say it. They are bad.

Breach gets a bad rap because the AI is too conservative with their use, despite the good ammo capacity. For player-piloted ships however, they are often better than Harpoons because they (1) have more ammo and (2) have better hitpoints making them more resilient to PD.

Quote
PD was not mentioned in the above section because it is not as nuanced as the other types.
Yeah?
Quote
LRPD and PD Lasers are alright and can be used instead of burst pd if you can mass them.
Burst PD vs PD Laser is not a black-and-white comparison. Burst PD has better burst, which is good for reliably stopping large HE missiles such as Reapers or Hammers, which PD Lasers often fail to stop. But large volleys of (small) missiles will overwhelm Burst PD much more quickly than an array of PD lasers. Also, PD Lasers have better sustained DPS which makes them superior against Fighters.

Quote
Heavy Burst PD and Paladin PD are bad. Burst PD because it's just terrible, Paladin PD because it takes up a large energy slot. Paladin PD can be used on one special redacted ship though.
Paladin is the best PD weapon in the game. It just suffers from the unfortunate circumstance that nearly all ships with Large Energy slots are highly dependent on those slots for their main damaging weapons, and so cannot afford to run a Paladin.
To a large extent, the same is true for Heavy Burst Laser. Most High Tech ships don't have a spare medium slot for them. But as Megas is fond of saying, Heavy Burst Laser is a viable option on Falcons and Eagles, not only for PD but also for busting the armor on Frigates, Destroyers and High Tech Cruisers.

Quote
Daggers are better than tridents because they move faster, meaning they can have faster bombing runs, meaning they do higher dps. Their OP cost also aligns better with the OP breakpoints that most vanilla carriers want. They are better than the other HE bombers because they have guided missiles.

That's not completely fair to the Trident. The Trident is a specialized anti-capital bomber built for resilience against PD, and it has arguably the best payload of any bomber in the game. Single-run damage matters. The real downfall of the Trident is the absence of an anti-shield bomber with similar specialization.

Are Daggers better than all other bombers? Most of the time, yes.

Quote
Xyphos is great on battlecarriers (carriers that engage enemies directly)
People keep saying that but I disagree for two reasons. First, mixing Xyphos with other Fighters is bad because the AI will sent those other fighters out to enemy ships, and because Fighter performance scales heavily with numbers, the reduced number of fighters is a liability. Second, and maybe most important: Xyphos Ion Beams have a range of only 1200, which is less than standard ballistic weapons with capital-grade ITU. The result is that the Xyphos will be out of range a lot of the time, thus not contributing anything to the fight at all.

Quote
Don't get me wrong. Other fighters are still usable. But there generally is no real reason to use them over these five fighters, which do everything you could want.
Thunders are generalists and they are very good generalists, which makes them a good general pick. However, other Interceptor fighters tend to be better in their respective specialist roles. Also, do not discount the difference in OP cost. Talons are cheap, but still infinitely better than leaving your bays empty.


Quote
[regarding hullmods

Your section on hullmods is a little oversimplified.

Also, one particular thing that stands out is the lack of love for Efficiency Overhaul. While it does slightly reduce the power of your ships, it does make them repair much faster, which is critical for doing multiple consective battles. Doubly so for Low-Tech ships reliant on armor/hull tanking.

[close]

45
Fast Missile Racks confirmed. https://twitter.com/amosolov/status/1500643911362125830

Called it  8)


With four large missiles though... that's insane! There's gotta be a catch to that somewhere. Because in player hands, double Squall + double Hurricanes + Fast Missile Racks + ECCM is a ship deleter.

Liking the rear-facing ballistic turret. That's pretty unique and will be hugely helful, cause this ship looks like it is very vulnerable from behind. Or rather, highly reliant on its missiles to deal with flanking enemies.

I would have liked a large ballistic slot, though this design with the 3 medium ballistic hardpoints + multiple energy turrets does feel very Midline. That generous shield arc with presumably good shield efficiency and 1500 armor is awesome too.

Interested to see what the new medium energy weapon will bring. Best-case scenario would be a hard-flux weapon with good range, like 800 or so. If it's soft-flux it'll have a hard time competing with Gravbeams or Advanced Optics Phase Lance / Heavy Burst Laser / Rift Lance.

Pages: 1 2 [3] 4 5