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Author Topic: Conquest ship build/fleet Tips?  (Read 41985 times)

Otharious

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Conquest ship build/fleet Tips?
« on: December 12, 2018, 09:42:22 PM »



This is my lovely conquest. Just got her all fixed and armed up.
Am curious what the best load out for her would be as there is so many options these days :D
As well what escorts/fleet works best with her?  I dont like going hog wild with a zillion ships. I like try to be the best :)
Am level 42 and have pretty much all the combat skills if needed i can get a pic of that later.

Am really just curious what the best way to build her and what fleet I should be looking at to support her  (I focus on flying my ship skillfully)
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TheWetFish

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Re: Conquest ship build/fleet Tips?
« Reply #1 on: December 13, 2018, 04:56:24 AM »

This is my lovely conquest. Just got her all fixed and armed up.
Am curious what the best load out for her would be as there is so many options these days :D
As well what escorts/fleet works best with her?  I dont like going hog wild with a zillion ships. I like try to be the best :)
Am level 42 and have pretty much all the combat skills if needed i can get a pic of that later.

Am really just curious what the best way to build her and what fleet I should be looking at to support her  (I focus on flying my ship skillfully)

Very much depends how you want to use it.  Has good uses as a flanker, long range fleet support, wedge or other uses. 
Conquest, like a lot of Midline ships, has a wide scope for customisation.

Personally I am fond of fighter escorts for her, so as not to block any firing lines.  Mining Pods or Xyphos are a favourite defensive escort option. 

I also tend to skip shield upgrades.  A base 1.4 efficiency shield with 480 flux upkeep is not worth the considerable upgrade effort to still be merely mediocre.  I use it exclusively for catching torpedoes then flick it back off.  Occasionally I will get Accelerated Shields to make catching less of a snap precision affair. 

Since I tend to use it as a wedge, armament consists of  dual Hammer Barrages up front and a focus on standoff Kinetic & EMP weapons.  I tend to find myself using the medium missile mounts for defensively minded Proximity Charge Launchers or occasionally Sabot SRM Pods
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Otharious

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Re: Conquest ship build/fleet Tips?
« Reply #2 on: December 13, 2018, 08:39:05 AM »

Hmm might have to check the proximity launchers

But i do love idea of having my front symmetrical with missiles torps are fun!

Thinking of doing a wedge with standoff anti-shield and torps as finishers.

I Could drop the shield stuff for armored turrets too to get more armor and just focus on that
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Megas

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Re: Conquest ship build/fleet Tips?
« Reply #3 on: December 13, 2018, 09:47:05 AM »

If you want it to stand up against SIM Paragon (or those in campaign with Tachyon Lances), one side needs to have two Gauss and two Maulers.  If not, Conquest will probably die if forced to engage Paragon with Tachyon Lances.

If you want to use basic PD lasers, get IPDAI hullmod in there!  PD laser alone is not effective enough.
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StarGibbon

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Re: Conquest ship build/fleet Tips?
« Reply #4 on: December 13, 2018, 11:50:14 AM »

I like to swap out PD for Tac lasers+ IPDAI. Tac lasers work well enough for PD, but can then also be massed against primary targets, wheras PD becomes useless.

I also favor the asymmetrical  school of Conquest Loadout, because you waste a lot of OP fitting heavy weapons on both sides that you'll never be able to support firing at the same time, and if your Conquest is flanked on both sides by serious threats it's probably dying anyway. I just keep PD and light flak on the off side, in favor of hull mods that increase staying power and sustained firing on the offensive side.
« Last Edit: December 13, 2018, 12:16:55 PM by StarGibbon »
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Megas

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Re: Conquest ship build/fleet Tips?
« Reply #5 on: December 13, 2018, 12:03:20 PM »

If not for Paragon, I would use symmetrical loadout.  Gauss and Maulers is not the most efficient loadout (Gauss is a real pig), but it is the safest against any Paragon outfitted like the SIM one.  Anything else, and Conquest will probably get shield pierced and fried before Paragon gets into its weapon range.

Tactical Lasers plus IPDAI alone is a bit too slow.  Probably needs Advanced Turret Gyros as well.  Maybe Ordnance Expert 1 too speed up beam speed closer to hitscan.  It is very good, especially against a stream of Annihilators from Onslaught, but it requires investment and maybe more flux to use.  Conquest main guns can be big flux hogs.

Avoid proximity launchers.  They fly very slowly, are terrible anti-missile, and burn through ammo fast.  Maybe the best they can do is blow through fighter wing in one shot, but Conquest can use other and better weapons (flak, devastator, locusts) for that.

Torpedoes might be handy in battlestation fight (have not tried that), but in normal fights, spinning the ship to line up torpedoes and broadsides stop firing afterwards really hurts.  Homing missiles or bust on Conquest.
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StarGibbon

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Re: Conquest ship build/fleet Tips?
« Reply #6 on: December 13, 2018, 12:11:48 PM »

Yes, I use tac lasers + IPDAI+  advanced turrets.  ATG is cheap, and you save a lot of OP by skipping heavy weapons on one side. It works perfectly fine (at least as well as normal PD), and will clear the way for your fighters doing runs on a starbase with the extreme range of your PD capability, which can also then be focused against larger threats.  Also the light show is pretty.


It does mean a lot of flying sideways :)
« Last Edit: December 13, 2018, 12:47:31 PM by StarGibbon »
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intrinsic_parity

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Re: Conquest ship build/fleet Tips?
« Reply #7 on: December 13, 2018, 12:30:27 PM »

I don't think it's worth trying to have both sides be aggressively armed, too much flux generation and the ship doesn't have the defenses to engage major threats on both sides at once. I want to keep my targets on one side as much as possible and set up the other side defensively.

I usually skip the medium energy and medium missiles for more OP. Skipping the large ballistic mounts saves about as much as skipping a medium mount because of the built in hull mod. I could see maybe putting sabots on the primary weapon side (in an asymmetric loadout) for extra shield break.

I use devastator and flack on my back side which is enough to keep pesky frigates and fighters away and even threaten destroyers for relatively low flux cost. I could consider using only one devastator but I think the ship has the flux stats for two comfortably. My main side gets 2x mjolnir or 2x gauss, 1 mauler and usually a dual flack. Squalls in the missiles for station or major capital fights, locusts for general purpose. I also use hardened/stabilized shields, but I don't like heavy armor because of the speed penalty. Mark IX + hellebore would be a good cheap option against capital/cruisers as well, but mjolnir and just more fun and gauss has insane range.
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Goumindong

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Re: Conquest ship build/fleet Tips?
« Reply #8 on: December 13, 2018, 12:41:23 PM »

Asymmetric all the way. But first some notes

1) you have the best/easiest concentration of large ballistic guns in the sector. The onslaught can only being 2 to bear in a very specific position. Buut you don’t have the best concentration of guns in general. Your lack of small ballistic means that you’re going to be out performed in short ranged when enemies can bring railguns to bear.

2) you have the most missile slots in the sector. The Astral doesn’t have mediums and no one else has two larges.

3) you have the maneuverability to swap sides to deal with different threats. But not necessarily the maneuverability to go back and forth continually.

As such lets start with the missiles. There are three good large missile weapons which do not respect launcher alignment; the squall(with ECCM), the MIRV(with ECCM) and the locust. The squall is decent kinteitc pressure but only has five volleys. It really needs extended missile racks. The MIRV is a good to great finisher on large ships and it has 10. The locust has 15 volleys and is combination point defense/frigate murder. The mediums can either be extra finishers (Harpoons) or burst shield (Sabots) depending on what you feel you need.

If you take the squall you’re going to want to focus on HE guns in the large slot. If you take the MIRV then you want to focus on kinetic guns and if you take the locusts you want to focus on energy damage or HE. A note if you take the MIRV/Kin approach. You’re going to want at least one long range HE gun in the medium slot in order to keep shields up. Otherwise the AI is very good at getting shields up to stop MIRVs while not overloading and eating kinetic damage on armor. Another way to stop this is to put an ion beam in the primary side medium energy slot.


Now let’s talk about the mediums. I do not like the long range medium options. They’re fine really. But I think they are overmatched by their effectiveness in flack and short range anti-fighter/frigate. For the primary side against large targets heavy autocannons are your best bet followed by heavy maulers. Regular flack or HMGs are also good options and I like 2 regular flack on the primary side to knock down fighters and missiles as they come in. This is especially true since I want to keep a longer range than usual against most battleships  HVD is OK but you have to remember to turn them off.

On the secondary side I like one HMG and one Assault Chaingun. With ITU these have 700 ish range and will shred any frigate that gets behind you. The big gun slots can be one devastator and one Haephestus or two Haephestus.

This leaves me with three primary builds

2x squall, 2x Harpoon, ECCM, EMR, ITU
PRIMARY SIDE:
2 Haephestus, 2 Flack, 1 Ion Beam
SECONDARY SIDE:
1 devastator, 1 Haephestus,(or 2 Haephestus) 1 HMG, 1 Assault Chaingun (Or 2 HMG)

2x MIRV, 2 x Sabot, ECCM, ITU
PRIMARY SIDE:
2x Mark IX, 1 flack, 1 Heavy Mauler, 1 Ion Beam
SECONDARY SIDE:
2x Haephestus, 2 x HMG

2x Locusts, 2x Sabot, ITU (EMR and ECCM are luxury)
PRIMARY SIDE:
2 x Mjolnir (or 1 Mark IX and 1 Haephestus), 2 flack, 1 Ion Beam
SECONDARY SIDE:
2 x Haephestus, 2 x HMG or 2x Mark IX, 2x Assault Chaingun

Ideally you want a bit of spare OP for resistant flux conduits and some rear PD to clean salamanders

 Is this will seem like it’s going to eat a lot of flux, but the idea is that the back side isn’t firing a lot so you’re only using half the flux of your guns at any one time. If you get surrounded/flanked you want to dump as much flux into killing them as fast as possible and then vent to recover. Rather than letting them sit back there. That is why we go with the short range high damage options in the rear medium slots.




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Grievous69

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Re: Conquest ship build/fleet Tips?
« Reply #9 on: December 13, 2018, 01:14:36 PM »

I know this is a bit on the weird side but I actually don't use any missiles on Conquest. I feel all it does is make you kill first few ships a bit faster instead of investing in hull mods and flux so you can actually be potent all the time. Anyways my build is usually 1x Mjolnir, 1x Gauss, 1x HVD, 1x Mauler (offensive side), 2x Devastator and 2x Dual Flak (off side). Phase lances in mediums and LR PD in smalls with one Tac laser in front right small turret just to harass and keep shields up from afar before I turn my side. Then basically pick every decent hullmod for Conquest since you'll save so much OP without missiles.
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StarGibbon

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Re: Conquest ship build/fleet Tips?
« Reply #10 on: December 13, 2018, 01:25:01 PM »

@Grievous99

I skip missiles too.  I'm not sure if that should make you feel better ;)

The resulting windfall of OP saved coupled with skipping heavy arms on one side makes up for a lot of other shortcomings to the ship with hullmods.  I think the Conquest is *supposed* to be highly flexible, and not necessarily mount all the weapons it could potentially mount. You could never use them all efficiently anyway.

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intrinsic_parity

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Re: Conquest ship build/fleet Tips?
« Reply #11 on: December 13, 2018, 01:25:31 PM »

I'm personally not a fan of the haephestus. It's too much flux generation for it's armor cracking ability for my taste (because of the relatively low damage per shot). I vastly prefer devastator because it has much lower flux cost and doubles as semi-effective PD. Use hellbore if you want capital grade anti-armor firepower and devastator is enough for lower armor values in conjunction with mark IX which has decent anti-armor ability vs frigates/destroyers and some light cruisers. Devastator will also do damage around the edge of shields against smaller targets.

I just looked and devastator actually has higher damage per shot than haephestus (obviously with much worse accuracy but it still will shred smaller ships that try to get into weapons range). I think it's just a better choice.  

I like the large missiles as supporting weapons but they can definitely be dropped for more hullmods/vents/capacitors without reducing the effectiveness of the ship. I would never want to depend on missiles as my only kinetic/HE damage. I build my ships to be effective with no missiles and treat missiles as an optional burst damage source. Missiles can be really nice as a long range finisher as your enemy tries to back away on high flux. Missiles providing substantial shield pressure for no flux cost is also really nice.
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Goumindong

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Re: Conquest ship build/fleet Tips?
« Reply #12 on: December 13, 2018, 01:51:00 PM »

The Haephestus cracks all but the heaviest armor very quickly and it’s DPS is top notch. It’s not as good as a mjolnir at hull DPS but it cracks armor just as well. (Half the penetration but twice the DPS). It’s got 1 to 1 flux efficiency so it’s got one of if not the best combination of dps and DPF in the game against armor and hull.*. It also has an ideal damage/time profile. Many HE weapons are bursts and this means that the AI can raise its shields to take the hit and then drop shields while the HE damage is not incoming. You cannot do that against an Haephestus because the incoming damage is consistent.

The Haephestus is probably the best or second best overall large ballistic weapon in the game. You should put them in a lot of large ballistic slots. High DPS, good armor cracking, long range, 1 to 1 flux efficiency, consistent damage profile, low OP cost...

The devastator is... not good as an armor cracker. You lose way too much damage due to it’s bursting nature and it’s loads worse at killing anything but fighters as a result.

*it is beaten out individually in a lot of measures by other guns but maintains a consistent second or third place in armor DPS, DPF and hull DPS/DPF.
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StarGibbon

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Re: Conquest ship build/fleet Tips?
« Reply #13 on: December 13, 2018, 02:09:37 PM »

Would also just observe that I can almost never hit anything smaller than a cruiser or a really slow destroyer with Hellbores or Mjolnir on the side mounts.  HAGs lose some damage potential against the largest ships, but also end up landing a lot more shots over the battle against all targets by virtue of rapid fire and "tracers" allowing you to aim correct as you lead a target.

Just a tip for other players as bad as I am ;)

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Goumindong

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Re: Conquest ship build/fleet Tips?
« Reply #14 on: December 13, 2018, 02:12:41 PM »

If you have he bonus speed mjolnirs are fine at hitting small targets. But other than that you’re right. HAGs are great
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