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.
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.
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: 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 controlYou 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 groupRemaining 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 groupRemaining 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.