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Author Topic: So how good are the REDACTED ships in the player's hands?  (Read 3345 times)

Dri

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So how good are the REDACTED ships in the player's hands?
« on: June 16, 2017, 01:47:56 PM »

For those of you who have played with the Remnant ships, just how good are they with player designed loadouts and piloting? The Fulgent (destroyer one) looks like you could make some nasty loadouts for it, at least! And then all those universal slots on the cruiser... :o

Anyone mod together a fleet of playable Remnant? Are they OP-starved or maybe don't have flux stats that stack up to the standard high tech ships?
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00lewnor

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #1 on: June 16, 2017, 11:24:55 PM »

There's a mod called usable [REDACTED], it lets the player salvage REDACTED ships of both types.

From what I remember the low tech ones have no shield and horrible weapon layout. The high tech ones had sub-par flux stats for their class and therefore trouble using all their weapons. They have quite a few synergy slots so may be useful as missile boats and the destroyer carrier has the recall device ship system.
« Last Edit: June 18, 2017, 11:29:20 PM by 00lewnor »
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Dri

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #2 on: June 17, 2017, 01:09:27 AM »

Oh yeah, I knew the Domain Drones were pretty terrible but I guess the Remnant ships are nothing to write home about either. Ah well.
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HELMUT

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #3 on: June 17, 2017, 04:19:04 AM »

Anything that can boat a large amount of missile is going to be overpowered, not by themselves, but as a fleet. There's a good reason they aren't playable in vanilla, a sufficient amount of Remnant ships would be just break the campaign.
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Megas

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #4 on: June 18, 2017, 11:02:59 AM »

Got around to playing the Remnant ships.  As a whole, they are not as fast as other high-tech ships, but they have plenty of synergy mounts (universal in case of the Brilliant cruiser).  The mounts tend to focus forward, and are not great at PD.  However, they all have 0.6 Omni shields, so they can rely on shields to block stuff.  Because they are slower and cannot use ballistics (aside from Brilliant), they tend to be terrible energy brawlers due to poor shot range and less mobility than normal high-tech ships.  They make great beam or missile boats, though.  Due to combination of synergy mounts and their arcs, Remnants are capable of unbalanced, but not necessarily overpowered, configurations.

Lumen:  Fast, but any frigate with ballistics with 500 range or more will eat these guys up (if you are the one piloting the Lumen).

Glimmer:  Much like a Wolf that trades Phase Skimmer for High Energy Focus.  Powerful but less forgiving towards mistakes.  Can be configured as a missileship like Afflictor.

Fulgent:  Think of this like an Enforcer with energy weapons instead of ballistics.  Not as fast as Medusa and cannot use ballistics.  It does not have the flux stats to support multiple pulse lasers and the like, let alone blasters, and it is a mediocre to terrible close-range brawler.  It can stack lots of beams, about as much as an Eagle, and overcome dissipation and kill weaker enemies that way; or it can stack lots of missiles and demolish a ship or two.  Works best as a support or strike unit.

Scintilla:  Carrier with Recall Device.  All of its mounts are small synergies plus one medium missile.  Do not bother with energy weapons.  Its stats are similar to Drover, but a bit slower and a bit more OP.  When I outfit this thing, I just give it one Longbow and the other either Daggers or Tridents, slap some hullmods and call it a day.

Brilliant:  This guy has universals, few small synergies, and one fighter bay.  The mounts generally face forward and the ship needs its shield and flares for anti-missile.  Because it lacks a mobility system, it is relatively slow at 60 speed.  It has 140 OP, a bit less than other cruisers.  Because of its mounts, it has a lot of flexibility, but the large universal is set further back than the hardpoints.  I like to mount HVD and Maulers in the hardpoints, and Gauss Cannon in the large universal.  The small synergies are left empty.  The medium universal is sometimes left empty too.  It is an effective and vicious sniper, and it can probably do other roles well.
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Dri

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #5 on: June 18, 2017, 11:53:05 AM »

Well that covers it all nicely. Thanks for the write-up, Megas!
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Megas

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Re: So how good are the REDACTED ships in the player's hands?
« Reply #6 on: June 18, 2017, 12:47:14 PM »

I forgot to mention the Remnant ships are tied with the one or two ships of their class for the highest peak performance.  While normal high-tech ships have the least, Remnants have the most.  Player controlling Remnant ships can win by time-out more easily, although tight OP budgets without Loadout Design 3 make it too hard to afford Hardened Subsystems.
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