Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 [2]

Author Topic: Defensive Targeting Array with Bomber crafts  (Read 2392 times)

yajusenpai

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: Defensive Targeting Array with Bomber crafts
« Reply #15 on: May 06, 2024, 06:19:43 AM »

Guy, Defensive Targeting Array are more useful on AI ship that don't have high amount of flight deck.
Because if you have enough flight deck in your fleet, it is better to switch to "Total Airspace Domination". In which you saturate the airspace with missile and bomber and make your enemies regret not putting PD in all their slot.

As for your flagship, as Sandor say, you can just not engage your fighter, and Defensive Targeting Array don't provide anything to bomber.
The effect of Defensive Targeting Array is to tie the AI Bomber to AI Carrier so they don't die due to lack of Air control.
DTA Bomber thus is a under dog strategies

This is my take.
Logged
Please do not mention High Scatter Amplifier.

Vanshilar

  • Admiral
  • *****
  • Posts: 758
    • View Profile
Re: Defensive Targeting Array with Bomber crafts
« Reply #16 on: May 08, 2024, 02:44:19 PM »

There's a lot of good stuff here! Couple of comments:

1. Defensive Targeting Array making bombers hang out in front of your ship is actually a good thing if your ship has a lot of weaponry to provide cover, i.e. battlecarriers such as the Legion. It adds roughly 700 su range to their engagement distance; against the Practice Target in sim, Tridents and Daggers will attack it at around 1100 su without DTA (so, 1100 su will attack, but 1200 su will not), and at around 1800 su with DTA. Due to the Practice Target's size, this is roughly equivalent to 500 base range weapons versus 900 base range weapons (assuming GI and BM and ITU) for something like the Legion. It's a big range upgrade if you're letting your fighters stay in regroup mode to take advantage of the replacement rate, and it helps range match the fighters to your other weapons. Plus (the biggest thing for your flagship), it means one less thing for the player to worry about during combat.

2. Related to the above, for example, when testing with the Legion as my flagship, the Legion has 4 Light Needlers and 5 Heavy Autocannons with Ballistic Rangefinder (making them all 900 base range). So the fighters are basically protected by 1671 kinetic DPS (before bonuses are considered) at 900 * 1.85 = 1665 range from the Legion. Other than something like Tachyon Radiants, ships that go after them are going to get fluxed out quick (as with any ships that enter my weapon range in general), so in practice I haven't found them dying/overloading to be much of a concern. The replacement rate stays pretty high throughout the fight.

3. I did some testing on how often the bombers will fire their payload, by moving to 1000 su of the Practice Target (ensuring that they're close enough to not hesitate from being too far away), with DTA, and then counting how many shots they fired (per projectile for Longbow and Khopesh), using light mortar (firing once per second) as a timer. From there, knowing how much damage their payload does, I calculated the theoretical max DPS that they can do assuming all shots hit and they're always firing, i.e. no fighter deaths/overloads etc. The fighters were on the Legion, either in both slots 1 and 4 or in both 2 and 3. The data was:

Code
Wing	Shots	Seconds	Sho/Min	Dam/Sho	DPSeach
Trident 67 65 61.8 1000 515
Dagger 57 65 52.6 1000 438
Cobra 19 89 12.8 4000 427
Longbow 195 89 131.5 200 219
Perdit 40 68 35.3 1500 441
Khopesh 260 68 229.4 200 382

I only did each test once so the values are basically just sort of an estimate. But other than the Longbow (which does kinetic damage), all the others do roughly similar DPS, with the Trident a bit higher and the Khopesh a bit lower. Note this is the max possible, not actual, since it assumes all shots hit and there are no fighter deaths/overloads etc, but it relates their max theoretical DPS as if they were regular ballistic etc. weapons.

4. So it comes down to how often they hit, and how often they're active (i.e. not dead/overloaded). For the former, to me the big winners here are Trident and Dagger since their payloads will track the target so their hit rate is much higher. (A side benefit is that they won't hit friendlies.) While the Khopesh does have longer range (and this is easy to verify in sim), I'm not convinced that the longer range is worth the increased misses plus the lower hit strength. Also, in DTA the fighters (far as I can tell) don't really go in waves, but is just whenever each individual fighter is close enough that it feels like launching its payload, so it loses some of its ability to provide cover against PD since they're not going to be in sync.

5. Testing Trident vs Dagger on a flagship Legion against double Ordos, their results vary (sometimes Daggers do more, sometimes Tridents do more), but they generally seem to match the ratio of shots above. So it comes down more to whether or not you have the OP to afford them. It is very much true though that DTA means the Trident's slow top speed when doing attack runs doesn't really have to be factored in, since it'll stay close to the mothership anyway. An example video can be found here:

Spoiler

[close]

You can see that in general the replacement rate stays pretty high. It's possible to count up how many Tridents vs Daggers died or overloaded in the video, to compare their survivability, but I haven't done that yet. Toward the end, I changed the fighter mode to "engage"; no idea if that makes them more aggressive and fire their payloads more often or not, but I tend to do it at the end of the battle when I go all-in. You can also see me leading a charge several times with the fighters in tow, so that I burn drive in, drive up the target's flux, and then the fighters follow shortly thereafter with their payloads, such as at 1:25, 5:54, 6:56, and 7:32. Very effective.

In general I usually use Daggers, but this is a case where Tridents seem to do pretty well too. They're more expensive but do seem to do more on average than the Daggers. For the Legion specifically, I'm also debating using one slot for Sparks for PD since its engines are unprotected, so it gets hit by Salamanders fairly frequently. It's really a matter of how much OP I want to dedicate toward protecting engines, even though it eats into my offensive power.

By the way, the video is using Starsector 0.97a-RC10, with a double Ordos fleet that's around 10% bigger than the one I used for testing in 0.96a (844 DP instead of 755 DP). Assuming an initial 45 seconds of dead time for the fleets to get to each other, this means that the finish time of 257 seconds corresponds to around 235 seconds with a fleet of the size of the 0.96a double Ordos test. So a Legion as the flagship for this fleet would also have qualified for the 4 minute mark in the list of fleets I did for 0.96a here; I don't find the Ordos changes (particularly to elite skills) to have changed their difficulty all that much.

On Legion and Legion XIV, you can significantly improve your DTA bombers performance by placing them on the third and last slot on your refit screen. That is because each slots correspond to each of the gaps present on the legion where the bombers/fighters emerge. The first and second slot correspond to the back left / right gap. The third and forth slot correspond to the front left / right gap. By making the bombers emerge from the front , you can save significant time when they come back for a reload and going back to bombing. As placing them in the back will result in increased travel distance and the need for the bomber to turn around since they always spawn facing to the direction of the gap, for bombers like trident that is slow and hefty this can take some while.

That's a really neat observation! I never considered that the fighter slots on the refit screen correspond to physical locations on the sprite.
Logged

coldiceEVO

  • Lieutenant
  • **
  • Posts: 58
    • View Profile
Re: Defensive Targeting Array with Bomber crafts
« Reply #17 on: May 08, 2024, 05:05:27 PM »

Dumb bomb can be tossed if the ai is set to run oval around the ship like shoot'em up games
Logged

Cryovolcanic

  • Captain
  • ****
  • Posts: 366
    • View Profile
Re: Defensive Targeting Array with Bomber crafts
« Reply #18 on: May 09, 2024, 12:27:49 PM »

@Vanshilar - nice analysis. Given ~500 dps for an Atropos bomber, do you think it outperforms the distraction / tanking potential of things like Broadsword and Warthog?

2000 DPS just from fighter wings seems pretty great. Or is that 500 DPS from four wings?
Logged

Vanshilar

  • Admiral
  • *****
  • Posts: 758
    • View Profile
Re: Defensive Targeting Array with Bomber crafts
« Reply #19 on: May 10, 2024, 07:56:32 PM »

@Vanshilar - nice analysis. Given ~500 dps for an Atropos bomber, do you think it outperforms the distraction / tanking potential of things like Broadsword and Warthog?

2000 DPS just from fighter wings seems pretty great. Or is that 500 DPS from four wings?

Yeah I've always found more success with bombers over fighters like the Broadsword. Having said that, fighters tend to do better when they overwhelm in a big swarm, and I know there are some builds out there such as SD/DO Mora spam or whatever that focus a lot on swarming the enemy. I haven't really tried them out so I can't really say how good they are relative to bombers, but generally speaking I don't think they really have the punch to kill stuff quickly. Plus, I tend to fight against Ordos where it's really hard to keep fighters alive.

The DPS numbers are per wing. However, that's the maximum possible assuming no deaths, no misses, target is close, etc. Realistically, the results I'm seeing are that it's more like Tridents are roughly 80% of a Hephaestus and Daggers are roughly 60% of a Hephaestus. Roughly, since the results vary wildly per run, so it'll take a lot of runs to average things out. Unlike a Hephaestus, that's flux-free damage, so the cost-effectiveness is actually pretty decent. Unlike a Hephaestus though, it's hard to direct the DPS when and where you want it, but if you keep the targets around you at high flux, then they'll be more successful.

I did find another advantage to using DTA. It seems like bombers have a "minimum range" of sorts, where if an enemy ship is too close to the mothership, then they'll tend not to go back to rearm, and instead hang back behind the mothership, cutting how often they fire their payload to around 1/3 to 1/2 of their original rate. This seems to be if the enemy ship is less than around 600 su for the Practice Target, using the Legion (note that at around 300 su is when the Legion would collide with the Practice Target, due to their size), and occurs with or without DTA, and on both regroup and engage (with or without DTA). So without DTA, you can basically engage targets "for free" (in regroup mode) between 600 and 1100 range, but have the option to launch the bombers at targets far away (which seems to actually be around 4500 su away), whereas with DTA, you don't have a long-range option, but you can engage targets "for free" (in regroup mode) between 600 and 1800 range. So DTA greatly increases the distances at which the bombers will launch their payloads, from 600-1100 to 600-1800 range, so you can be a lot looser with distance to the target.
Logged
Pages: 1 [2]