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Author Topic: perfect SO officer build?  (Read 1861 times)

Havoc

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perfect SO officer build?
« on: May 13, 2020, 03:57:04 AM »

hi, how should officer skills should be chosen?

for

Hammerhead
Lasher
Brawler
(any other good  ai so ships?)

and an other qurstion not about so.
why should I use light assault gun on frigates? light mortar is much cheaper 2 op vs 5op
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Daynen

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Re: perfect SO officer build?
« Reply #1 on: May 14, 2020, 06:52:08 AM »

Personally I don't bother with mortars or assault guns; they're economy weapons designed to put more guns on the field for cheap and I feel like other weapons provide more punch for the points.  If you're really building an SO build, try assault chainguns on your medium ballistic slots; they're already short range so they don't lose much and they put out staggering amounts of damage when they get past shields.  For small energy slots, antimatter blasters are a popular alpha strike weapon; huge damage but huge flux and short range.

As for officer skills, you might consider gunnery control to offset the range loss, if it pops up.  Any skill that reduces damage taken will be good, as the ship won't have time to sit around blocking with shields all day.  Helmsmanship is obvious to further improve speed and agility.  I already make combat endurance a standard pick for all my officers; SO officers will find it especially important for the buffs that come with increased combat readiness.  (The game doesn't really point this out, but in the fleet screen, if you hover over a ship's CR and hit F1, you can see the buffs/debuffs for its current CR.)

Essentially, just avoid any skills that do nothing for the ship in question.
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Amoebka

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Re: perfect SO officer build?
« Reply #2 on: May 14, 2020, 10:17:50 AM »

You should use LAG over Mortar because it has more than double the DPS. All 3 ships you listed have no problems with OP or dissipation, they are limited by the number of hardpoints, so each hardpoint should be fitted with the most powerful weapon available (LAG, DLMG, AC).

The most ideal skillset for SO is something like this: https://fpdk.github.io/?s=0303102333405362728391x10001020304050607080x20001020304050x30001020304050

The most important ones are Combat Endurance 1 and Impact Mitigation 1.

Falcons / Eagles are reasonable SO ships, but not as efficient as Hammerheads (neither are Lashers or Brawlers).
« Last Edit: May 14, 2020, 10:21:54 AM by Amoebka »
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Wyvern

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Re: perfect SO officer build?
« Reply #3 on: May 14, 2020, 11:39:48 AM »

LAG versus Light Mortar: which is better depends on what you're using that weapon slot for.

For a ship looking for anti-fighter weaponry, the LAG is vastly superior.  (For anti-frigate, the LAG is probably better, though it's a much closer competition.)

For anything that's tight on ordnance points and flux dissipation, but has small ballistic slots to spare, the light mortar will be the better choice.

For a frigate or destroyer that's expected to be going up against destroyers or cruisers, the light mortar will be the better choice.
Remember, when looking at weapons for cracking enemy armor, raw DPS is much less important than per-hit damage.  (Though raw DPS is not completely without value, as proved by the assault chaingun.)

_____

For officers, I'd suggest something close to this: https://fpdk.github.io/?s=0303102330435363738090x10001020304050607080x23031020304050x30001020304050

Note that officer personality is important here; you want aggressive.  (Or possibly reckless, though if you do go for that it's usually a good idea to leash the ship by setting it to escort something with a steady officer...)

You want Combat Endurance for sure - extra peak time is very important for SO builds (and frigates and sometimes destroyers), and the level 3 perk is an extra 5% to several useful stats (if you go into the fight with max CR - which you should be doing at least most of the time.)

Evasive Action and Helmsmanship are easy skips - the benefits to ship mobility from the skills are relatively small compared to the benefits from just having SO and the zero flux speed boost all the time.

Gunnery Implants is good - the extra range matters even for SO ships.  Similarly, you will want ITU/DTC on any SO cruisers you put together.  (And, as an added bonus, having Gunnery Implants means they'll still be worth using on a non-SO ship later on if you change your fleet composition.)

And after that I go for all the defensive traits; they synergize nicely and help keep the idiot aggressive AI alive.
Of particular note here is Advanced Countermeasures.  Take this one to level three!  Fighters are the bane of SO or phase ships, keeping you stuck in combat when you're trying to back off and vent.  They'll be much less of a threat when you're doing 50% more damage to them, though.

...And that leaves room for only one actual offensive skill; I prefer Ordnance Expertise for its bonus shot speed perk.  (The extra durability on your own weapons is good, too, especially for armor-tank type ships.)

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For ships, I'd suggest looking into an SO Dominator; dual Devastator cannons with flak and railguns works quite well.  (The Devastator isn't normally a good primary weapon due to some shots detonating early - but with SO clamping your range down, it basically turns into an explosive shotgun.)
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Wyvern is 100% correct about the math.

Serenitis

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Re: perfect SO officer build?
« Reply #4 on: May 14, 2020, 01:10:34 PM »

For ships, I'd suggest looking into an SO Dominator; dual Devastator cannons with flak and railguns works quite well. 
Extremely this.
You can also use machine guns in place of railguns, and swap the mediums over to ACs if you feel like you need some extra armour chewing.
You'll probably want to at least consider picking up Evasive 1 though. Dominator is not an agile lady, even with SO.
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Daynen

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Re: perfect SO officer build?
« Reply #5 on: May 20, 2020, 03:20:58 AM »

Devastators?  Ewww.  If I'm going large ballistics I'd rather run some hephaestus guns on alternating fire; they create a much steadier stream of rounds which leave less windows of vulnerability for enemies to exploit.  I always feel like flak-style weapons just kind of go everywhere but on target; and yes I know they're supposed to be chaotic and random and I'm still saying that.  if you're close enough they can't really miss, I suppose, but I've still gotten more satisfying performance out of heps.  your mileage may vary.
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