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Author Topic: Hegemony Kite(A)  (Read 4183 times)

Bob69Joe

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Hegemony Kite(A)
« on: November 20, 2019, 12:49:35 PM »

I'm a sucker for the synchronization to detail and bought all these lovely orange Kites, and now have 8 of them. I hadn't known what to do with them from the start but I've got a good theory going that they'll make excellent pirate interceptors. Since most pirate ships have shields with very narrow arcs or none at all, I've loaded all 8 of my kites with assault guns and harpoon launchers. They come with militarized subsystems built in and I've given them reinforced bulkheads so as to retrieve the poor fellows when they inevitably get crushed between two larger allied ships, an ECCM package for better performance out of those harpoons, and an ECM package on each of them which really adds up to scrambling the enemy sensors and allows the kites to close distance better. Unfortunately, I'm just not seeing them go in for the kill as they should and often pirates will wander steadily to the top of the screen and flee without a single kite firing a harpoon at unshielded shuttles and freighters. Maybe it's the difference in behavior between engage and eliminate that makes them act weird. Doing simulations with harry against larger ships, my kites will fire harpoons seemingly as distractions and while "engaged," appear to use harpoons as finishers or to whittle at shields, but elimination sees them firing harpoons not at all and they rather get doggedly close and just fire off the assault gun though the harpoon would finish much sooner. I believe the potential for Hegemony Kites is massive to weed out more than half of all pirate encounters, but the performance of un-officered kites seems too timid, and the decision to use harpoons on poorer pirate ships should be more obvious but rarely is played.
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Igncom1

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Re: Hegemony Kite(A)
« Reply #1 on: November 20, 2019, 01:17:00 PM »

I used to use railguns and srm missiles on mine.

They were effective enough against pirates and civilian destroyers.
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Plantissue

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Re: Hegemony Kite(A)
« Reply #2 on: November 20, 2019, 05:24:49 PM »

Put a single reaper on them.
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Alfa Cor

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Re: Hegemony Kite(A)
« Reply #3 on: November 21, 2019, 02:54:41 AM »

Put a single reaper on them.
A single reaper?? Naw you need to put 2 reapers with expanded missile racks and SO, and have 20 of them.
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Scorpixel

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Re: Hegemony Kite(A)
« Reply #4 on: November 21, 2019, 03:34:22 AM »

Making use of kites often i can exactly see what's your problem.
The little fellas won't even dare attacking a 0%CR Dram, even when in a group with full assault mode.
Just auto resolve pursuits, you can't trust the AI to not just stare at the enemy running away.

However their survivability is nothing short of surprising against anything that isn't redacted of fighter swarm, as they can both pin another bigger ship for eternity or support allied ships by surrounding the enemy making it loosing it's mind (especially good along a wolf).

Also ability thrusters mean they're basically impossible to catch, the only way for them to die being salamanders.
Salamanders that i recommend as long as you intend them to work in tandem with another ship, can even be another kite with high damage missiles.
I love them in early/mid game, with the Red Arrow(A) (mod) it's an excellent screen/gap-filler support ship.
« Last Edit: November 21, 2019, 10:25:20 PM by Scorpixel »
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Arcagnello

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Re: Hegemony Kite(A)
« Reply #5 on: November 21, 2019, 08:48:43 PM »

I've got to thank this thread and you fellows for making me discover this wonderful little thing, capable of the most evil things.

So here's what I do: I have two of them with Sabot, expanded mags (and all that jazz) escort a full Annihilator rocket (4 medium launchers) Pirate Falcon. I've seen this trio solo a Conquest. It's disgusting against things with little AA, low mobility, mediocre armor or all three of them at the same time.

It also works wonders on bases!
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SCC

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Re: Hegemony Kite(A)
« Reply #6 on: November 21, 2019, 10:11:52 PM »

Expanded magazines don't increase missile ammunition, Expanded Missile Racks do.

Arcagnello

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Re: Hegemony Kite(A)
« Reply #7 on: November 22, 2019, 04:32:38 AM »

Don't expanded mags also do it by 50%? I kind of interpreted it that way from the description
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SCC

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Re: Hegemony Kite(A)
« Reply #8 on: November 22, 2019, 10:47:41 AM »

No. Expanded Magazines increase only ballistic and energy weapons' ammo/charges by 50%, while Expanded Missile Racks double only missile weapons' ammo.

Bob69Joe

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Re: Hegemony Kite(A)
« Reply #9 on: November 22, 2019, 11:51:04 AM »

Most changes to the hull have to been seen through the simulation feature. Just cancel out of the ship screen and see if the ammo numbers change or the radii distance increases on some of those range hulls.

I'm guessing the use of harpoons has more to do with the weapon itself than the ship using it. It's something to do with ship AI preferences for each weapon group or the weapon itself demands how the ship uses it, I don't know. The kites are actually zealous in using the reapers though they need to work on aim. I'm definitely sticking with a railgun and two reapers. Pirates are definitely going down a lot quicker when I can deploy just four kites and two wolves from the left and the right side of the map.
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DrPhat

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Re: Hegemony Kite(A)
« Reply #10 on: November 22, 2019, 12:38:23 PM »

In my experience with harpoons they reliable fire off when an enemy is overloaded. I'd suggest annihilators or salamanders or may e even dropping the missiles for better flux stats or hull mods on these fast little guys. Unless you can get some reliable setup that overloads enemies.
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Daynen

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Re: Hegemony Kite(A)
« Reply #11 on: November 25, 2019, 03:42:59 AM »

I usually skip kites, but they make absurdly cheap salamander boats.  Throw a half dozen of these guys in with your main forces and somebody IS getting a stalled engine for half the fight.
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Plantissue

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Re: Hegemony Kite(A)
« Reply #12 on: November 25, 2019, 09:04:14 AM »

Put a single reaper on them.
A single reaper?? Naw you need to put 2 reapers with expanded missile racks and SO, and have 20 of them.
No seriously. Just 1 reaper can give suprising results. You don't need to use as much Deployment Points as a Capital, then retreat, to get a good performance from leftover Kites.
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Daynen

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Re: Hegemony Kite(A)
« Reply #13 on: November 30, 2019, 11:01:26 PM »

Well...yeah but for the price of that one capital you could easily deploy a dozen kites or so with effectively four reaper shots each and just unleash the red storm...
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