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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Author Topic: Scarab's suicidal tendencies  (Read 2526 times)

Arcagnello

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Scarab's suicidal tendencies
« on: November 14, 2019, 05:29:57 AM »

So here's a love/hate relationship.

The scarab is the little heavy Frigade that could with it's disgusting mobility and firepower, but it juuuust so happens that the AI really loves spamming the ship's ability and reliably get it to ram the enemy on a regular basis, obviously killing itself in the process.

Halp. I have the blueprint for it, it's very tempting but damn.
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #1 on: November 14, 2019, 02:35:59 PM »

Alright, I've run simulations of various variations of it. Turns out it really really underperforms at 8 fleet points so I tried making it work nonetheless



Do NOT ask me how I got here. But it kiiiiinda gets the job done. FIghter/Bomber/Missile spam be gone!

P.S: I really tried having the screenshot show here, how is it done anyway?

P.P.S: There we go. Glorious nonsense
« Last Edit: November 14, 2019, 02:42:04 PM by Arcagnello »
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #2 on: November 14, 2019, 03:27:43 PM »

Ok so I just tried having 6 of these in my fleet and attempt victory over a 300k bounty battlestation I just could not do before and I actually won with no losses.

My best guess is that while the scarabs laser thru all the missile/fighter chaff they also are such a spastic target to hit that the enemy litterally wastes ammunition that could be used in actually hitting my damage dealers. Fascinating.
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Goumindong

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Re: Scarab's suicidal tendencies
« Reply #3 on: November 14, 2019, 03:42:04 PM »

You're paying 30 dissipation for 15 vent worth of stabilized shields. You could forgo those for 2 vents and get an extra cap.

Probably better to slam vents to deal with the active cost(not sure exactly what the cost is) than to have caps as well. (though caps do let you tank more)
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #4 on: November 14, 2019, 04:01:20 PM »

You're paying 30 dissipation for 15 vent worth of stabilized shields. You could forgo those for 2 vents and get an extra cap.

Probably better to slam vents to deal with the active cost(not sure exactly what the cost is) than to have caps as well. (though caps do let you tank more)

You'll have to excuse me now, since I'm pretty new to Starsector speech   ???

You mean I can take off both the two remaining Vents AND the Stabilized Shields modspec in place of something else?



How about this one? Added the Auxiliary Thruster modspec for that extra squirrel on cocaine feeling
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Goumindong

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Re: Scarab's suicidal tendencies
« Reply #5 on: November 14, 2019, 04:18:34 PM »

OK so Vents> Weapon Flux +shield up cost == no soft flux generation when shields are up == optimal... Buut temporal shell has a flux cost so that creates some wiggle room.

Either way. You had stabilized shields (the hull mod) and font shield projector. The Front shield projector halves shield cost from 60 to 30. The stabilized shields half that again from 30 to 15. But they cost 3 OP.

So you had 12 caps and 2 Vents with stab'd shields. This gives you a vent of 170 and a flux +shield of 165 for a 5 flux/second buffer. You could have had 12 caps and 5 vents without stab'd shields. Which would have given you 200 dissipation while weapon Flux + shield cost would have been 180. 200-180 = 20 Flux/second buffer.

Aux Thrusters would be bad. Will make it harder to control

Edit: What i would do would be take the first one, drop stabilized shields, drop ITU. Add Hardened Subsystems (for longer deployment before CR runs out and lower CR degradation when it does) and 2 Vents. This gives you 190-180 = 10 flux/second buffer and also gives you a much longer operational time.
« Last Edit: November 14, 2019, 04:20:11 PM by Goumindong »
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #6 on: November 14, 2019, 04:27:12 PM »

I think my brain is starting to adjust to the mechanics, but just barely enough for me to understand you!

Isn't it hilarious that adding a front shield to a 180° one not only makes it fully encircle the ship but ALSO reduce its cost? heh

I will exchange the thrusters for the hardened subsystems when I get back to my home planet. Altough the thrusters really do help it track all the missiles with its nose mounted lasers.
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #7 on: November 14, 2019, 04:39:12 PM »



Add Hardened Subsystems (for longer deployment before CR runs out and lower CR degradation when it does)

Is Hardened Subsystems generally better than Efficiency Overhaul when it comes to combat ships when only one can be installed? I may have done it wrong until now :P
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Goumindong

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Re: Scarab's suicidal tendencies
« Reply #8 on: November 14, 2019, 06:04:56 PM »

They do different things.

Hardened Subsystems modifies peak time and CR degredation during combat once peak time has been expended. The main use is for ships that run out of peak time during combat. Frigates are a good use for this due to their short peak time.

Efficiency Overhaul modifies the speed that CR recovers when outside of combat and reduces the cost to deploy/maintain a ship. It has no in combat effects.
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #9 on: November 14, 2019, 06:31:32 PM »

I somehow got the idea that hardened subsystems had the side effect of having ships end battles with a higher CR, therefore also saving precious supplies...
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Goumindong

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Re: Scarab's suicidal tendencies
« Reply #10 on: November 14, 2019, 06:57:35 PM »

I somehow got the idea that hardened subsystems had the side effect of having ships end battles with a higher CR, therefore also saving precious supplies...

It can. If you run out of peak time ships without it then ships will leave battle with a higher CR and so save supplies(unless CR ticks to zero). But that isn't really the main value
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Arcagnello

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Re: Scarab's suicidal tendencies
« Reply #11 on: November 18, 2019, 03:28:37 PM »

So I tried making this little angry frigade work better with taclasers instead of LRs since they pretty much do the same thing anyway and the results were better, altough it still can't hold a candle to the totally balanced Sunder that you can buy pretty much everywhere and that gets you more DPS per Fleet point than a Paragon.

It's actually fun to manually play it and matrix-dodge incoming fire tough. I consider this endeavor a success.
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.