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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: The Shrike  (Read 8987 times)

Elijah

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Re: The Shrike
« Reply #15 on: November 19, 2018, 03:47:41 AM »

I built it with a phase lance (probably should use the heavy blaster) and a Sabot SRM Pod and it works quite well actually: I can take on most other destroyers, overcharge their shield with the sabots and just do a lot of damage afterwards. I think after I change the phase lance with the heavy blaster it will be even better.

The main advantage over the medusa is perhaps the medium missile slot?
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TaLaR

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Re: The Shrike
« Reply #16 on: November 19, 2018, 04:00:25 AM »

I built it with a phase lance (probably should use the heavy blaster) and a Sabot SRM Pod and it works quite well actually: I can take on most other destroyers, overcharge their shield with the sabots and just do a lot of damage afterwards. I think after I change the phase lance with the heavy blaster it will be even better.

The main advantage over the medusa is perhaps the medium missile slot?

Player-piloted and using medium Sabots even Buffalo mk2 or Vigilance can kill destroyers. This really says more about Sabots than Shrike itself.
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fededevi

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Re: The Shrike
« Reply #17 on: November 19, 2018, 04:47:27 AM »

 All I really want is for it to be faster.

This.
The Medusa have more armor, better hardpoints, more flux & flux diss., more op, better active system and the same base speed. You can field 3 Medusa every 4 Shrikes.

Being so 'light' it should at least be faster than a Medusa, or maybe it is the Medusa that is too fast at 100 base speed.
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Megas

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Re: The Shrike
« Reply #18 on: November 19, 2018, 04:57:08 AM »

Medusa does not need to be slower, especially with inferior shot range (and now with 700 range needlers).  Medusa stuck with only Pulse Lasers and common ballistics is mediocre.  Hammerhead (and Enforcer to a lesser extent) with common stuff is effective.
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TaLaR

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Re: The Shrike
« Reply #19 on: November 19, 2018, 05:50:53 AM »

Medusa is superior to Hammerhead only when player piloted and squeezing maximum usefulness from skimmer system. There is no need to nerf it, it's Shrike that is under-performing compared to every other combat DE.
As AI ship Medusa costs 12 supply, is super rare and loses to common cost 8 Hammerhead.
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Goumindong

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Re: The Shrike
« Reply #20 on: November 19, 2018, 11:58:50 AM »

When you think about it, Shrike is just a Vigilance with point defence. In general, I find it below the trio, but not necessarily bad. The only issue is that without a heavy blaster it desperately needs missiles or support, which means it's either a limited use ship or an escort.

It’s really not. The vigilance doesn’t have the cap or shields or maneuverability to fight ships straight up. It’s a harassment missile ship where the main gun should be used for rangefinding. It can be used as an assault ship but it doesn’t have the punch to be terribly effective because the only really good medium energy weapons against armor and hull are the HB and phase Lance. And it does not have the cap to run either even in bursts.

The Shrike is an assault ship. Able to quickly kill soft and semi-hard targets with ease. Against frigates it simply overpowers them with superior cap and dissipation. Against destroyers and above it can volley shields with missiles.

If you had prior played with a Medusa as an SO player main destroyer then the Shrike is probably a better option. The Medusa doesn’t have the cap to consistently run 2 HB and doesn’t have the slots to fit strong strike missiles like the Shrike does. Plus it can be hard to find 2HB (sabot pods are more common) which means that pre-colony production the Shrike is almost twice as replaceable. Sure, the Shrike only has one HB. But because it replaces the second with a zero cap weapon it got a lot more effective flux dissipation and when SO’d probably doesn’t even need full dissipation. (Which lets you balance how much secondary weapons/PD you decide to fit).

The Shrike is also 25% DP cheaper than the Medusa
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TaLaR

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Re: The Shrike
« Reply #21 on: November 19, 2018, 12:28:34 PM »

It’s really not. The vigilance doesn’t have the cap or shields or maneuverability to fight ships straight up.

For spamming Sabots, it doesn't need to. Just empty you rack using ability while firing Pulse laser in process. You don't need shield or dodge when enemy is overloaded.
Sabot burst being reduced to 2 in 0.9 makes this much less efficient, but it's still good enough to kill sim Hammerhead skill-less (but probably not it's optimized variants as one could in 0.81).
« Last Edit: November 19, 2018, 12:35:00 PM by TaLaR »
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Goumindong

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Re: The Shrike
« Reply #22 on: November 19, 2018, 12:46:11 PM »

It’s really not. The vigilance doesn’t have the cap or shields or maneuverability to fight ships straight up.

For spamming Sabots, it doesn't need to. Just empty you rack using ability while firing Pulse laser in process. You don't need shield or dodge when enemy is overloaded.
Sabot burst being reduced to 2 in 0.9 makes this much less efficient, but it's still good enough to kill sim Hammerhead skill-less (but probably not it's optimized variants as one could in 0.81).

Yes you can kill a Hammerhead with all your sabots. The value in being able to run a serious weapon in the medium slot is that you don’t have to use all of them. You can get the cap advantage once and then hammer it home with HB
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Linnis

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Re: The Shrike
« Reply #23 on: November 19, 2018, 05:57:58 PM »

Its balanced quite well. But I feel like the hull size is too big for its stats, make it feel like its all empty inside like its hualing cargo or something.
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Tei

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Re: The Shrike
« Reply #24 on: November 20, 2018, 08:41:13 AM »

Is anyone getting idiot Shrike AI sometimes? I had a Shrike ram head first into a fortress using its system a couple of times already. The last time it did it it exploded next to a friendly enforcer.
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Deshara

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Re: The Shrike
« Reply #25 on: November 20, 2018, 08:54:47 AM »

AI seems to use its system off cooldown regardless of circumstances AFAIA
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