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Author Topic: 3 S-mod, Overridden Scarab&Hyperion are a mood.  (Read 8156 times)

Arcagnello

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3 S-mod, Overridden Scarab&Hyperion are a mood.
« on: April 11, 2021, 06:14:53 AM »

I honestly thought it would just be a fun meme to see a little spazzy frigade going at 512 speed while the Temporal Shell is active and with a 360 shield around the battlefield but it actually ended up being disgustingly effective against pretty much anything instead.
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I did try the tried and true 5x IR Pulse and 1x Ion 4x IR Pulse setups at first, but then I realized that an overridden frigade with around 150 seconds of Peak Performance time (before even taking the Time Warp PPT compression into account) would greatly benefit from spamming Antimatter Blasters instead and I was right. This is why Ludd left us.
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Now that's a balanced damage number if I've ever seen one
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It deals up to 70% extra damage to capital ships (Wolfpack gives +20% damage to capitals, Tartet Analysis does the same, 30% from the Energy Weapon mastery) and ends up killing the sim Onslaught with 110 seconds left in its peak performance time. Just give it a run-of-the-mill Reckless officer with Helsmanship, Shield Modulation, System expertise (make it elite to get another 30 seconds of Peak Perofrmance Time), Reliability Engineering and Energy weapon mastery. Just remember to keep the Blasters on ALTERNATING so the AI in incentivized to use them.

You can very well try using 4 AM blasters instead by replacing one burst laser but I find the three to be more than enough and the extra forward point defence helps the AI to keep the pressure on the enemy and not be driven back by missiles. Installing 4 is also barely beyond the max capacity of the ship to fire all of them in quick succession. I axed Expanded magazines as the blasters have almost too much ammo for the Scarab to spit out before its Peak Performance Time runs out and has to retreat. I also axed Unstable Injector since I just wanted to increase flux capacity as much as I could, but you can put it back to earn style points for having a ship with lenghty bursts of 536 max speed in your fleet.


The ship is litterally so damn fast and agile the AI actually evades omni shields and shoots the blasters into the hull a good portion of the time. The temporal shell having reduced cooldown due to System Expertise also allows the ship to fire the blasters at a much higher real time fire rate than they are supposed to, allowing it to just VOMIT them into shields and eventually overloading the unfortunate victim to later be obiliterated by either another salvo of blasters or another ship exploiting the weakness the Scarabs create.

It also is obviously very proficient at just erasing enemy frigades from existence, altough I will admit the 5 IR/4IR 1Ion variant deals with phase frigades a bit better due to the AI's tendency to fire the blasters at a ship while it's still in phase, while it would be really easy for it to just wait for it to surface and oneshot it. I have not yet encountered bigger enemy phase ships in this campaign yet but I'll make sure to keep them glued to Harbingers and Dooms to see just how effective they are at the job.

Post Scriptum: Yeah I know the Hyperion is going to be better. I just have not found it yet ç_ç

Edit 1:

The time has come, my fellow high octane compatriots!
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And can someone explain how exactly does an Overriddden Frigade actually end up gaining Peak Performance Time from the stock value?

Edit 2: I did some math and it's because the stock PPT is so low that the Overridden PPT malus is actually lower than the overall bonus PPT Wolfpack Tactics, Reliability Engineering and Elite Systems Expertise provide. That is actually insane.

Edit 3: Oh Sweet Ludd it 1v1s the Sim Paragon under AI control
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You can see I made some modifications to the design by the way. The overall design has the following setup meant to fight against enemies with omni shields:

Integrated Hullmods: Safety Overrides, Hardened Subsystems, Reinforced Bulkheads
Additional Hullmods: Extended Shields, Accellerated Shields, Stabilized Shields
Weapons:Ion Beam, Heavy Machine Gun, Heavy Blaster, all in the same weapon group
Remaining OP: 20 Vents, 1 Capacitor

This other setup is instead meant to fight ships without omni shields and a lot of armor instead, it's also better against enemy frigades and phase ships.

Integrated Hullmods: Safety Overrides, Hardened Subsystems, Reinforced Bulkheads
Additional Hullmods: Extended Shields, Accellerated Shields, Stabilized Shields
Weapons: 2x Heavy Blaster, Ion Pulser all in the same weapon group
Remaining OP: 20 Vents


Officer (Remains the same between setups): Reckless Personality, Helsmanship, Systems Expertise (make it Elite for 30 seconds of extra PPT), Reliability Engineering, Shield Modulation, Energy Weapon Mastery. You're obviously gonna pick Target Analysis if you've got the skill allowing for level 6 officers instead.

Edit 4: Upon further experimentation I modified the design further and added one more setup. The first Hyperion Setup now not only has an Ion Beam instead of a Ion Pulser, but it also has way more flux dissipation than both weapons and the shield genrate in order to combat enemy beam firepower wich would otherwise force it to stop the offensive and teleport back to passively vent. The second Hyperion setup has as much firepower as possible and it's obviously a lot more effective against anything other than ships with an omni shield, including phase ships and other frigades.



« Last Edit: April 13, 2021, 05:36:56 AM by Arcagnello »
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Igncom1

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #1 on: April 11, 2021, 07:36:22 AM »

A phase ship without the phase  8)

"It's not just a phase MOM!"
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Arcagnello

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #2 on: April 11, 2021, 07:42:06 AM »

A phase ship without the phase  8)

"It's not just a phase MOM!"

The realistic way to define this build would be "Afflictor but with a 360 shield" since that is more or less it  ;D

It honestly works much better than the AI Afflictor since it never goes in phase and does not do that loop where it's constantly either inside the target and ramming from time to time (usually killing itself) and even has better point defence to not get confused by either fighters or missiles.
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intrinsic_parity

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #3 on: April 11, 2021, 09:31:32 AM »

You should try scarab with the new weapons from the tesseract. I have several scarabs in my end-game fleet without SO that are still extremely strong.
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Arcagnello

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #4 on: April 11, 2021, 10:01:40 AM »

You should try scarab with the new weapons from the tesseract. I have several scarabs in my end-game fleet without SO that are still extremely strong.

Oh I will eventually but I'm still some 6 years into the game and I must get some good financial backing before trying anything rash. I am in Iron mode Afterall :P
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WeiTuLo

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #5 on: April 11, 2021, 07:59:30 PM »

Very nice. What is the third S-Mod? I see SO and Bulkheads.
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Arcagnello

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #6 on: April 12, 2021, 02:33:45 AM »

Very nice. What is the third S-Mod? I see SO and Bulkheads.

Whoops! It's Hardened Susbsystems. The fact it can get to barely 13 less seconds of PPT from the stock value despite being overridden is a testament on how good officer skills and Wolfpack tactics are.

Side note: I just got my hands on 2 Scarabs! Hurray! It would be great if I could have like 3 of those plus 3 Hyperions but I have yet to find one damn Hyperion 8 years into the game, it's like the game KNOWS what I'm going to do with it and is keeping it away from me  ::)
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Lucky33

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #7 on: April 12, 2021, 02:43:55 AM »

Quote
This is why Ludd left us.

I'm running the character named Ludd. On a Harbinger. With the entourage of Scarabs and Tempests.

Showing those worthless pathers how the technology was meant to be destroyed.
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q-rau

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #8 on: April 12, 2021, 07:25:00 AM »

This is why I only use SO with low-tech designs. Aside from preventing some of the worst cheese, it feels thematically appropriate - high tech designs are already finely tuned and you can't just ram more power through all those specialist systems without breaking something immediately. Low tech's ruggedness lends itself to taking some abuse before it gives out.
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Igncom1

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #9 on: April 12, 2021, 07:39:54 AM »

High tech ships with SO are the best in the game, for about 30 seconds.
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Arcagnello

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #10 on: April 12, 2021, 08:05:55 AM »

Quote
This is why Ludd left us.

I'm running the character named Ludd. On a Harbinger. With the entourage of Scarabs and Tempests.

Showing those worthless pathers how the technology was meant to be destroyed.

Man you're tempting me to do a Luddic Path/Church campaign after I'm done with this one.

I can feel the Penta Sabot MRM Legions calling to me already

This is why I only use SO with low-tech designs. Aside from preventing some of the worst cheese, it feels thematically appropriate - high tech designs are already finely tuned and you can't just ram more power through all those specialist systems without breaking something immediately. Low tech's ruggedness lends itself to taking some abuse before it gives out.

That would be an amazing design choice to consider when they're inevitably going to rebalance Safety Overrides. Providing low tech with big flux dissipation boosts along with massive PPT deployment and max weapon range debuffs while midline gets a mellower set of buffs and debuffs and High Tech only gets a substantial (but not game changing) flux dissipation increase at the cost of a moderately reduced range and PPT would be amazing.

High tech ships with SO are the best in the game, for about 30 seconds.


And that's a frigade, my Overridden Brilliant Droneship cruisers have 303 seconds of Peak Performance Time.
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IonDragonX

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #11 on: April 12, 2021, 08:45:46 AM »

This is why I only use SO with low-tech designs. Aside from preventing some of the worst cheese, it feels thematically appropriate - high tech designs are already finely tuned and you can't just ram more power through all those specialist systems without breaking something immediately. Low tech's ruggedness lends itself to taking some abuse before it gives out.
Wow. Seems obvious now that you bring it up.  :o
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WeiTuLo

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #12 on: April 12, 2021, 07:14:37 PM »

This looks awesome, will give it a try.
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Arcagnello

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #13 on: April 13, 2021, 04:12:02 AM »

The time has come my fellow High Octane compatriots.
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And can someone explain how exactly does an Overriddden Frigade actually end up gaining Peak Performance Time from the stock value?

Edit: I think it's because the stock PPT is so low that the Overridden PPT malus is actually lower than the overall bonus PPT Wolfpack Tactics, Reliability Engineering and Elite Systems Expertise provide. That is actually insane.

Edit 2: Oh Sweet Ludd it 1v1s the Sim Paragon under AI control
Spoiler
[close]

You can see I made some modifications to the design by the way. The overall design has the following setup meant to fight against enemies with omni shields:

Integrated Hullmods: Safety Overrides, Hardened Subsystems, Reinforced Bulkheads
Additional Hullmods: Extended Shields, Accellerated Shields, Stabilized Shields
Weapons:Ion Beam, Heavy Machine Gun, Heavy Blaster, all in the same weapon group
Remaining OP: 20 Vents, 1 Capacitor

This other setup is instead meant to fight ships without omni shields and a lot of armor instead, it's also better against enemy frigades and phase ships.

Integrated Hullmods: Safety Overrides, Hardened Subsystems, Reinforced Bulkheads
Additional Hullmods: Extended Shields, Accellerated Shields, Stabilized Shields
Weapons: 2x Heavy Blaster, Ion Pulser all in the same weapon group
Remaining OP: 20 Vents


Officer: Reckless Personality, Helsmanship, Systems Expertise (make it Elite for 30 seconds of extra PPT), Reliability Engineering, Shield Modulation, Energy Weapon Mastery

Edit 3: Upon further experimentation I modified the design further and edited the above setup. The ship will use the Phase Teleporter both to teleport behind the enemy and away from it if it gets into high flux. You can definely swap the weapons for basically anything you like (like 2 blasters 1 Ion, hell even 3 Ion Pulsers with extended mags provided you give it some extra capacitors) But I really like the combinetions of a highly efficienct kinetic, a highly efficient EMP weapon that goes thru shields and the best medium Energy weapon to shred armor provided it can fire non-stop.
« Last Edit: April 13, 2021, 05:00:24 AM by Arcagnello »
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Rauschkind

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Re: 3 S-mod, Overdriven Scarab is a mood.
« Reply #14 on: April 13, 2021, 04:29:41 AM »

front shields would be a much better choice, doing the same as the 3 shield mods you use.
« Last Edit: April 13, 2021, 04:37:27 AM by Rauschkind »
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