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Modding / Re: Adding in custom ships
« on: May 05, 2011, 02:36:01 PM »
ah ok, thanks!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Even the 'standard' onslaught (as used in the Bis'mar mission) is sub-optimal in loadout I am thinking. Furthermore the AI doesn't seem to be too apt at working with it, given I can take an Onslaught and destroy another Onslaught taking no damage from the enemy ship through smart shield management and good use of LRMs. I think the AI would probably gain a big boost as-is if it fired all its LRMs at once and at tactically appropriate times rather than sequentially at the first non-fighter it sees, because the missiles can be shot down and are in very limited supply. My Onslaught could simply sit around and flicker its shields up and down (letting flux vent inbetween volleys), facing right into the missiles, and use its PD to shoot down what remained, and once the enemy ship had expended its LRMs, I could simply make a big loop out of its sensor range and come up behind it, at which point several successive volleys of LRMs would be more than enough to take it out.I must have missed this part of the manual. That's pretty darned important right there.
Added to the manual. My apologiesThing is, I'm not sure that the Conquest is filling the role of cruiser-killer in Starfarer right now because with its maneuverability and armament it can take out an Onslaught without too much trouble.
Let me just say that the Onslaughts in the current missions are far from optimal (hence, "Outdated Battleship"). I think it can be kitted out to chew the Conquest up and spit it out - you can expect to see an absolutely beastly one in the next alpha release. It would be too cruel to loose it on you in the very first one