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Author Topic: What sort of ship would have engines like this? (David's Twitter)  (Read 26311 times)

Alex

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #45 on: March 13, 2017, 03:49:49 PM »

Ended up doing the "Heavy Ballistics Integration" - wasn't too bad as long as any hullmods of this type being build-in is a hard assumption. Feels... pretty good, I think? Certainly a different dynamic between choosing flak on the off-side and an 8-10 OP large weapon. Tactically, I think the main benefit is more flexibility, since vs any larger opponents you're going to want to be careful anyway. I guess it'll slaughter mass frigates that much more effectively :)

Also made it so that mods can change large/medium/small ballistic/energy/missile/beam/pd weapon costs. Beam and PD cost modifiers are cumulative with the type + size based modifier.


does it keep all its frontal synergy mounts as well? might wanna turn the medium hardpoint into energy exclusive, so the main focus stays on energy weapons, over missile swarms or torpedo barrages.

Keeps front synergy slots, yeah. We'll have to see how it plays out - lots of changes to the ship overall, anyway.

So long as the unorthodox layouts are not clearly superior to their conventional counterparts, with significant trade-offs to consider & design around, I think it'd pose interesting design questions for the player to answer.

I hear what you're saying, but it's not helping with the issue at hand at that point - so why do this vs any other of a million possibly-interesting but complexifying ideas? Also: the nice thing about a built-in hullmod is the added complexity is limited to one ship, and it's clearly signaled through this hullmod being present. If there's an arbitrary OP modifier on each weapon slot, that's a huge difference - the player would have so much to check and try to remember for every hull.
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Megas

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #46 on: March 13, 2017, 03:54:49 PM »

Conquest should not try to shield-tank if it can help it.  The shield is really bad (and slow).  If brawling up-close, it probably should have dual flak to reduce the need for shielding the broadsides.  For sniping, it may outrange most and not need the shield much.

Conquest has better flux stats than Onslaught, but it is still not great.  Unskilled, heavy weapons are too flux-hungry, and kiting with flux-efficient Mauler and HVD maybe be a better idea.  With max skills, Conquest can vent spam much (for now).
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Alex

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #47 on: March 13, 2017, 04:04:25 PM »

Another somewhat related point: I've adjusted the Flux Coil Adjunct/Flux Distributor hullmods to cost 4/8/12/20 and work at 75% efficiency compared to capacitors and vents. The relevance here being that it's more reasonable to invest heavily into flux dissipation; a maxed-out conquest sans skills tops out at 1850 flux/second - quite enough to sustain a very solid broadside.
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Mysterhay

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #48 on: March 13, 2017, 04:38:43 PM »

Ended up doing the "Heavy Ballistics Integration" - wasn't too bad as long as any hullmods of this type being build-in is a hard assumption. Feels... pretty good, I think?

Hmm interesting, if you send me the current build, I'll give it a thorough try and let you know  ;D

Seriously though, that should work well. A purpose to broadside builds.
« Last Edit: March 13, 2017, 04:49:52 PM by Mysterhay »
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StarSchulz

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #49 on: March 13, 2017, 04:58:59 PM »

Usually playing the conquest i stay as a sniper, taking Mjolnir x2 and heavy mauler x2, along with a dedicated targeting core. the maneuvering jets allow me to keep at range easily and i keep a support fleet that can keep my enemies at bay for as long as possible. It gets a bit OP starved to make that all fit in, so i generally sacrifice missiles and max flux to make it work.

I find it the most fun thing to fly, but i haven't figured out how to fly it in any other way.

TJJ

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #50 on: March 13, 2017, 06:53:09 PM »

Before you go buffing the Conquest's combat ability (I personally don't think it needs it);
What role is it supposed to fulfil?

Capital Ship firepower, but with a Cruiser-like deployment cost?
Eh. Sort of; it's a cheap Capital, or hideously expensive Cruiser.

Capital Ship firepower, but with Cruiser-like manoeuvrability?
Yes, it can respond to threats on the battlefield faster than other Caps (and in fact that's what makes it the most fun Capital to pilot), and can chase down quite a lot of stuff that's smaller than it. (though some of that is down to the AI's limited ability to evade large threats)

Capital Ship firepower, but with Cruiser-like fleet speed?
This is where the Conquest falls flat; its inability to pick its battles.
With burn speed so heavily determining a fleet's ability to catch weaker targets, and run from stronger ones, having a weak capital ship is frequently more of a hindrance than a help.

So I'd argue a simply +1 to the Conquest's burn speed would elevate it from 'mediocre but fun' to 'exceptional in its niche'.
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AxleMC131

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #51 on: March 13, 2017, 06:56:57 PM »

Capital Ship firepower, but with Cruiser-like fleet speed?
This is where the Conquest falls flat; its inability to pick its battles.
With burn speed so heavily determining a fleet's ability to catch weaker targets, and run from stronger ones, having a weak capital ship is frequently more of a hindrance than a help.

So I'd argue a simply +1 to the Conquest's burn speed would elevate it from 'mediocre but fun' to 'exceptional in its niche'.

Isn't that already mentioned as something coming in the next update?
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AxleMC131

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #52 on: March 13, 2017, 06:59:53 PM »

increase burn to +1 of onslaught/paragon

From the patch notes: ''Odyssey, Conquest: increased burn level by 1''

Thought so.
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Alex

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #53 on: March 13, 2017, 07:01:10 PM »

Before you go buffing the Conquest's combat ability (I personally don't think it needs it);
What role is it supposed to fulfil?

All fair points! I don't think the "heavy ballistic cost adjustment hullmod" is a net buff, though, as it comes with a corresponding base OP reduction. It just (hopefully!) opens up some more loadout options.
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TJJ

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #54 on: March 13, 2017, 07:01:58 PM »

increase burn to +1 of onslaught/paragon

From the patch notes: ''Odyssey, Conquest: increased burn level by 1''

Thought so.

Excellent :D
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AxleMC131

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #55 on: March 13, 2017, 07:14:49 PM »

Super excited for that too btw. :D The Odyssey was the first capital ship I ever flew, and I actually like it quite a bit for what it is. Glad to see the battlecruisers are getting upgraded stellar drives!
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Dri

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #56 on: March 13, 2017, 09:02:52 PM »

Creating a whole new built-in hull mod that doesn't even result in a net buff for a ship that kinda needs one seems like a lot of work for little payout!

I fear that the whole OP blanket reduction that all ships are gonna be hit with (not to mention this new reduction to the Conquest's OP) is gonna create a situation where a lot of the hull mods that fall under the "Would be nice to have, but better spend it on vents/weapons" category are gonna be squeezed out and never used now. Oh well, guess at this point we're all just gonna have to wait until the patch is finally in our hands to see how all these many changes pan out...
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Midnight Kitsune

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #57 on: March 13, 2017, 10:22:50 PM »

Creating a whole new built-in hull mod that doesn't even result in a net buff for a ship that kinda needs one seems like a lot of work for little payout!

I fear that the whole OP blanket reduction that all ships are gonna be hit with (not to mention this new reduction to the Conquest's OP) is gonna create a situation where a lot of the hull mods that fall under the "Would be nice to have, but better spend it on vents/weapons" category are gonna be squeezed out and never used now. Oh well, guess at this point we're all just gonna have to wait until the patch is finally in our hands to see how all these many changes pan out...
Yeah I completely agree. Same with certain weapons and ships as well.
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Tartiflette

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #58 on: March 14, 2017, 12:23:54 AM »

But all ships received a significant buff to their OP to almost compensate for the loss of skills though.
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Toxcity

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Re: What sort of ship would have engines like this? (David's Twitter)
« Reply #59 on: March 14, 2017, 12:55:42 AM »

Creating a whole new built-in hull mod that doesn't even result in a net buff for a ship that kinda needs one seems like a lot of work for little payout!

I fear that the whole OP blanket reduction that all ships are gonna be hit with (not to mention this new reduction to the Conquest's OP) is gonna create a situation where a lot of the hull mods that fall under the "Would be nice to have, but better spend it on vents/weapons" category are gonna be squeezed out and never used now. Oh well, guess at this point we're all just gonna have to wait until the patch is finally in our hands to see how all these many changes pan out...
Yeah I completely agree. Same with certain weapons and ships as well.

I feel like you have to ignore alot of factors to come to these conclusions. The only one that might have some merit is weapons (due to how they are designed).

Most hullmods don't compete with vents and capacitors on a single level. Mods like reinforced bulkheads or resistant flux conduits have effects that can't be replicated by more vents. Mods that were much more niche, like the aforementioned flux distributor, seem more viable due to changes.

Unless OP is increased by a ridiculous amount, ships won't become useless. For example, the omen, shepherd, and monitor can all fill similar escort roles, but are all distinct hulls. The omen can enable offensive maneuvers due to its speed, shield, and system. The shepherd has great cargo for its size, which will be good for exploration. The monitor is great for protecting slower ships and is more customizable due to the 2 small universals.

0.8 is also bringing changes to fighters (along with stat/loadout changes), more ways to play (exploration and ship recovery) as well as a skill changes.

I also think the conquest changes are good. It will open up mlre options for refitting due to stuff like 10 OP Hephaestuses. Also it actually is a bif of a buff considering that it would cost 80 op to fit 4 hephaestuses, where now it is technically 60 op (40 op for guns and 20 op lost).

TL;DR: disagree, will have to wait and see.
« Last Edit: March 14, 2017, 01:00:12 AM by Toxcity »
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