Warning, I'm currently listening to a combination of Antichrist Superstar/Holy Wood Marilyn manson and Iowa/All Hope Is Gone Slipknot, which could result highly biased feedback based off of personal experience and that also may contain harsher criticism than usual, which could rustle your jimmiesI've just completed my low tech only campaign where I was only allowed to use low tech ships, low tech fighter/bomber LPCs and XIV ships that were originally Low Tech. I've had a blast but I've also got some harsh criticism about
the entire Low tech vanilla roster.
You've read the title of this thread, I am going to cover
that more than anything else I talk about here, but we got to start somewhere and saying the most prevalent ship ability on low tech ships is honestly unremarkable at best and detrimental most of the time at worse
is not it.
1) Low Tech contains the ships with the worst logistical profile for actual combat prowess in the entire gameThis (I think) is the main reason why most starting players and veterans alike grow to avoid Low Tech ships, let alone build an entire fleet based around them.
These ships may look attractive just by looking at monthly maintenance values at first glance, but they actually have a worse logistical profile for the fleet power they provide, even worse than phase ships. They've got
metric tons worth of crew, skyrocketing wages and
often warranting an additional crew transport like a Starliner not to carry marines but to
compensate for lost crew on difficult fights, they've got
absolutely terrible fuel economy and maximum burn values, which more or less makes the low monthly supplies a moot point since the supplies the ship itself does not consume are instead rerouted to longer times to travel to places or the prensence of Ox-class tugs.
What is even more terrible is that
Low tech is the ship type that
gets damaged the most during combat across all ship philosophies, meaning they not only are an absolute resource hog to lug around the sector, they even consume more supplies and crew during combat too!
There are many suggestion threads proposing a plethora of changes to low tech logistics that make a whole lot of sense, like giving all of them a hullmod reducing monthly supply cost and repair/CR recovery cost by a percentage; or actually giving low tech capitals utility hullmods like ground support packages. Pick your poison, you could honestly
just do something about it and Low tech would benefit at this point.
2) Low Lech got majorly snubbed by the new 0.95 ships, Story Missions and Officer/Commander Skill rosterThis is hopefully
not news to anyone that ever played the game in 0.95 or read at least one suggestion thread, which 80% of them are about how High/Midline got incredibly powerful and need nerfs and/or how much Low tech has become absolutely terrible.
Both are true.
1)Wolfpack tactics and Safety Overrides (just to name two) exacerbate the mobility and flux stats advantage of both Midline and High Tech to the point of ridicolousness. You can complete the game with nothing but Overridden Hyperions even after the hullmod got
a duct tape fix which ended up making the ship variety incredibly worse for Low tech and
merely incoveniencing ships that were disgusting when using SO in the first place.
2)Damage focused
officer skills more or less
favour Missile and Energy Weapons, while they mostly leave ballistics behind.
High energy focus is amazing but only works on energy weapons.
Gunnery Implants provides ECM on the elite version making it potentially a lot more relevant on high tech/midline fleets, but you want it on low tech ships anyway because
it improves maximum range and recoilRanged Spec mostly applies to either a Gauss Conquest or a long range beam Paragon, everything else using it mostly never/very seldomly benefits from the bonus (good luck getting that costant 30% damage using 1000 range ballistics) but you want Elite Ranged spec on most offfense focused low tech ships anyway because shell speed is vital and even allows weapons like heavy mortars and Arbalest autocannons to work nicely.
Target Analysis works for any weapon and therefore does not favour Midline/High tech on the surface, but in reality it mostly benefits highly mobile Midline and High Tech ships. It is the prime officer skill to have on Frigades/Destroyers/Cruisers (when you want more damage), which translates in Midline/High tech getting disgusting damage on their highly mobile non-capitals while Low tech just sits there, looking pathetic with its slow-as-Moloch Frigades, Destroyers and Cruisers that get absolutely curbstomped the moment they get close in order to deal damage to enemy capitals (outside the buffed Enforcer).
4) Then there's also to mention that
there are way more officer and commander skills buffing damage dealt than there are ones reducing damage recieved, which combined with the (now slightly improved) AI that does not know how to pilot Low Tech ( I.E.
"not armor tanking") results in
only two Low Tech (ish)
ships that stay competitive in late game, which I'll cover later.
5)The new story content is great, but it would not be unfair to state that the new endgame mostly favours aggresiveness, strike damage capability, mobility and surefire damage sources (I.E. no bomber/fighter spam), which
mostly negates what Low tech ships are good at entirely, the only two outliers being
Sabot Spam XIV Enforcer (which I think was
from Thaago, if I remember correctly) and the
absolutely disgusting Shield Shunt XIV Onslaught (I built this myself, but there probably is a similar design using the same concept somewhere else on the forum),
which actually absolutely humiliates the endgame content and that may just be the only ultra-endgame Low tech ship that holds a candle to either Midline or High tech. I'm just gonna paste a post of mine with it. Just beware it's kinda long and it contains story spoilers (it may also work with 3x Storm needlers 3x Heavy Mortars but I like the better range and damage per shot of Mk.9 Autocannons and Heavy maulers):
Spoiler
Horseshoe Crab (Shield Shunt XIV Onslaught)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)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:
Or this (story spoilers):
And also that, without a single care in the world (more spoilers)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.
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!
3) The
new High tech and Midline ships more or less have powercrept Low tech into irrelevancy. Overhauled Hyperion is death incarnate even without SO and is even nicely piloted by the AI. The Champion (which I foolishly believed to suck before testing it out) is a superior Dominator with better base speed (even better than Eagle, huh), a ship system that gets actually used by the AI and does not get most of its builds killed in the process and a
plethora of ship loadouts covering long range, mid range and low range, all of which work better than the Dominator in almost every scenario. Some examples below:
Spoiler
Long Range Champion using Tactical Lasers, Graviton Beams, a HIL and a Hurricane MIRV. Augmeted by the usual hullmod suspects (that get integrated) plus advanced turret gyros, advanced optics and Point defence AI for both Tac lasers to become PD and the HIL to not stop firing half the time due to the horrible turret traverse
Medium Range Champion using double Heavy Needler, Autopulse Laser (with expanded mags) and a Hammer Barrage, plus normal PD turrets and the usual hullmods suspecs (that get integrated) plus expanded missile racks
Short Range Champion with IR pulse lasers at the front, Burst PD lasers at the sides and back, double Heavy Autocannons, a Plasma Cannon/HIL and Safety Overrides plus the usual suspecs for hullmods (that get integrated). The large missile slot can be left empty unless you want it to use a hammer barrage, in which case you're going to want to swap that Plasma/HIL for an autopulse in order to have as much hard flux damage as possible, plus of course integrating Expanded Missile racks
3)Burn Drive is the worst ship system in the entire game and it got spammed on all Vanilla Low Tech ships, especially capitalsThere we go. I finally got to the main
meat and potatoes of this thread.
I absolutely despise Burn Drive as it currently works, I think it makes 90% of the ships having it as their system worse and it's also the reason why Ludd Left us.The only ships that are good having it above other ship systems are Onslaught, Enforcer and Prometheus Mk.2. Every other ship would be better at its role with another one entirely.
Don't believe me? Here's some examples:1) What would you rather have on your Standard Legion?: Burn Drive to make it easier for the AI to get its naked behind exposed and brutalized by the enemy, or
Reserve Deployment on the standard Legion to actually be a competent combat carrier?
2)What would you rather have on your XIV Legion? Burn drive for your precious, almost one of a kind ship in the entire sector to dash into the enemy and get a
surprise colonoscopy from the enemy or a choice between fast
Missile Racks or
Missile Autoforge to actually be a more competent missile boat that is also a carrier and maybe even direct fire wepons?
3)What would you rather have on your Standard Dominator? Burn Drive for that
out-of-water-crab to launch itself
past the enemy it's fighting so that it can show you
why hardpoints on a grossly obese cruiser suck, or would having
Damper Field actually making the Dominator a viable tanking powerhouse of a
Steel Crustacean?
4)What would you rather have on your XIV Dominator? Burn Drive to precisely tell you why you should have not restored that
Orange Pincered Menace and salvaged it instead or
Advanced Ammo Feeder, actually making the ship as a whole actually competitive when compared to the XIV Eagle, Champion and Aurora?
There's also what I think is the major imbalance that is the
XIV Battlegroup variants basically making the non XIV Low Tech ships more or less
obsolete for late game, but that could be extensively discussed in another thread, just briefly:
Spoiler
XIV battlegroup should provide substantial buffs and also increase the ship DP compared to the standard version: I'm thinking of keeping the 10% worse top speed and handling, but better improvements in armor, a slight hullpoint increase and significantly more OP. As a result:
1) Standard Legion (even with the ship system being Reserve Deployment instead of Burn Drive) is worth no more than 35DP, XIV Legion stays at 40DP
2)Onslaught stays at 40DP, XIV Onslaught goes up to 45
3)Enforcer goes down to 8 DP, XIV Enforcer goes up to 10DP
4)Falcon Stays at 15 DP, XIV falcon goes up to 17-18DP
5)Eagle Stays at 22DP, XIV Eagle goes up to 25DP
6)Dominator goes down to 22DP, XIV Dominator stays at 25DP
As for ships that would keep their Burn Drive, I would apply a simple change I've seen written around in the forum for a while (I don't remember who proposed it first, just let me know and
I'll credit this idea to you with an after-post edit):
Keep the same stats of the ship system like recharge time, system duration, the maximum distance it travels and the fact some Hullmods and Officer skills actually increase the speed of burn drive along with the top speed of the ship itself,
but make Burn Drive able to be aborted at any moment of the system staying active by the ship activating it.
This would mean that a ship using Burn drive would use the skill, get as close as the enemy as it wants to and then
cut the boosters before ramming the target or overshooting it. It would not only be a very good chance for player piloted Low Tech ships (
fatfingering Burn Drive while in front of [Redacted], anyone?) but it would actually
make AI use the ship system at the best of its ability and not be overly stingy about it because it
1) can't figure out the ship can just be slightly turned left or right
to not ram the enemy with it 2) The ship system gets constanty
blueballed by allies in the vicinity since it has a fixed travel path and distance that does not combine well with a crowded combat envirorment.
As it currently stands in 0.95,
Low tech is not an alternative to midline and High tech,
it's a masochistic dream come true for people that want to make Starsector harder for themselves. Make sure to not buff/rebalance said ships and keep Endgame and Officer/CommanderS Skills as they are now if that's the intended balance of this game.
That's all I had to say, really. This thread is long enough already. Off I go jogging because
I want to get laid despite my horrible personality it's a good and healthy habit! Have a good day dear Luddites and Luddettes!