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Messages - eert5rty7u8i9i7u6yrewqdef

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16
I've actually got a TODO item to look at that at some point! Probably a high-tech cruiser with a few large energy turrets but without the flux stats to automatically want to put proper weapons in all of them; something along those lines.
At more than one large energy turret you're looking at a Capital ship. For reference Nova has two, Odyssey has three, and the Paragon has four.
Check out SWP and TADA mods, both are just content expansion for the current factions. SWP has Zenith, a heavy cruiser with 2 large energies. TADA has the Whirlwind heavy cruiser which has THREE large energy mounts, but nothing else. I forgot how much they cost but these are really heavy cruisers, in the Aurora ballpark. Obviously you wouldn't make 20 DP ships which could mount double Autopulse.
Both are super slow if memory serves. Which helps to counteract the range increase from using large energy weapons. If Alex wants to go this route, that's fine, but it defeats the dual purpose of making them High Tech ships and intentionally pushing them into a support role.

17
I've actually got a TODO item to look at that at some point! Probably a high-tech cruiser with a few large energy turrets but without the flux stats to automatically want to put proper weapons in all of them; something along those lines.
At more than one large energy turret you're looking at a Capital ship. For reference Nova has two, Odyssey has three, and the Paragon has four.

You may have more success making a High Tech Manticore. If it's a super heavy Destroyer around 14 DP, it can be given 500 dissipation, which would allow it to reasonably fit everything except a Plasma Cannon. If you go for more of a midweight Destroyer around 10 DP, you can give it 400 dissipation.
It should still be around the 100 speed of the Shrike and Medusa, but shouldn't have a movement system thanks to its greater range.

For reference the Fury has 600 dissipation. If you give a High Tech Cruiser two large energy mounts and 600 dissipation you can cram an Autopulse Laser and HIL on it, and that is all you really need besides PD. So, you're going to run into a fairly large issue with giving it low enough flux as even the Fury has good enough flux stats.

18
General Discussion / Re: High tech feels like a wet noodle.
« on: June 02, 2024, 12:10:44 PM »
But guardian is pretty good?
Not really. For a large energy PD weapon, you would want it to have 1,000 range so it can support friendly ships once its range is boosted by hullmods and skills. At 750 it functions almost purely as a personal PD weapon, despite its ability to shoot over friendly ships.
It has a relatively low DPS and sustained DPS for a large energy, which means it's significantly worse at killing small enemy ships when compared to any other large energy. With its sister weapon the Devastator performing far better in all of the above metrics.
All of this combined with the issue that the only useful escort cruisers you can mount it on are the Champion and Brilliant, neither of which have great turret arcs for a large PD weapon.

As it currently stands, Burst PD for personal defense and Tactical Lasers with for support defense outperform the Gaurdian.

19
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 26, 2024, 09:58:44 AM »
So, you want regenerating DEMs solely to have them be spammed from the other side of the map by a cowardly ship that also has enough mobility to never be caught??
You do realise that the reason why missiles have ammo is to prevent JUST THAT, so you asking for them to be infinite is like asking Shrike to have 550 armour.
I just want a reliable endurance option, in return for them dealing soft-flux and having low DPS. Due to it being built for long range rather than direct combat, frigates and destroyers would be able to approach it safely and kill it once its escorts are out of the way. With a long-range support build, it's the capital version of a Heron.

Its mobility system is the worst possible system, besides burn drive, for a broadside loadout as it has to turn away from its broadside to use that system and then turn back.
Burn Drive would be the absolute best system for a broadsider battlecruiser, but plasma burn is still better than the alternative. You don't need to turn at all, since moving laterally from your target is generally a lot better than straight at them. You're not an Onslaught.
It's great for the player, the AI however will always turn forward to use it which makes it terrible. It would also be terrible if the AI tried to use it while moving laterally as that would cause it to circle the target even more than it currently does. Which would result in it getting pincered in-between enemy forces.
The system if good for the player but bad for the AI. That has been my point the entire time.

20
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 26, 2024, 01:13:17 AM »
Of course Odyssey has "bad" EHP, it's a battlecruiser, they are supposed to be glass cannons. And Odyssey is one of the biggest cannons in the game - 1,500 DPS from two Plasma Cannons, that is almost 50% more than two Mjolnirs on the Conquest and (for comparison's sake) more DPS than the two TPCs on the Onslaught with infinite ammo. Plus one large and three medium missile slots.

It has same base speed as a Conquest that uses Maneuvering Jets on cooldown, 4 flux-free Ion Beams from the two hangar bays and an omnishield arc that actually fully covers the ship.

The main problem with Odyssey that I can see is that the AI that decides where it goes and the AI that decides when to use Plasma Burn seem to be two different AIs. Many times I've seen Odyssey trying to move away from the enemy only to repeatedly use Plasma Burn to get closer. Make up your mind! But that's not a problem limited to Odyssey, all Plasma Burn ships do this. Also, since all weapons are on the left, the AI will naturally drift towards the right side of the map.
There's a hiccup in the retreat and vent AI. In previous versions ships frequently wouldn't back off and fully vent and would try to re-engage enemy ships at a flux disadvantage because they "felt" they were on a safe level of hardflux. Alex mostly fixed this issue, however under certain circumstances, the AI will again try to re-engage despite having not fully vented. This is most noticeable on burst forward speed ships like the Odyssey and Nova, but all of them uncommonly do it.

21
Suggestions / Re: Regenerating DEM
« on: May 25, 2024, 09:50:02 PM »
Honestly, the fact that ships can reload missiles without returning to port tells me that every missile weapon should regenerate. Although maybe it should follow the same logic as PPT and only regen when the ship isn't in direct combat...
the weapons are probably oversized in proportions (or maybe not?) as their weight would make no sense otherwise. You can fit 100 Mjollnirs on an Onslaught (compare the size of the Mjollnir to an Onslaught).

Maybe there are 7 missiles inside a launcher, and you can't reload them in combat because it's DANGEROUS!!! AAAAAAAAAAAAAAAAH!

And Expanded Missile Racks is a hull intense process of extending the size of missile launcher racks, and Missile Specialisation is just the officer and the crew being educated and experienced enough to know how to make missiles more effective without blowing the ship up.

Otherwise missiles are kept inside the ship in the form of supplies, and reloaded in-between combat engagements.

and the reason why Pilum and Salamander can regenerate missiles in combat is cause they have some extremely convoluted or complex missile loading system that allows easy accessibility unlike any other missile. (maybe because the missiles are less volatile)
Honestly, the fact that ships can reload missiles without returning to port tells me that every missile weapon should regenerate. Although maybe it should follow the same logic as PPT and only regen when the ship isn't in direct combat...

If I had to guess the lore reason, the combination of self adjusting propulsion, autonomous targeting and tracking, and extreme payload makes missile construction a time-consuming venture. Pilum and Salamander have relatively small payloads that could be fueled almost entirely from the ships engine allowing reloading to take place. Total reloading of missile systems would only take a few hours, but most combat engagements only last less than 30 minutes top, which means it's pointless to try reloading missiles mid combat especially when resources and engine power are needed elsewhere.

This does make me wish missile autoloader effected all missiles in return for consuming cargo space.

22
Suggestions / Re: Improve capital ship AI vs smaller ships
« on: May 25, 2024, 09:38:06 PM »
This is what escorts are for.

Yeah but in situation without escorts the capital AI gets stuck.
It literally flies into the end of the map with small frigate poking its ass.
Its easy to reproduce (just deploy a big ship and some small ship against your capital with no back PD or guns)

Looks like having no back facing guns or PD just kills the AI.
This is why you put weapons in the back slots. There's no AI issue here, it is trying to turn and fire on the frigate, but the frigate is fast enough that it out speeds the capitals turn rate.
Radiants will almost always ignore frigates attacking them as they have fearless AI.

23
Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 25, 2024, 09:32:55 PM »
I don't see why it needs to be 5 DP more expensive than the average capital but I'm still happy with it as my flagship.
8 speed
hangar bays
a lot of OP for a fast moving High Tech ship with relatively few weaknesses (compare to Retribution which has a lot of OP but a lot of weaknesses)
good logistical traits

It's basically a combat freighter
This is the most accurate description of the Odyssey, and why people will always have a hard time of building it effectively.
It wants to be a combat freighter, to have a more supportive role rather than a true combat role.
Assuming you have the Omega missiles and a Reality Disrupter, the most effective Odyssey build I've found is three times Resonators, Rift Torpedo Launcher, RD in the front large energy, HIL in the back, and tactical lasers with built in IPDAI and Advanced Turret Gyros. With either of the Atropos bombers.
This is one of the major reasons why I suggested making DEMs regenerating, as it would drastically make long range Odyssey builds effective enough to justify using the ship under AI control.

I don't see why it needs to be 5 DP more expensive than the average capital but I'm still happy with it as my flagship.

Because it is a fast battlecruiser that can mount the most flux hungry and deadly weapons in the game without any problem on top of having a mobility system that synergizes extremely well with its broadside configuration ? (seriously, it can circles around most other capitals like a shark, never be threatened while pounding them with whatever big guns you put on it).

And for whatever reason, it also has a medium missile mount with generous firing arc (= Reaper) and a large synergy mount which can house whatever large guided missile you wish. Oh, it also has 2 fighter bays meaning you can either get good flux free PD with Xyphos or go with more aggressive options.
Its mobility system is the worst possible system, besides burn drive, for a broadside loadout as it has to turn away from its broadside to use that system and then turn back.
While the player can effectively use it, the player will be reliably fighting enemies with their engines pointed towards the enemy so they can use the system.
This is ignoring the current AI bug where the Odyssey almost always uses both of its charges even when the first gets it into range.

In a full fleet engagement, it can't circle around enemies or it risks getting pinned between the main enemy blob, and enemy re-enforcements.

24
Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 10:23:06 PM »
most DEMs have tons of ammo, they don't need regen... Gazer, Hydra can be shot for the entire duration of combat. It was so much so, that I proposed a nerf to Hydra, but since I changed my mind. The only real missile that doesn't have enough ammo to be spammed is Dragon, which is why it should. (double it's ammo please)

Even Pilum doesn't have true regeneration. It runs out relatively quickly with fast missile racks, and without them it does so too. Regen is ok, but meh...

There are long-term missiles. Breach, Swarmer, Locust... Probably some other ones, that have high ammo counts and low impact. Missile centric fleets with high burst damage have to the risk of having low ammo capacity. But eh...

Tbh, the reason why Persean League fleets are kinda weakish is cause Midline ships tend to be underpowered. Because they aren't fast enough to kite for long periods of time, and they aren't durable enough to just survive. Plus Midline ships are op starved often. But eh, that's a long debate. I'm sure a lot of people would disagree with me. And it's fine.

If it comes to missiles running out, it depends. A lot of the time just get missile specialisation and expanded missile racks... You will never run out... You get 21 Reapers, or is it 18 now? Per Typhoon.

The only real things I would change is, as mentioned, double Dragon ammo... Change how Reaper single launcher and Typhoon launcher works, so they both get bonus speed when launched (mostly for Cobra's sake) (but then obviously reduce Typhoon ammo) and this... Most importantly. Make Harpoon launch only 2 missiles at a time. So, that the ships don't waste it too much. Similarly to how Sabot and Gorgon work. I know it's important to have execution damage, but this mostly just ends up with ships shooting out all their harpoons at the beginning of combat into a Buffalo MKII.
With 18 ammo up to 54 ammo and a 15 second refiring delay, the Gazer SRM Pod can sustain continuous fire for 13 minutes and 30 seconds. However, it stands alone in this regard.
The Hydra can only sustain for 7 minutes and 30 seconds. Which is about 30 seconds less than either Squall or Locust if I did my math right. Around 7-8 minutes is the time safety overrides ships typically have before needing to retreat from low CR, assuming CR decay had been made as low as possible, and CR is increased to 100%.
Keeping in mind these times decrease by 25% with elite missile specialization and drops dramatically on ships with fast missile racks and even more so with systems expertise.

While you're unlikely to see a quad Hydra Pegasus run out of missiles, mostly due to the fact that it will be recklessly focused down due to the extreme threat is poses, you can and will see Conquests and various frigates and destroyers run out of missiles. Especially if you or the enemy retreats and re-engages as missiles do not replenish.

There's also the issue that DEMs and hardflux missiles occupy the same niche, with the Hardflux missiles in general being superior. The exception again being the Gazer.

25
Suggestions / Regenerating DEM
« on: May 21, 2024, 05:50:28 PM »
It's a bit of an odd concept, but one I had hoped would be the case when I first heard about them.

My suggestion is to decrease the DEM missile ammo across the board but allow them to regenerate missiles in the same manner as Pilums, Salamanders, and the Omega weapons. With an additional efficient firing flux cost added on top.

I'm making this suggestion for a few reasons.
The first reason is the lack of missiles whose performance doesn't sharply degrade into dead weight from not having Expanded Missile racks and Missile Specialization. Currently we only have Pilums, Salamanders, and the Omega weapons which don't count due to their rarity.

The second reason is due to the lack of endurance firepower from missiles. Again, only the above work in incredibly long battles. While some options exist for somewhat sustained fire, missiles currently occupy a safety overrides area of combat. Can you beat incredibly powerful enemies with them incredibly quickly? Sure, but you lose the capacity to deal with several large fleets at once. Even pirates in large enough numbers can pose a serious risk to missile centric fleets because of this. While options do exist to get around this, namely using a destroyer/frigate screen to let cruisers and capitals escape once their missiles run out, you can't re-engage due to missiles not regenerating between fights.

The third reason is the Persean League. They're only dangerous if you have reasonable or less amounts of PD, and they still have missiles. Once they run out, most of their fleet is dead weight.
By reducing the DEM missile ammo, making it cost a small amount of flux to fire, and making it regenerate, the initial, and sometimes insane missile spam would be reduced to more reasonable levels, while also giving them the capacity for sustained combat.

26
General Discussion / Re: High tech feels like a wet noodle.
« on: May 18, 2024, 07:32:02 PM »
I can go back and root around in my old saves to give you immortal Medusa builds if you want, or you can just look at some of the recent Ordo hunting videos which use Medusas.

Can you share some builds? :)
I am struggling to fit anything relevant on it. Just 2 machine guns and 2 Heavy Blasters fill it out if you fit the basic SO package with at least basic shielding.
These are old builds, I haven't used Medusas in any large quantity for a few months now, and all older saves before these no longer load. However very little has changed since I made them, beyond escort package.

HB + IRAL build: Meant for dealing good overall damage when in range, while having a long-range weapon to prevent enemies from dropping their shields without consequence. It's biggst issue is that it is over fluxed and HB is mediocre against heavy armor.
Officer: Aggressive level 6, 3 elite skills (used to be 4).
            Helms, Combat Endurance, Elite Field Modulation, Elite Target Analysis, Elite Systems Expertise, Gunnery Implants. I recommend swapping CE for EWM if you don't need extra PPT.
Ship: Three s-mods.
        S-mods, (Extended Shields, Flux Distributer, Hardened Shields). Hullmods, Stabilized Shields, ITU, Shield Conversion Front, Expanded Mags.
        Weapons, Heavy Blaster, IRAL, two Light Dual Autocannons (they lost 100 range since I used them), two Burst PD lasers in the front small energy turrets.
        Cap/Vents, 14/20.

Pulse Laser + Phase Lance build: Much more flux balanced, but less potential damage and without a ranged punisher.
Officer: Same as above but CE is and EWM are swapped. You may want to swap the elite skill from TA to EWM.
Ship: This only had two s-mods but was the same as above ES and HS. Feel free to add a third. Hullmods are the same as above with Exmags swapped for Flux.
         Weapons: two LDAC, one Pulse laser, one Phase lance, two LR PD Lasers.

There was a third build I used for a short time that was the second build but with advanced optics, but I never tested that against Ordos.

A more common build for other players is to use two Needlers in conjunction with two Phase lances. It's pretty bad vs cruisers, but is decent against destroyers, and fantastic against frigates.

So long as you have helmsmanship, and Systems Expertise, any build on the Medusa is going to be good as it simply can't be caught by anything that isn't a fighter swarm. SO is not required.

27
Suggestions / Re: Hegemony AI investigators spam too many fleets
« on: May 17, 2024, 06:40:10 PM »
They are like cockroaches.
You kill one two more coming.
Literally in a few days they are all again respawned and raiding my colonies trade ships.
How many fleets they have? This is annoying and not realistic.

Tone down their spawn rate maybe a litttle?
To simplify, non event Heg inspection fleets can be attacked without making the Heg hostile as "legally" they aren't even supposed to be there. It will incur a small rep malus however.
Event Heg inspection fleets will make you hostile to the Heg if you attack them with your transponder on, or a unique ship like the Zig. As legally they are supposed to be there.

28
General Discussion / Re: High tech feels like a wet noodle.
« on: May 17, 2024, 02:12:37 PM »
Quote
Assuming the enemy ship drops their shield, doesn't have shields, or the Omen finds an area without shield coverage. It's not as good as it should be as it won't use its system against shielded enemies, which drastically reduces its damage potential. It may accidently use its system against shielded enemies thanks to enemy missiles or fighters coming into range.

The AI is absolutely more conservative when enemy ships have their shields up, but Omens do use their system even when there is no missiles or fighters.

And in battle, there is so much things going on that Omens almost always find an area without coverage anyway. Between ships repositioning themselves, the speed of an Omen, flameouts, ships dropping their shield because of flux level, rarity of 360 degrees shields, I've never find it to be a problem.

Quote
Lastly, its system by itself isn't very good as PD, and requires at minimum the SE, PD, TA skills. Some missiles really require IPDAI as well. Even then it has a terrible tendency of just stunning and slightly cooking fighters like broadswords, requiring additional PD from other ships to deal the killing blow.

It's fine that its sytem isn't 100% reliable at killing fighters and missiles. Many times a Flak "failed" me at destroying a reaper torpedo coming at me from long range. It happens. It's still very reliable.

As for the required investment, yeah, it requires an officer and some hullmods. Big deal. But the game already heavily incentivizes the player to build a fleet around the officer cap unless you run Support Doctrine and/or Derelict Operations. And sure, Support Doctrine Omens aren't amazing, but other ships also need an officer to really shine (looking at you, phase ships).
It's not "more conservative" it flat out won't use its system against shields alone. Which is a problem when it gets into duels with certain frigates and destroyers, as it can get stuck fighting them but never actually killing them.
Likewise, one PD Shrike with burst lasers and a Wasp wing outperforms two Omens in the PD escort department.
It's fine at six DP and doesn't need any nerfs.

Playing high tech right now and I have to defend the Shrike as a budget early game ship. Is it end-game ordo-smashing optimal? It's not awful, but also nothing special, so I'd say no and leave it out of end game fleets.

But it's so cheap (as cheap or cheaper than some frigates), burn 10, requires no skills to work pretty well, and brings a medium missile mount for reapers to break pirate armor-bricks. It's high tech's economy car.
It works in endgame fleets so long as it's not in a direct combat role. It doesn't have enough range, speed, or shields to be a brawler, but it has more than enough OP for various support builds.

29
General Discussion / Re: High tech feels like a wet noodle.
« on: May 17, 2024, 11:34:16 AM »
It's fine as is, you're just building it wrong. Same as all phase skimmer ships, Medusas need an officer with system expertise. Once you have that, they are functionally immortal, and can kill almost all non-capitals in the game.
The main issue with Medusas is one shared with all multi-charge mobility-system systems: The AI blows its wad in one go, saving nothing for its nonexistent exit plan, and then dies. The choice of when the AI phase skims and where it skims to can be a little amusing, too: I once watched a Radiant use its skimmer to teleport away from my incoming fire...right into its own Reapers that it had just fired, immediately self-deleting.
It's fine as is, you're just building it wrong. Same as all phase skimmer ships, Medusas need an officer with system expertise. Once you have that, they are functionally immortal, and can kill almost all non-capitals in the game.
The main issue with Medusas is one shared with all multi-charge mobility-system systems: The AI blows its wad in one go, saving nothing for its nonexistent exit plan, and then dies. The choice of when the AI phase skims and where it skims to can be a little amusing, too: I once watched a Radiant use its skimmer to teleport away from my incoming fire...right into its own Reapers that it had just fired, immediately self-deleting.
Phase skimming is determined by the direction the craft is currently moving, meaning slower ships with less acceleration are more likely to teleport in the wrong direction.
The Medusa and Wolf largely do not have this issue as both craft are relatively nimble.
Furthermore, while both will use their teleports to get into range, they will not use it once near the enemies maximum range. As such a system expertise Medusa will never be lacking phase charges to escape with. This is actually a problem when pursuing enemies as they fairly reliably will not teleport into their weapon range, same as Plasma Jets.

I can go back and root around in my old saves to give you immortal Medusa builds if you want, or you can just look at some of the recent Ordo hunting videos which use Medusas.

The Omen is overpowered and should be nerfed (8 DP instead of 6). It's not "okay". It's the best frigate in the game (yes it's better than a Glimmer, by far).

System Expertise and Elite Target Analysis turn its EMP Emitter into the best anti-frigate and anti-destroyer weapon in the game (reminder that EMP Emitter deals energy damage too, not just EMP damage). A couple of them will also slaughter any cruiser that doesn't have a 360 degree shield.

It's also tiny (making it suprisingly hard to hit), has more than enough speed (especially since there is no reason to not put Unstable Engine on it), has a great Flux Capacity that can be maxed out for maximum tanking power and a 0.6 shield flux/damage ratio.
Assuming the enemy ship drops their shield, doesn't have shields, or the Omen finds an area without shield coverage. It's not as good as it should be as it won't use its system against shielded enemies, which drastically reduces its damage potential. It may accidently use its system against shielded enemies thanks to enemy missiles or fighters coming into range.
Furthermore, the most viable multi-role build of it, i.e. any anti-matter blaster build, is so close range that it tends to block friendly ships from firing on enemy ships. This is especially noticeable when the friendly ships are using phase lance or tachyon lance.
Lastly, its system by itself isn't very good as PD, and requires at minimum the SE, PD, TA skills. Some missiles really require IPDAI as well. Even then it has a terrible tendency of just stunning and slightly cooking fighters like broadswords, requiring additional PD from other ships to deal the killing blow.

It's fine at 6. Even if its system usage was fixed, it still wouldn't be worth more than 6 due to its poor weapons layout, and heavy investment needed to make it useful.

30
General Discussion / Re: High tech feels like a wet noodle.
« on: May 17, 2024, 12:09:29 AM »
  • Astral is just pathetic. Why this is 60 DP is beyond me. I can field a Radiant or Paragon for that. A freaking Onslaught/Legion is 40. WHY THIS IS 60??? Literally entire community is chanting "make it 40 DP please". Why would you ever field this if you want a carrier, when Heron exists? Either give highh techs a good carrier cruiser, or reduce cost on this. 60DP and doesnt even have Large Energy turret lol. Just a terrible expensive ship taking up your DP. This ship right here is also the reason why AI high tech fleets suck - every time this is spawned instead of a Paragon, its a joke.
It's 50 DP. It's mostly a joke due to bomber's poor performance, they are the worst of all the "artillery/backline" weapons. High-Tech does need a fast carrier, I would recommend a Shrike conversion that drops its medium missiles, as PD Shrikes are already very effective escort carriers.

  • Odyssey probably used to be good, I saw a few old videos of Odysseys farming Ordos. Unfortunately, that is not the case anymore. With pathetic shield/damage ratio, awkward turret placements, and plasma burn that dumps it into the middle of enemy fleet it just dies horribly faster than a fruit fly. It's awesome when you farm pirate trash, but when you meet proper enemies or Ordos it just flops pathetically. Basically - yes, you can get faster to your enemies than a Paragon will. But what are you going to do once you got there? It shines in the hands of careful player who knows how to flank, and dies horribly in the hands of AI as soon as it gets any aggro. Badly needs its shield/dam ratio fixed, and AI looked at.
Accidently due to its loadout, it is one of the best backline/artillery ships in the game, it just lacks good sustained missile options. Had the DEM missiles been regenerating like Pilums or the Omega missiles, the Odyssey would be fine as is.

  • Fury (and by extension Shrike) too expensive for what it does - and what it does is rushing asap to die as quick as possible. I saw the old rant by players when its cost was raised to 20 DP, and I honestly don't understand why it was - the ship is terrible as it is now. Badly needs attention.
Shrike is fine, you just can't build it for close range combat in late game. Instead, you have to rely on its large OP pool to make support variants. It suffers the same issue as the Odyssey as it would be far better with more sustained missile options.

  • Medusa could be good, because phase skimmer is IMO hands down best combat aility in the game, but the extremely tight points makes it very hard to fit anything relevant. Usually just dies horribly in the hands of AI. SO Medusa is a little better with same issues - it simply cant fit the required SO kit to project good force on the field. Why would I field this when Hyperion exists? Needs fixing, but carefully, because if buffed too much it will outperform the Hyperion and will be a new meme.
It's fine as is, you're just building it wrong. Same as all phase skimmer ships, Medusas need an officer with system expertise. Once you have that, they are functionally immortal, and can kill almost all non-capitals in the game. Albeit cruisers can take a long time for them to kill. Front universal mounts should be kinetic, medium mounts should be some mixture of a heavy blaster, pulse laser, or phase lance. The remaining OP should be spent on a tiny amount of PD, maximizing its combat time, maxing out its shield arc, and maxing out the damage it can take.

  • Brawler TT is perfect where it is. Would love to see Escort Package integrated with this ship. Omen is okay but to me feels a bit too situational, squishy, slow, and not having good niche compared to other frigates. Scarab is strong with SO and not so good without it. I could see trying to minmax these, but why when Hyperion exists. Frigates live and die by their mobility usually, and this one doesn't have any. Tempest used to be a thing, but then got its ability changed to terminator drone which basically ended all its glory and usefulness. Never field those except Brawlers tbh, it just so good why bother with the others. I need these ships to rush to control nodes and win a dogfight with enemy frigates or destroyer. Unfortunately, all these other frigates suck at this role and only Brawler is good at it, the only one better at it is Hyperion.
Omen is Emp support, and a PD escort. Its biggest issue is low PPT, which it shares with all the other HT frigates. Scarab has to be built for longer range, so maxing out HSA tactical laser is the minimum range you really need for survivability against everything. The problem is the Scarab's system costs flux, meaning if it gets stuck at near max flux it won't use it. All it really needs is an AI improvement to drop shields until it has enough flux to use its system. Tempest's system doesn't mesh well with the current skills, and its PPT it too low for sustained combat, same as the Omen. Otherwise, it's a fine ship. So, fast it never dies, with enough damage potential to easily beat other frigates and most destroyers.

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