The Apogee is a pretty good tank, but the measure of hard flux a ship can absorb while sitting still is not a good measure of its hardiness if it doesnt have to sit still. Also the Apogee cannot tank 15,000 damage while firing a plasma cannon. It has 700 base dissipation and 420 base shield cost. At max vents this is 600 or 800 dissipation if it has stabalized shields. Plasma costs 850. Affording the OP on this type of fit is very difficutlt for an Apogee while an Odyssey will have OP to spare for caps
Let's say you don't have the (mandatory)loadout design and the officer flux skill: Apogee runs a 60 flux deficit, Odyssey 350.
You need hardened shields AND 25 caps just to break even on hard flux capacity. Neither are obvious choices on Odyssey(hardened shields is rarely bad though).
Topic was on how fast an Odyssey kills tanky cruisers, in this specific scenario hard flux capacity is the best measure of hardiness.
For raw damage output Odyssey dancing doesn't add anything, we are already playing in a vacuum where it doesn't get shot at anyway.
Again, I don't actually think the number comparisons are important. Just illustrations.
@Draba
Interesting point about HMGs on Onslaughts - I've been using the 'ring of dual flaks' for the frontal mediums in order to no sell missiles and fighters. Do you find that having an HMG or two leaves you with enough area defense?
2-3 HMGs do enough raw damage to murder missiles/fighters(they actually feel better against sparks).
Obviously not as strong, but serviceable even without extra vulcans/flaks in front and you get a brutal punch against shields.
You still get the vulcans/flak in non-frontal slots(I mostly use single flak). Could even go for flak/devastators in the side Ls with the awkward arcs.
Weapons with longer ranges are more useful in most situations but if I'm playing an onslaught I want to see some action.
Railguns and heavy needlers/heavy autocannons/hellbore/TPCs for pinging at range, HMGs and reapers to actually murder.
Dumping damage into shields with kinetics and following up with zero flux HE missiles is a very effective strategy (annihilators on onslaught and dominator are incredible for this).
This sums the gist up very well.
In general shields are the most significant defense in almost every case, having access to hard kinetics is a massive advantage that can overcome bad dissipation.
If you're in a situation where the enemy is firing back at you then every flux you spend over dissipation reduces your ability to win the fight.
You have 10K cap, 600 dissipation and 1.5 F/D weapons. Enemies are shooting at you for 1.5K damage a sec.
Which case is better, dumping 6K flux at a 4K HP enemy in a second or shooting it for 10 seconds?
Kinda artificial, much more important points:
You are shooting at a cruiser but it retreats/is saved with half hull, you still have 80% of your flux pool.
In the meantime a 130 DP remnant fleet with a radiant was shooting at 105 DP of your ships.
Did you win?
You are chasing remnant beam frigates with skimmer to make sure you can shoot up their cruisers unmolested.
In the meantime a ~140 DP remnant fleet with a radiant is shooting at 105 DP of your ships.
Is that a win?
We can extend this to the Harbinger, using its own hard flux in order to reduce the cooldown on its reapers while draining its peak time significantly. Doing this is dangerous because you are susceptible to many targets shooting at you. You need your capacity in order to make bombing runs. But even then i was ignoring the cooldown on the reapers when considering its "dps" because the point was not "the harbinger is bad" but that the amount of DPS you do is hard limited by the amount of damage you can do and the Harbinger has a hard limited amount of damage. If you retreat and bring another you have to consider the time you spend flying to/from the edge of the map back to the battle. If you have to assign other ships to kill small ships you have to avoid them while maneuvering to kill the larger ones. If you run out of peak time or reapers then damage stops while seconds keep ticking away. The Odyssey has no such limitations.
Just let the Harbinger go
You use hard flux to phase and get into position, fire reapers, vent, start again. Most of the reaper reloading is done while you'd be cloaked anyway.
Peak time doesn't really matter, you'll comfortably use up everything before it's over.
The system+ammo it has equals a fkton of Odyssey time, even with your method of not counting in flying around and taking damage.
Harbinger is considered way over the top for a good reason.
@Thaago
To reiterate, if one declared that TPC is free, then any s/m/l weapon costing 4/10/20 would also be considered free, because in the end it would leave you with a net 0 change in additional OP.
There are just no words for how dumb this is.
Again: you have a ship with Onslaught stats, but 200 L ballistic slots and only 2000 OP. Does it beat the Odyssey despite the massive OP handicap?
as many Onslaught fanatics claim.
I do believe, though, that many players overestimate it, just as many underestimate the Odyssey due to not knowing how to use it as well as just not finding it aesthetically pleasing enough.
Don't have to like a ship to know what it's good at(for me Onslaught is the very bottom of the preference list).
The Odyssey is a more useful ship for most purposes, didn't see many contests there.
As a reminder, you were the one repeatedly corrected on the basic mechanics.