Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 3 4 [5]

Author Topic: 0.7.1 Favourite Ships and Weapon Loadouts  (Read 34551 times)

Megas

  • Admiral
  • *****
  • Posts: 12159
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #60 on: January 01, 2016, 04:11:25 PM »

Alright, I will try replacing the two forward mounts on the Sunder and use Light Needlers instead. Although I don't quite understand why the Grav Beams are so ineffective against larger ships, they're supposed to be used against shields.
Beams do not hit for hard flux.  Beam damage is either negated or mitigated by target's dissipation.  The main reason to use Graviton Beams over Tactical Laser is you want to use IPDAI, but do not want all beams distracted by missiles due to that hullmod.  For example, you want tactical laser for PD, but want some beams not to aim at missiles.  Graviton Beam is useful for that.  Graviton Beam is also slightly more damaging than Tactical Laser against hull (and shields, but beams are generally bad against shields).

Phase/Tachyon Lance, which do most of their damage in a quick burst, may overcome shields more easily and hurt stuff.  They will not let you punch above your weight unless they are back by kinetics or other big damage attacks to bring down shields.

I used Graviton Beam for anti-shield when I first played the game and wondered why I struggled.  Once I learned what caused hard or soft flux, I switched to weapons that did hard flux and the game became much easier to play.
Logged

Clockwork Owl

  • Admiral
  • *****
  • Posts: 790
    • View Profile
    • Starsector South Korean Community
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #61 on: January 01, 2016, 04:58:19 PM »

Grav beam is useful only when used in massive numbers. It does grant you flux advantage by clogging enemy vents, yes, but you can achieve better results(like forcing their shield down) with hard-flux-dealing weapons.
Logged

RyokenMK

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #62 on: January 01, 2016, 11:26:14 PM »

Eagle:

3x Heavy Needler
2x Multi CAS laser (that phase lance that does pure damage instead of emp + 50m range)
1x Heavy Ion Repeater (This weapon is ***. I just started using it and it is game breakingly overpowered. Massive flux damage and it hits like an ion torpedo on unshielded targets.)
3x Antimatter blaster
2x harpoon/javelin
2x LA PD


Reinforced Hull
The cruiser range upgrade (don't remember the name)


Kills everything smaller than a cruiser in one salvo. 1v1 it'll wreck anything smaller than a capital ship pretty quickly.
« Last Edit: January 01, 2016, 11:28:48 PM by RyokenMK »
Logged

StarSchulz

  • Captain
  • ****
  • Posts: 458
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #63 on: January 02, 2016, 01:18:20 AM »

 I am currently starting to favor ships with very high hull strength. combining an already good base hull/armor on ships like the enforcer, dominator, and lasher with reinforced bulkheads [[ is that something from starsector+? ]]  and blast doors allows either you or the AI an immense room for error. Equipping that may reduce overall venting/capacity, but inevitably when the shields on the enforcer/dominator fail due to simply being sub par compared to other ships, I find they take a much larger beating. All officers in fleet have a requirement of at least Damage control 10. Missile spec, Helmsmanship, Gunnery implants, and Power grid modulation come second. Mega bonus points if the ships are XIV variants. After *weeks* of playing, i find myself going back to the basics of the Hegemony fleet doctrine. Simple and reliable ships. The ability to equip dual/single flak cannons and still be able to take any torpedo strike makes them hard to take down.

 Funny enough, while i leave those ships in AI control, i usually pilot something completely different. Something mobile that can relocate quickly to help sides of the battlefield that need urgent assistance. If possible, i break out a specific conquest fitting. Mjolnir cannons and Maulers, with burst PD lasers. I don't equip any of the missile launchers, to provide more OP for additional vents and capacitors. I would give it an Integrated targeting unit, unstable injector, and auxiliary thrusters. Depending on what kind of fleet i think i might come up against, I would equip Extended shields and accelerated shields if i expected many wings of bombers/fighters. It is a monster, it out ranges and out DPS's everything the AI can possibly deploy.

 1-2 enforcers escorting a free moving dominator with railgun lasher support, and i have a formidable fleet ready for just about anything. I keep all ships equipped with long range weaponry in the main slots, IE Gauss cannons in the slots of the Dominators and Hypervelocity drivers in the enforcers opposite with flak cannons. anything else is equipped with PD. The idea is that the fleet forms a no-mans land wall in-between the two fleets. anything that gets close, gets its shields pounded with kinetic weapons. Thankfully GCs and HVDs are reasonable against armor too, so when the shield drops they get annihilated anyway.

 All missiles: Harpoons.

 Wait, this thread was about ships and weapon loadouts? uhh, well take my entire fleet. and while your at it, nerf reinforced bulkheads. 

Achataeon

  • Commander
  • ***
  • Posts: 169
  • ~stare~
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #64 on: January 02, 2016, 05:32:39 AM »

I don't think that Reinforced Bulkheads needs to be nerfed. As it is, it is a good hullmod. Using it would increase a ship's survivability at the cost of OP which you could spend on capacitors/vents/otherhullmods. The fact that it isn't a total piece of no-brainer nor an OP sink makes it pretty balanced in my book.
Logged
"On average, a human has one breast and one testicle"
- Vsauce, Michael here

Euphytose

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #65 on: January 02, 2016, 08:54:51 AM »

I am currently starting to favor ships with very high hull strength. combining an already good base hull/armor on ships like the enforcer, dominator, and lasher with reinforced bulkheads [[ is that something from starsector+? ]]  and blast doors allows either you or the AI an immense room for error. Equipping that may reduce overall venting/capacity, but inevitably when the shields on the enforcer/dominator fail due to simply being sub par compared to other ships, I find they take a much larger beating. All officers in fleet have a requirement of at least Damage control 10. Missile spec, Helmsmanship, Gunnery implants, and Power grid modulation come second. Mega bonus points if the ships are XIV variants. After *weeks* of playing, i find myself going back to the basics of the Hegemony fleet doctrine. Simple and reliable ships. The ability to equip dual/single flak cannons and still be able to take any torpedo strike makes them hard to take down.

 Funny enough, while i leave those ships in AI control, i usually pilot something completely different. Something mobile that can relocate quickly to help sides of the battlefield that need urgent assistance. If possible, i break out a specific conquest fitting. Mjolnir cannons and Maulers, with burst PD lasers. I don't equip any of the missile launchers, to provide more OP for additional vents and capacitors. I would give it an Integrated targeting unit, unstable injector, and auxiliary thrusters. Depending on what kind of fleet i think i might come up against, I would equip Extended shields and accelerated shields if i expected many wings of bombers/fighters. It is a monster, it out ranges and out DPS's everything the AI can possibly deploy.

 1-2 enforcers escorting a free moving dominator with railgun lasher support, and i have a formidable fleet ready for just about anything. I keep all ships equipped with long range weaponry in the main slots, IE Gauss cannons in the slots of the Dominators and Hypervelocity drivers in the enforcers opposite with flak cannons. anything else is equipped with PD. The idea is that the fleet forms a no-mans land wall in-between the two fleets. anything that gets close, gets its shields pounded with kinetic weapons. Thankfully GCs and HVDs are reasonable against armor too, so when the shield drops they get annihilated anyway.

 All missiles: Harpoons.

 Wait, this thread was about ships and weapon loadouts? uhh, well take my entire fleet. and while your at it, nerf reinforced bulkheads.  

That's exactly my fleet right now. I have one Onslaught, two Dominators and three Enforcers and a few other ships that require to be piloted by something more clever than an AI. I deploy the Onslaught, at least one Dominator, and then I see what deployment points are available. My go to player ship is a Medusa with antimatter blasters and reapers. I use combat aptitude instead of gunnery implants on the Onslaught so I can fight over and over again without too much of a problem. And the way I set it up is more like a tank anyway. I only use the biggest weapon slots and rear for flaks, rest is empty and I concentrate on hull mods.

Edit: Where do you find a Conquest by the way? I've never seen one either for sale or in a fleet.
« Last Edit: January 02, 2016, 09:12:23 AM by Euphytose »
Logged

Megas

  • Admiral
  • *****
  • Posts: 12159
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #66 on: January 02, 2016, 12:14:41 PM »

Sindrians may sell (and use) Conquest (at least in 0.65.2), but they are rarer than Onslaughts.  Independents might use them too.  If you are not commissioned with either, your only chance is boarding.
Logged

Vind

  • Admiral
  • *****
  • Posts: 785
    • View Profile
Re: 0.7.1 Favourite Ships and Weapon Loadouts
« Reply #67 on: January 02, 2016, 11:20:33 PM »

Conquest can be found at Diktat military market sometimes. This one was at Sindria.
Logged
Pages: 1 ... 3 4 [5]