You've almost sold me the glimmers. If it only wasn't so much fun watching double radiants blow stuff up with sabots and hammer barrages...
Glimmer spam is memey and powerful but it really does not hold a candle to Radiant when it comes to sheer firepower. You litterally get 5 large and 4 medium front facing energy/missile weapons (plus a killer ship system and amazing shield coverage) for 40 deployment points.
Radiant is possibly the most undervalued capital ship when it comes to sheer efficiency for deployment points. I would not be surprised to see the entire [Redacted] and Explorarium roster eventually get rebalanced now accounting to the fact the player can use all of their ships.
Radiant would be quite comfortable at a 55-60 FP assuming the Automated Ship Points were also increased to at least deploy one of every ship you can get with the skill. I'd go with 50 instead of the current 30.
Also, how can you run two radiants? Did you raise the Automated Ship Points in the settings or are running them with gamma cores/automated repair unit to counter the inevitable malfunctions in combat?
30% base CI from skill at 100 DP for 2 Radiant + 2 Alpha Cores. +15% from fleet skills. +15% from Alpha AI skills -> 50% CI
I read this reply while dizzy and late at night so I stopped myself from replying to it for my own good, sorry for the delay!
I actually went back and searched for the thread where Alex confirms the Automated Ships' max CR math and it should be the following, neatly organized into an equation by RedHellion
Thanks for the reply Alex!
Ah, I was assuming that the Automated Ships bonus was multiplicative, not another addition. The helper text for bonuses doesn't specify whether they're multiplicative or additional, so I thought this might be one of the multiplicative ones.
And I was thinking that the -100 was essentially being cancelled:
(baseline + crew training + reliability engineering) * automated ships
(70 + 8 + 0) * 0.6 = 46.8
When really you're saying it's this:
baseline + crew training + reliability engineering + automated ships - 100
70 + 8 + 0 + 60 - 100 = 38
Meaning your Brilliants should have:
70+15+15+(100/30)-100=33% Maximum Combat Readiness and not 50%
They would have exactly 50% maximum CR if you raised the Automated Ship Points to 50 instead of 30 tough.
Am I missing something? It might just be because I cut drinking coffee in the morning or something
Edit: back on the Radiant tough, 4x Sabot MRM 2x Hammer barrage is amazing. It just
deletes things. How did you set the rest of it up by the way?
The last time I tried setting a
missile-focused Radiant up ended up with the following
setup:
Integrated Hullmods: ITU&Hardened Shields (I already set it up to be Autopulse sadly, I would've given it Missile Racks & Hardened Shields otherwise
Additional Hullmods: Expanded Missile Racks, ECCM, Front Shields, Accellerated Shields
Weapons: Mining Lasers on all small energy mounts, 4x Sabot MRMs, 2x Hammer Barrages, 1x Paladin PD on the middle large Mount, 2x Plasma Cannon on the front hardpoints
Rest of the OP: Max Capacitors, rest into vents
I could see it working a lot better with Expanded Missile Racks instead of ITU (which I would not install since the ship NEEDS to get close for its own good). I've also witnessed it working with twin Typhoon Reaper Launchers. They do cost more and are easier to shoot down but they have a lot more potential damage and they got enough ammunition for the entire battle.
I'd also consider swapping that Paladin for a tach lance and the Plasmas for twin Autopulse maybe so that it can presure shields better and hopefully shut down most of the enemy point defence for the Reapers to Strike true.
Edit: You've tempted me into trying Hammer barrage setups on a spare, 3 D-mod Radiant (with the luckiest Gamma Core in existance as officer)I have stored in my home planet and this is the result:This Typhoon Reaper Launcher variant is a lot better at deleting smaller ships due to the massive amount of potential damage but struggles against stronger point defence:
It's actually disgusting under AI control. The lack of ITU ensures the ship gets close to the enemy and the Missile Specialization skill then allows the AI to vomit missiles into the enemy until it is dead. The addittion of a Paladin PD and Double Autopulse was for the sake of flexibility and they can do some great work thanks to Expanded magazines.
What is even scarier about this setup is that it's 100% AI usable since it has no Smods and is able able to murder a sim Paragon in under 30-40 seconds 100% of the time.
First Sabot Salvo
Second Sabot Salvo
Third Sabot Salvo
Fourth Sabot Salvo
Aaaand it's dead in the next 5 seconds
It even brutalizes the two sim Onslaughts with a quickness, butchering one while the other is helplessly shooting at the radiant, then backing off to vent only to jump back in and delete the other one. The only requirement for this to happen is for the AI to not switch target every 3 seconds like an indecisive teenager.
Post Scriptum:
Alex, if you're somehow reading this, know that we as a playerbase could supply you with
so many absolutely brutal [Redacted] ship setups you could realistically stop having said ships get those awful, autogenerated loadouts (radiant with 3 graviton Beams and 2 Locusts just to name
one) and simply have them all cycle between 7-8 highly effective setups each, making one of the (supposedly) endgame threats incredibly dangerous to fight without overwhelming the player with a fleet using 15 Alpha Core Officers.