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Author Topic: Post Your End-Game Capable Fleets! (Spoilers obviously)  (Read 22361 times)

Pappus

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #45 on: May 10, 2021, 10:37:04 AM »

There's just the academy storyline for now. Hypershunts you just find in the wild, the omega bounty you get from any high or very high importance contact.

Where is that academy quest? I finished the tutorial this time around and then my log was clear and nothing ever popped up ever since
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chandl34

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #46 on: May 10, 2021, 10:38:15 AM »

There's just the academy storyline for now. Hypershunts you just find in the wild, the omega bounty you get from any high or very high importance contact.

Where is that academy quest? I finished the tutorial this time around and then my log was clear and nothing ever popped up ever since
Galatia Academy.  Same system you start in.
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DuckFlux

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #47 on: May 10, 2021, 03:33:42 PM »

This is my mostly end game fleet of a second vanilla play through.
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I tried to avoid high tech on this play through. In my last run I leaned pretty heavily on tempests, and had to use a distraction Paragon and nuisance Doom on some of the story fights. So for this run I wanted to try to keep it mostly mid and low tech. Just pretend that you don't see that one high tech brawler slotted in amongst the rest.

I like the XIV Onslaughts and Eagles to a fault, and had to build a fleet around them.

This fleet can take on medium sized Ordos of around 300 DP made up of mostly Alphas with fairly minimal losses of a frigate or two, an usually a destroyer or cruiser. It can also 'handle' 400 DP sized Ordos with 'acceptable' losses of about 50% percent.

My general plan is: Two Eagles and two Gryphons escort the Onslaught, while four Brawlers Falcon (P) and a Hammerhead go around capping points and spreading the enemies out. Sometimes more hammerheads, sometimes more brawlers.

Most ships apart from the Onslaught get unstable injectors for the added speed. I found that range doesn't matter much against Remnants or the Doritos, and its more important that the ships are fast enough to cycle out and share the shield tanking load. Honestly though it barely does the trick for cruisers, they'll often get pinned against each other with the opposing ship using the victim as a shield from the rest.

The Eagles are pretty gimped when in the escort role, they tend not to face targets all the time and are often out of position, but when facing Remnants they are too slow free roam, and the Onslaught can't effectively retreat when pushed, so the Eagles are slaved to the Onslaught. The Gryphons provide much needed long range finishing capability.

This approach is pretty hit and miss against Remnants. You have to try to stay away from Radiants for as long as possible and destroy the stragglers, but it's not optimal to have 124 DP worth of heavy ships fail to make themselves felt. It's also easy to misjudge where the Radiants are headed and accidentally get caught in a head to head slugging match with the main core of the enemy. It is manageable, but its also up to chance whether a slowish cruiser gets pinned and destroyed in a few seconds. It is however, the right kind of difficult and doable for me that I don't need to make anything more optimal

The Onslaught is a very solid damage dealer, generally doing 40 - 50 % of the damage in a given battle when player piloted. The thermal pulse cannons are very flux efficient, and if you set them to auto fire and select a different weapon group then each gun will individually fire when it (has a chance) of hitting the target. You can point the ship either side of the target and send two long pulses from each gun mostly independently. It ends up being pretty effective at sniping destroyers frigates and even fighters. The four HVDs add some solid additional flux pressure.
I was running four Annihilator rocket pods, which are pretty effective at finishing off ships getting in close, and they do a reasonable job of distracting Ziggurat motes or other incoming ordinance. However for taking on Remnants I found that the sabots were more effective at getting them fluxed out which is pretty key to surviving their aggressive pushes.
The Onslaught can fairly comfortably solo a Radiant so long as their isn't too much pressure from other redacted ships. You mostly have to use the burn drive to keep up with it and keep it maxed on flux. The alternative is to let it vent and come back in for another pass or two, but there is the risk that it will pop a destroyer or light cruiser on its way back in.

The Eagles are, okay like this.
Otherwise, when facing more conventional mid and low tech enemies and equipped with 2 HVDs and 1 Heavy Mauler and whatever else, they are phenomenal. I'll let 2-3 of them free roam. If you have enough map control from frigates and other fast ships then the Eagles ability to efficiently trade flux at long range will allow them to corral the AI into a ball at the edge of the map and prod them until they run out of reinforcements.
Such built Eagles fail hard however, when faced with aggressive, relatively high flux output opponents like Brilliants which push in close and win the damage race pretty convincingly.
I tried SO Eagles with Heavy Machine Guns and Heavy Blasters, which are fine, but I suspect that unless you go all in on aggressive ships then you don't maximize their potential. With just 2 or so aggressive short ranges ships then they have the risk of not having an opportunity to push in, and end up burning through half their PPT doing nothing, or when they are close they don't always have the local superiority to win the fight convincingly.
Swapping the HVD's for Heavy Auto Cannons gives them more kinetic damage output at a higher efficiency, and I found that they can go toe to toe with Brilliants now, depending on the build, but it's not as pretty as I like. I also have long range spec officers piloting these, which, is not optimal for how they're currently employed.

The Gryphons are a surprise hit for me. I was running a conquest with twin hurricanes, but conquests are brain dead when escorting other ships. They fail to present their guns to targets pushing in close all too often, and big capitals don't cycle tank very effectively. Also against Remnant you can't let anything with a speed less than 90 or so free roam, at some point it's going to get jumped and any ship not in the main pack has to fend for itself, so there wasn't really a place where a conquest could fit. Even though Gryphons have pretty terrible flux stats, the unstable injector gives them a speed of around 80-90, so when fighting within the main pack they can get back to safety before taking too much damage.

Gryphons with expanded racks, missile spec pilots, and the auto forge can potentially shoot 60 Hurricanes during the battle for a total of 120 between the two of them. Since this fleet is a pretty slow burn, having the deep pool of missiles is critical.
One surprising thing I found out today, is that Harpoons launched from an ECCM equipped ship are really really good at tracking and destroying Dorito fighters, they are fast enough and more than maneuverable enough to get something close to a 80% hit rate, and each hit pops a fighter.

The Falcon (P) probably needs no description. If the AI realized that it could pop frigates and destroyers in seconds with the one two punch of sabots and harpoons then it would be the most OP ship in the game. Unfortunately it tends to hoard its missiles so doesn't have a consistent impact.

Hammerheads with built in mods are really good. Again with unstable injectors for added speed and integrated targeting to offset the range penalty, they can cycle in and out of engagements repeatedly. The accelerated ammo feeder allows them to make the most of their short engagements.
Previously I was trying them out as line support ships trying to maximize their range, but I found that they often got squeezed out the front or out the back of the line, causing them to be dead, or useless. I think they work much better as a relatively fast skirmisher. They tend to stick around for a long time, and their damage output is very respectable.

Brawlers are a really good fit for this fleet. They are really survivable, at lot more so than my tempests were. With a Heavy Needler and a Heavy Mauler they can put a lot of pressure on destroyers and frigates. However they aren't really fast enough to hunt frigates effectively, and while they can potentially gang up on heavier targets with their solid firepower. They strafe too much to hit consistently, and often bump into each other spoiling their shooting even further. They also have a horrible tendency to stand back and wait too often. Where faster shorter range frigates will stay close to the target and readily move in for sustained shooting, Brawlers equipped with mid or long range weapons will often hang back a whole screens width of distance away from the target, and then when they do get close they will only get in close when there is a massive local overmatch of forces. Short range frigates don't seem to care about local overmatch anywhere near as much. But they do survive for a long time which is their main strength.


« Last Edit: May 10, 2021, 04:13:41 PM by DuckFlux »
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Arcagnello

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #48 on: May 11, 2021, 02:13:28 PM »

Just popping back in to say I've managed to beat endgame (not completely, I'm not even attempting a particular special encounter) using low tech only and some mods.

I'm going to bed right now, just know you're (probably, maybe)  gonna like the Shield Shunt XIV Onslaught, which is aptly named "Horseshoe Crab"  ;D



Edit: Good Morning! Here's the fleet!
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There are mod-ships from High Tech Expansion (that's where the Aggressor, the Onslaught on a diet comes from), The Asteroid Ship pack (Big 50DP Chungus asteroid battlecarrier named pebble is from there) and Underworld (Venom-X, the 10DP bootleg Scarab) but they're all actually using vanilla weapons. In order:

Horseshoe Crab (Shield Shunt XIV Onslaught)
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Hullmods on the ship because the list is too damn long to fit on the screen:
1) (integrated) Heavy Armor
2) (Integrated) Reinforced Bulkheads
3) (Integrated) Integrated Targeting Unit
4) Solar Shielding
5) Armored Weapon Mounts
6) Integrated Point Defence AI
7) Automated Repair Unit
8) Shield Shunt
9) Flux Distributor
10) Insulated Engine Ass(embly)
11) Advanced Turret Gyros (for the Mk.9 Autocannons and the Railguns that also double as Point Defence)
12) Expanded magazines (for the TPCs)
This thing is actually magical. It's got every single possible bonus either increasing armor, reducing damage taken (across armor and hull), boosting up Hullpoints, flux dissipation and damage done to the enemy (aside from Energy Weapon mastery for the two TPCs).
Why do I have 3600 flux generated by weapons when the ship only gets 1524 flux dissipation?
To make sure the thing fully uses all its flux dissipation to shoot weapons even if it's only using a portion of them, It also has an aggressive enough officer, enough armor, hull hitpoints and residual armor. This Onslaught has around 175 Residual armor spread across 30.000 hull points, and that's before we even count the -35% (or was it 45%?) hull and armor damage taken thanks to officer skills and 100% CR.
Officer skills (swear to all that Ludd loves that he was already named Ahmed when I got him)
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The only oopsie I made in setting it up was making Damage Control Elite instead of Target Analysis. The one thing missing is Reinforced Flux Conduits (I already have Shield shunt boosting EMP resistance, it felt useless) and Blast Doors, but who cares about losing crew members anyway when you can do this under AI control:
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Or this (story spoilers):
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And also that, without a single care in the world (more spoilers)
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You can also just send it into a sea of remnants and it will hold on for minutes while the rest of your fleet is busy elsewhere and is virtually unkillable by frigades unless they either got Reapers able to get thru the absurd point defence or enough PPT to kill it before they suffer critical malfunctions or end up getting crumped.

Salamander To The Knee & Renegade (Pebble-class Asteroid Battlecarrier)
This ship got rebalanced while I was nearing the end of the campaign, so some skills are not optimal for it, anyway:
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Commander skills:
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To quote myself, the Pebble is the already malformed offspring of a Paragon and a Legion that got abandoned at Umbra and got beaten up by pirates with a crowbar until it could be called one of their own. It's tanky, can carry 9 (13 if you really want to go full meme) Salamanders plus some good kinetics and can then follow up on fluxing out/immobilizing the target with bombers, in this case triple Khopesh. It works as well as you'd expect from a 50FP battlecarrier, tanking the world (story spoilers):
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and then hitting the world back twice as hard (more story spoilers):
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Chub B Gone & Ketomania (XIV Aggressor-class Artillery Battlecruiser)
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Officer skills (they're quite suboptimal, I know)
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This is quite the straighforward ship. It's an Onslaught trading most side facing weapons, armor and burn drive for improved mobility and Accellerated ammo feed, making it go around with a quickness and boosting all of its front facing weapons (aside from the TPCs) into one single target. It's quite great at buzzsawing singular ships while it's escorting either the Pebbles or the Onslaught. I don't have screenshots of this one doing work by itself but you've probably seen it in the combat screenshots above doing work while behind the other capitals

Venom-X Skirmish Frigade
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Officer skills:
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This bad boy did not change from midgame, it's fast , survivable and packs a punch when it fights at close range. I could've seen an alternative variant of this thing using Elite Point Defence, Elite Ranged Specialization double Heavy Machineguns, an Ion Cannon and a Light Assault gun but I really liked the added durability of this one so I kept it.


I more or less butchered the Doritos with 180FP without manually controlling any ship and only lost (and then recovered) some Venom-Xs and a Pebble because I was dumb and did double avoid orders on the Doritos at one point in the fight. Some battle screenshots that were not shown above:
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End of combat:
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Combat Data:
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There we go, I'm sorry for all the spoiler tages, as usual. Have a good one out there!












« Last Edit: May 12, 2021, 02:37:40 AM by Arcagnello »
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Arcagnello

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #49 on: May 12, 2021, 03:35:44 AM »

Sorry, forgot to add one vital aspect of the Shield Shunt XIV Onslaught: Weapon groups!

Weapon Group 1: Two Thermal Pulse Cannons
Weapon Group 2: Front facing Mk.9 Autocannon and Heavy Mauler
Weapon Group 3-4: Left/Right facing MK.9 Autocannon and Heavy Maulers
Weapon Group 5: 6 Railguns and 6 Dual Flaks

Keep all the Autocannons and Maulers all in their own respective group and they will not fire at different targets all at once. Putting them into three separate weapon groups based on their orientation makes sure they all fire at avaiable targets.

Railguns also will not double as point defence if they're not in the same weapon group as Dual Flaks. Dual Flaks on the other hand will not fire into the void when Railguns are firing at an enemy ship with their 1k+ effective range (700+40% range from ITU, +15% from Gunnery Implants), making it a win-win!


« Last Edit: May 12, 2021, 06:48:40 AM by Arcagnello »
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Vanshilar

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #50 on: June 21, 2021, 05:17:24 AM »

I tested possible fleet setups against 2 Ordos fleets totaling 750 DP, which included 7 Radiants (2 with 5 tachyons, another with 5 autopulse, another with 3 tachyons and 2 plasma cannons, and 3 other with various weapons). The goal is to beat it using as little DP as possible, to maximize XP. What seems to work the best so far is:

Flagship: Doom with 6 antimatter missiles and 2 cryoblasters
Other main ship: Doom with 8 antimatter blasters
Rest of fleet: 7 Furies, with xyphos, 2 sabot pods, heavy blaster, 2 IR pulse laser

My playing style is that I as the flagship use a very fast ship to control the battle: kill off vulnerable targets, prevent my fleet from becoming flanked, pick off stragglers (so that my fleet doesn't start chasing them and getting scattered), etc. So I focus on ships which already have high flux and then finish them off, before they get a chance to back off behind other ships and vent. Thus I use very fast, very high burst DPS ships. By far the best is Doom, since mines can help redirect enemy shields, kill enemy fighters, use enemy fighters to kill ships, and generally just cause all sorts of disarray. For example I'll use mines to help my other ships succeed in their attacks as well, redirecting the shields of the ship that they're currently fighting. I make a beeline for Radiants once they appear, since with cryoblasters I'm very good at burst anti-hull damage, whereas the AI isn't as good about knowing when to go in and when to back off.

The antimatter missiles are to give a sudden burst of damage when I need it, with the cryoblasters also providing some additional damage to finish them off, before I re-phase. Since antimatter missiles regenerate slowly (i.e. I have a limited amount of them), I use the antimatter missiles to do the bulk of the damage, then cryoblasters to finish them off. Frigates (Spark/Lumen) are basically one volley with the cryoblasters, Fulgents use 1 antimatter missile volley, Brilliants use 2 antimatter missile volleys. In all cases start by using mines to redirect shields so that I hit armor/hull directly.

An alternative is to use Aurora. There are a lot of combinations which seem to work well, such as:

* 4 antimatter missiles, 3 minipulsers, 2 cryoblasters -- lots of burst damage, but you have to be very careful of your flux
* 4 IR pulse lasers, 3 minipulsers, 2 cryoblasters, 1 ion pulser -- good burst damage and some EMP damage to boot
* 4 IR pulse lasers, 3 minipulsers, 2 cryoblasters, 2 sabot pods -- this focuses more on anti-shield

Using an Aurora allows me to shield tank when a ship gets overwhelmed, however, using a Doom means I can get there faster, and the mines are a lot better at disrupting the enemy before one of my ships gets overwhelmed in the first place.

I usually have 1-2 other "main ships", such as Champion, Aurora, Odyssey, Dominator, Radiant, etc., that provide a heavier tank or other role. However, generally speaking I haven't found much that can pull their weight DP-wise compared with the 15-DP Fury or Falcon (P). Having another Doom on the battlefield however seems to obviate the need for a heavier tank to center the fleet around; it causes enough disarray that the Furies do okay without needing a heavier tank. The AI Doom is equipped with 8 antimatter missiles to ensure that it unphases just to fire its weapons and then re-phase; when I equip it with regular weapons, it seems to spend time fighting unphased, taking damage, so equipping it with burst weapons is important.

Then, the bulk of the fleet is something dependable, whose purpose is to drive up flux and general attack/defense. The best ones I've found are the Fury and the Falcon (P). In either case, the sabot pods provide a lot of burst anti-shield DPS. An important thing to note is that sabot pods do not cost flux, so the reduced flux requirement basically means OP saved that can be put toward other things. With an officer with missile spec and with expanded missile racks, they will last through an Ordos fight and most of the way through a 2-Ordos fight. Similarly, the xyphos with converted hangar at first looks very expensive (costing 38 OP). However, it provides 2 ion beams which can pass through allied ships (very important for focus fire), provides PD, and is flux-free. Since the fighters stay near your ship, they are very survivable. An ion beam is 12 OP, but the 200 flux to support it means another 20 OP. Thus the xyphos basically means you get 64 OP's worth of ion beams (plus point defense) for 38 OP. Combined with the sabot pods which drive up hard flux, the xyphos will pretty much shut down the offensive capabilities of nearby ships -- which is very useful against the remnants. 7 Furies means 14 xyphos fighters with ion beams and PD.

The Fury and the Falcon (P) are very close in combat capability. In the end I went with the Fury. The Falcon (P) with 4 sabot pods provide a lot more offensive anti-shield capability; however, the lack of a medium slot means they have some trouble finishing off targets, though I used breach on the small missile slots which helped. (I should probably go back and test Falcon (P)'s with a heavy mortar or maybe assault chaingun and see how well that works, at the expense of less sabot potential.) The Fury with a heavy blaster means it can finish off targets more readily. Also, the Fury can have 360 shields; for whatever reason, the Falcon (P) even with extended shields tends to get its engines hit in the 30 degrees that's unprotected, and once its engines are out and it drifts, it tends to die. Both do very well against remnant fleets when using sabots and xyphos.

The fleet has a total of 175 DP (2 Dooms for 70 DP, then 7 Furies for 105 DP). Usually I can count on getting 2 objectives early on, which means 55% of battlesize. 175/0.55 = 318 so I set the battlesize to 320. This means that the enemy fleet can deploy at most 320*60% = 192 DP. This is very important since it means the enemy fleet can deploy at most 4, but never 5, Radiants at once, since they cost 40 DP each. With a smaller battlesize, the enemy fleet is essentially "funneled" into a smaller trickle, so generally speaking, once I get my reinforcements in, I turn on "full assault" and my fleet fights them to their spawn point, with some occasional commands (usually when one of my ships gets too far ahead, or I see 5 Furies chasing a single Spark halfway across the map, etc.). Then it's basically spawn point camping.

Keeping the fleet size small means that I can get a huge XP bonus for battle difficulty. One Ordos fleet is usually around +300%, while 2 Ordos fleets is almost guaranteed the maximum of +500% XP bonus. With the SP, I can net about 10 million XP from a single 2-Ordos fight. Thus there's a certain incentive to make sure the fleet is very effective on a per-DP basis.

The Furies can do better if you have extra cryoblasters to put on them instead of heavy blaster, since they'll finish off targets very quickly. Thus far I've found antimatter missiles and cryoblasters to be the best Omega weapons by far, so they're worth savescumming to re-roll for loot (using different salvage % amounts) since you can only get a very limited number of them per playthrough.

If you're only up against a single Ordos fleet, then SO on your ships can work well. However, SO has no chance of lasting through 2 Ordos fleets, so at that point, it's better to not use SO.

Frigates aren't really worth it, they die too easily. They work well for "easy" fleets like pirates or pathers, but they really fall apart against later endgame fleets. The only one I found which seems to work halfway decently is the Hyperion, because it's slippery enough to not die much, but at 15 DP it's better to just use a Fury or a Falcon (P). The combat results bear this out, they don't contribute as much to a fight as a Fury or Falcon (P), and the other frigates are worth even less, even after adjusting for their lower DP. Furies are plenty fast enough to capture objectives at the beginning, and that's all you need.
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Kohlenstoff

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #51 on: June 21, 2021, 09:58:53 AM »

I use mostly a fleet of 3 Ships. I play Vanilla 0.95 without Mods.
-Ziggurat as Flagship
-Radiant (It's Role is mostly as Tank, Cover and Support)
-Revenant (Because it can carry Fuel and Supplies and offers stealth too)

It is capable to do almost any task including 5 Star rated Ordos.

https://www.youtube.com/watch?v=OLuSqvrl5ho

Whenever i need more, i add usually Paragons. But i needed these until now only for the Omega Battles.



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« Last Edit: June 21, 2021, 10:52:05 AM by Kohlenstoff »
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Vanshilar

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Re: Post Your End-Game Capable Fleets! (Spoilers obviously)
« Reply #52 on: June 21, 2021, 09:09:00 PM »

On further testing, it looks like equipping the sabot Fury with a cryoblaster (as opposed to heavy blaster) makes a very big difference. The reason is that the cryoblaster can kill smaller ships in 1-2 shots, thus the Fury won't have to chase them down, so the Fury doesn't get pulled out of position as frequently. So the fleet can advance toward the enemy spawn point more steadily, and not get spread out into a bunch of individual fights. The difference is pretty significant; using non-Omega weapons (i.e. the Furies using heavy blasters and my Doom flagship using antimatter blasters), the fleet can take on 2 Ordos fleets, but not 3. Using Omega weapons (each Fury with cryoblaster instead of the heavy blaster, and my flagship using 6 antimatter missiles + 2 heavy blasters instead of 8 antimatter blasters), the fleet can take on 3 Ordos fleets before losing CR. The only ship which lost CR during the fight was me, because I stayed phased for most of it so I can regen missiles and mines more quickly relative to the rest of the battle :) The Furies had around 77 seconds left on their peak time out of the original 510 seconds at the end of the battle. They did use up their missiles toward the end, i.e. around when the Radiants came in, so I did a lot of the heavy lifting at that point with my antimatter missiles. But the cryoblasters really packed a punch once there was a hole in the armor, and I could use my mines to redirect Radiant shields so that the Furies could hit them more easily.

This was tested against a 3-Ordos fight totaling 1096 DP, with 10 Radiants, including:

* 3 tachyon, 2 plasma cannon
* 5 tachyon (x2)
* 5 autopulse (x3)

and the remaining 4 a variety of weapons. The combined Ordos fleets had a total of 20 Brilliants, and was captained by 33 Alphas, 20 Betas, and 12 Gammas.

There's no particular reason to fight 3 Ordos fleets simultaneously -- the fleet was already getting the max 500% XP bonus with 2 Ordos fleets -- but this was basically to "stress test" it to see how it would do. Against 2 Ordos fleets, the Furies using cryoblasters don't even have time to use up all their sabots, ending up with around 18-36 left out of their initial 108 sabots, and around half of their 510-second peak time remaining. My flagship ends up with peak time remaining as well. So yeah this fleet has little trouble with remnants.

An advantage of the Furies using cryoblasters is that since they use a lot less flux, this means more points can go into flux capacity, increasing their survivability.

As for how realistic it is to end up with 7 cryoblasters (since I had 7 Furies), it really depends on the luck of the draw in terms of which Tesseracts you get. In my current playthrough, one of the fights yielded 1-3 cryoblasters, while the other one yielded 1-2 cryoblasters (although the Tesseracts started with a total of 4 cryoblasters, so I probably could have gotten 3 if I kept trying different salvage %). There's also the Alpha Site cache, which is static on game creation, plus the unique high-end bounty. So it's fairly doable if you do a bit of savescumming. The 6 antimatter missiles are easier to get since those are smalls. Getting 9 cryoblasters (i.e. an additional 2 for my flagship) might be a stretch though so my flagship used heavy blasters instead. Even if you don't get all 7 cryoblasters, you can just put heavy blasters on the rest, and they'll do "fine", just not "superb".

The fleet setup is:
Flagship: Doom, with 6 antimatter missiles and 2 heavy blasters (could use cryoblasters if you have extra), expanded missile racks, hardened subsystems, integrated targeting unit, resistant flux conduits, 40 capacitors, 30 vents (if you use cryoblasters, keep capacitors maxed)
Other ship: Doom, with 8 antimatter blasters (linked), hardened subsystems, heavy armor, integrated targeting unit, 40 capacitors, 33 vents
Fleet ship: Fury, with 2 sabot pods, cryoblaster, 2 IR pulse lasers, xyphos wing, expanded missile racks, hardened shields, integrated targeting unit, solar shielding, shield conversion - front, converted hangar, 6 capacitors, 11 vents

My skills are:
Combat: Helmsmanship, Target Analysis, Impact Mitigation, Systems Expertise
Leadership: Weapon Drills, Coordinated Maneuvers, Crew Training
Technology: Navigation, Energy Weapon Mastery, Electronic Warfare, Flux Regulation, Special Modifications
Industry: Salvaging, Reliability Engineering

For screenshots (sorry about the quality, I had to compress them to fit within the forum's 192KB limit):
screenshot176; From early on, my fleet ends up fighting at their spawn point, so I'm hitting them as they spawn in. You can see with the bottom bar of the combat radar that this is still pretty early on in the fight, since the white line represents the beginning of the fight and the red is how much of the enemy fleet is still remaining.
screenshot 184: Gained 14.8 million XP from this fight, including the story bonus XP. Basically almost 15 story points from a single fight.
screenshot 185: My fleet setup, this is what it looked like after the fight. Everybody except me was still on their peak time.

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