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Author Topic: Anyone found Auxiliary Support gimmick builds yet?  (Read 2707 times)

KDR_11k

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Anyone found Auxiliary Support gimmick builds yet?
« on: April 12, 2021, 03:28:25 PM »

In theory the Auxiliary Support skill could be powerful with something low DP though it's unlikely that you get more than one ship or maybe 2 shuttles with any decent sort of bonus.

There are some relatively large ships available with pretty low DP that have civ hull and you don't have to stay strictly below 5 DP, it doesn't drop off THAT fast. I've experimented with a Colossus MK2 (pather cruiser), it still gets 6x bonuses from the skill provided you have only it and no other militarized ships (which may be too restrictive). So with assault package it has +60% flux capacity, +30% armor, +60% hull. You can get rid of Ill-Advised Modifications like any other d-mod so you got a basic hull with SO and a hammer barrage built in. Sadly there's not a lot of OP for any real potential left tho. Militarizing AND sticking a package on top costs 24 OP already so s-modding something is practically mandatory to make this ship worth anything. Sticking dual MGs and vulcans on the front makes a decent shield buster since it takes next to no flux and SO does let you get fairly close, once the shields get lowered it's hammer time.

Not sure a 9 DP self-propelled hammer barrage is worth that much effort though.

For reference, the Prometheus Mk2 has a 2.4x bonus and the Atlas Mk2 a 2.9x one
« Last Edit: April 12, 2021, 03:38:22 PM by KDR_11k »
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Razor Feather

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #1 on: April 12, 2021, 03:50:47 PM »

I've been toying around with a single venture as my auxillary support ship. Heavy armor + assault package + armored weapon mounts gets it up to 2400 armor and 20000 health at only 15 deploy cost, making it a massive armored brick on a budget. It admittedly needs story points to have any room for weapons, and I've not really nailed down the weapon setup yet, but it is quite promising. Also for whatever reason its stats display very differently in and out of combat, with armor going from 2025 out of combat to 2400 in, hull goes from 14000 to 20000, and flux goes from 11370/643 to 15570/823 cap/dissipation. Makes me think that there are some bugs in the way the buff is calculated, and they are pretty big ones since those shifts make it go from pretty meh to actually quite impressive stat wise. This happens both with and without an officer, by the way.

I think the biggest issue with the pirate and pather coversions for auxillary support is that their durability and flux stats start off so darn poor that the benifits really don't amount to enough to make them good. Gemini and venture I think offer a lot more opportunities in that area, since they have alright stats to begin with.
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WeiTuLo

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #2 on: April 12, 2021, 07:22:22 PM »

It is possible to put on militarized subsystems, install assault or escort and story point them, then remove militarized subsystems. Get full bonus of escort/assault because their DP do not count towards the skill. Saw it in the bugs section.
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Flunky

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #3 on: April 12, 2021, 07:38:27 PM »

I'm still trying to find a good fit, but Escort Package range boosts to PD also applies to the Heavy Machine Gun. I put it on a Gemini and gave the ship a high DP escort fighter and an officer with elited Point Defense (another +100 range). Not going to win any duels, but having over 600 kinetic damage with roughly autocannon range on a 9 DP freighter can make for good fleet support (and good PD, of course).

Probably a better choice for an HMG auxiliary than the Gemini, though...
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KDR_11k

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #4 on: April 12, 2021, 11:02:06 PM »

I'm still trying to find a good fit, but Escort Package range boosts to PD also applies to the Heavy Machine Gun. I put it on a Gemini and gave the ship a high DP escort fighter and an officer with elited Point Defense (another +100 range). Not going to win any duels, but having over 600 kinetic damage with roughly autocannon range on a 9 DP freighter can make for good fleet support (and good PD, of course).

Probably a better choice for an HMG auxiliary than the Gemini, though...

I've tried experimenting with EP but the other bonuses are just so damn meh. Up to double damage to fighters is pretty forgettable considering how many different bonuses to PD are available already and the maneuverability buff just doesn't feel as significant as you'd think.

Also these mods are awful unless you're getting an excessive bonus from the skill, they seem like they're designed purely for using that synergy and when you don't you might as well forget they exist.
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Sorbo

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #5 on: April 12, 2021, 11:35:41 PM »

I'm still trying to find a good fit, but Escort Package range boosts to PD also applies to the Heavy Machine Gun. I put it on a Gemini and gave the ship a high DP escort fighter and an officer with elited Point Defense (another +100 range). Not going to win any duels, but having over 600 kinetic damage with roughly autocannon range on a 9 DP freighter can make for good fleet support (and good PD, of course).

Probably a better choice for an HMG auxiliary than the Gemini, though...
ITU mod can boost the range some more.

I guess you could also slap it on a tarsus with some impressive point defence range from full 900% bonus. Assault would be better on it since it was built to be tanky. You can make it you capship for your wolf tactics fleet of frigates. Buffalo mk2 could work too but eh, there are better options. 5 is definitely too restrictive.
« Last Edit: April 13, 2021, 02:45:52 AM by Sorbo »
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ChilliCrab

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Re: Anyone found Auxiliary Support gimmick builds yet?
« Reply #6 on: April 13, 2021, 03:53:52 AM »

I find the attached setup works well with Venture:-

WEAPONS
Missiles:
Salamander MRM x2 (Combined with fast missile rack system, good refire rate)
Salamander MRM Pod x2 (Combined with fast missile rack system good refire rate)
Guns:
Phase Lance, 600 Range + 240 range from ITU + 200 from Advanced Optics = 1040 range total (optional: gunnery implants for additional +90 range)
Heavy Machine Gun x 2, 450 range +180 range from ITU +120 range from escort package = 750 range total (optional: gunnery implants for additional +67.5 range)

MODS
Built in:
+Militarised Subsystems
+Integrated Targeting Unit
Others:
Escort Package, 40% manoeuvrability, +120 point-defense weapon range, 40% damage to fighters and missiles.
ECCM package, faster and more manoeuvrable salamanders have significantly better chance at landing on target.
Shield Conversion Front, reduced flux upkeep and good all around coverage 240 degree arc.
Advanced Optics, purely for phase lance range, this one is kind of optional if you would like to swap for something else.

The heavy machine guns absolutely murder flux of anyone that puts up shields when in range. Enemy Fighters and missiles just evaporate.
Phase Lance murders smaller phase ships that decide to harass the venture thinking it an easy target. Also good at stripping armor of anything that puts down shields to armor tank your heavy gun fire.

NOTE: I have Flux regulation skill which adds 20% to flux dissipation and capacity to the values in the attached file.


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