@Thaago
Thats a nice essay, but I think most of it is incorrect.
You had me at the first half, not gonna lie The fit I showed above has enough OP (which is 260, not 250) and does very well in combat.
Ah, there we go, I remembered my XIV Legion having 270 OP and I assumed the
milktoast version had 250. My bad there!
I've got all the essential offensive hullmods and even Heavy Armor, which is a luxury/toughness pick. The missile armaments are completely maxed out (now that I didn't put the wrong hullmod on). I'm using 1 regular large gun and 1 high cost gun (in both flux and OP). The ship has plenty of dissipation: I could take off 10 vents and it would still work well, and if I downgraded the Mjolnir to a Hellbore I could go down to 15 vents and still have enough flux, saving a total of 43 more OP. For fighters, using interceptors on this ship isn't a mistake, its what maximizes the effectiveness of the ship in the fleet (I need to kill frigates. Go kill frigates, interceptors!). Upgrading the Talons would be a good call which takes a few OP, but not a huge amount.
So I'm not really sure what you mean by saying I had to cut down on vital things to make the fit work? Every weapon is filled other than 2 small ballistic spots with poor arcs, including an elite weapon that takes extra OP and flux. All essential hullmods are in + 1 luxury. It has plenty of flux. Missiles are completely maxed out. Off the top of my head I think I could shave 50 OP off of this build and still have a functional ship. Just weaker, cause 50 OP.
What? Arcagnello is evolving!*8-bit Pokemon Red/Blue/Green/Yellow Evolution theme plays in the background*Arcagnello evolved into Tryhardgnello!Alright, now I'm ready!This Legion build is what I commonly refer to as "
the optimist setup":
It's going to perform well if everything goes as planned, but the chances of it either being ineffective or, even worse, starting to helplessly backpedal itself until it explodes will go from 0 to 100 real quick as soon as something goes wrong. In order:
You have no point defence to speak ofEven being as charitable as my
constructive criticism allows it and assuming you pilot it yourself, therefore keeping your fighters close mostly as point defence, You basically have no point defence to speak of.
The Legion itself
already has a massive Shield and Point Defence blindspot in the back, only giving it ultra-short range point defence (and even skipping two small mounts for vulcans, not that it's gonna help, but still) will make doubly sure any slightly decent amount of missile fire not only coming from the front but also from the sides will hit their mark, and don't get me started on Salamanders.
Have your fighters either busy or in the process of being replaced and I'm pretty sure
the whole capital ship can be immobilized for 15 seconds with a single Salamander MRM pod. Now, a low tech capital usually has Reinforced Flux Conduits, Automated Repair Unit or both, but since the Legion is an
anemic fat pigeon the whole concept of taking any of these hullmods is a work of fiction.
You're in the flux negatives by around 300 flux/secondIt's usually good practice on High tech and Midline to go a bit over your entire flux dissipation value with your offensive weapons. They are,
fast, nimble ships with a good shield afterall, allowing them to quickly invest all their flux stats into dealing damage and then safely retreat back to catch their breath and/or just vent.
Low Tech capitals on the other hand -unless they use some insane abomination of a setup like Shield Shunt- should
never exceed their total flux dissipation with their offensive weapons, since they'be generally got very bad shields with a rather large profile and low mobility preventing them to keep the enemy pressure off.
Oh, sure, a Mk.9 Autocannon and a Mjolnir backe dup by 3 Sabot Pods and 2 Typhoon realer launchers sure is impressive, but this also will translate in the ship fluxing itself into a life-threatening situation when the fight gets hard, even without enemy intervention.
The fact you also picked Heavy Armor above something that would help this thing a lot more by itself like
Hardened Shields also means that not only the ship will be on high flux during combat most of the time, but it will also be
awfully susceptible to overloading under pressure.
Example:Imagine being in a difficult combat situation for, I don't know, 20 seconds. The ship is probably going to be at 2/3 of its flux capacity.
Now, how many sabots do you think it takes to overload a Legion with just above 5000 leftover flux capacity and a mediocre (as far as metagame goes) 0.95 shield flux/damage ratio? Not more than 3 I think.
You're severely underusing those 4 fighter baysI've got a very empirical way to decide whether or not Expanded Deck crew is worth it on a combat carrier:
If Expanded Deck Crew takes up more OP than the fighter/bomber LPCs it supposedly supports, then it's not worth it.This is a setup where I would not even
bother with 20OP worth of hullmod if the fighter bays it supposedly buffs are only 16 OP worth of fighters. Even something as inefficient as "Flux Distributor" would be a better option if you were adamant on keeping those large ballistic weapons.
For skills: the only skill the Legion needs is gunnery implants for recoil reduction and range, and the only trap skill is Helmsmanship. Don't take Helmsmanship on a capital ship, ever. Missile Spec is incredibly strong and the Legion has excellent missiles. That "requirement" is not a bad thing, it means the ship wrecks face with missiles. I'd say eliting target analysis is a mid tier choice for the Legion: Missile Spec and Impact Mitigation are both much, much better elite skills. Everything else: the Legion is flexible enough that nearly any other skill is still a good choice. Its not a bad thing that so many skills work on the Legion: its a good thing. Pick some skills, then make sure the build doesn't waste them.
Gunnery Implants is a very good skill that I'd indeed pick all the time on a Legion officer even if it did not use those two large ballistic mounts offensively. Improved recoil plus ITU does miracles for the effectiveness of Point Defence weapons like vulcans.
I'm not sure why you're against Helsmanship really. Are you really not gonna pick a skill basically giving you
Auxiliary Thrusters for free, plus top speed?
Don't take Helmsmanship on a capital ship, ever.
I disagree, onslaught needs it to turn faster, as well as auxiliary thrusters
I don't agree with this. A damage boost to all weapons is a damage boost to all weapons, it doesn't matter if the firing ship is mobile or not.
If the ship is struggling to keep the enemy in front of it then it isn't really firing, thus getting less benefit. Onslaught, Dominator, Enforcer, Legion. They sure love burn driving into a "I have no firing arch" situations.
I don't need to add anything more, really. I found Helsmanship and 100%CR to improve handling on my XIV Onslaught well enough that I even forsake installing Aux Thrusters on it (then again, it uses 3 Mk.9 Autocannons, it unironically does
better when enemies are on its sides rather than the front if the TPC has spent its ammo). It's an officer skill most Capital Ship officers sleep on, but it's quite important.
Having most avaiable skills in the officer picks that significantly improve a ship's combat capability does certainly
sound favourable, but only ever being able to only pick 5, maybe 6 out of them and only making one, maybe two of them Elite means you're gonna have to make
choices.
Making choices translates into also
sacrificing aspects of a ship.
Sacrificing aspects of a ship can be summed up as
underusing ship features, especially considering the Legion can't put anything but ballistics on those two large mounts and nothing but fighter/bomber LPCs on those 4 fighter bays.
An
Onslaught focusing on
durability and mid to long range sundering
firepower can get a level 6 Reckless Officer with
-Helsmanship
-Reliability EngineeringAs quality of life skill, then equally distribute the remaining 4 skills into
-Elite Impact Mitigation
-Damage Control
to fully buff the ship's tanking capability and then
-Elite Target Analysis
-Gunnery Implants
To (almost, since we're missing on elite Long Range Spec. improving projectile speed) fully buff ballistic and energy weapons.
We can safely cut those 4 missile weapons since they're mostly going to be dead weight for what we want out of the shp anyway
A
Paragon focusing on
shield tanking and firepower using 4 Autopulse Lasers can get a level 6 Aggressive officer with
-Helsmanship
-Reliability Engineering
-Shield Modulation
-Target Analysis
-Elite Energy Weapon mastery
-Gunnery Implants
-Elite Long Range Specialization
I don't even bother with filling those 4 pathetic missile slots on this setup, but I guess Salamander can be useful and they actually really screw with the AI control of omni shields.
A
Conquest focusing on ultra-long range kinetic firepower and Hurricane MIRVs can get a cautious cautious Officer with
-Target Analysis
-Reliability Engineering
-Gunnery Implants
-Elite Long range Specialization
-Elite Missile Specialization
-Shield Modulation
See the trend? First come generalist, quality of life picks, then most skills are focused on improving one, two (at most) aspects of the ship, hopefully cutting whatever does not get buffed by both hullmods and officer skills and gives too little of a contribution to be worth the Ordinance Points.
The
milktoast Legion on the other hand is more or less at
a 3-way split betwen being a carrier, a missile boat and an artillery platform, with
a very low Ordinance Points to Deployment Points ratio. This translates into more or less sacrificing a good quarter of the ship's capabilities to make the rest of it perform in a competitive manner, which depreciates the effectiveness of the ship overall.
Now, back down to earth, I'd suggest doing the following to your legion, assuming you're
not alright with the ship eventually getting immobilized, overloaded and receving a nonconsensual thruster colonoscopy from the enemy some day. I'm assuming you're playing vanilla (can't see any mod content) so I will simply suggest the following setups on a legion that more or less gets only one, actually useful integrated hullmod (it does not seem you have Special Modifications, are you playing a campaign where you purposefully are not picking any Technology skill?) since Heavy Armor is just a
These builds all use limited ammo missiles since you integrated EMR.
Build #1Strip the thing completely, give it two Mk.9 Autocannons, 5 Harpoon Pods and fill all the small weapons with vulcans.
Install ITU, ECCM, Solar Shielding and Armored Weapon Mounts. I'm not sure if you can also comfortably fit Automated Repair Unit, but you can skip it for now, especially if you got Damage Control.
Make
sad carrier noises and give the ship 4 Mining Pods with no EDC
Rest of the OP goes into vents, hopefully some capacitors afer you got 50 vents.
This build won't flux itself out as easily as your current one, has much better kinetic fierpower and will much more easily project mid-long range missile firepower in the form of harpoons during the battle. Works best with a Steady officer.
Build #2Strip the thing completely, give it two Mk.9 Autocannons, 3 Typoon reaper launchers, 2 Dual Flaks (in the side mounts) and fill all the smalls with light machineguns
Install ITU and Expanded Deck Crew, don't know if you're gonna have enough for ECCM
Give it 4 Broadswords and Expanded Deck Crew
Put the rest if the OP into vents, hopefully also capacitors
This is a much more surivable build that can somewhat hold its own in the frontlines. Both Mk.9 Autocannons and Broadswords will both keep the enemy away and open them up for Reaper Torpedo hits. Works best with an aggressive officer
Build #3, which praises Ludd the mostStrip the thing completely, give it two hellbores, 5 Sabot SRM pods and fill all the small mounts with dual light machineguns
Install ITU and ECCM A part of me also shouts Automated Repair unit but I don't think that's gonna fit
Give it 4 Khopesh Wings and Expanded Deck Crew.
Rest of the OP goes into a 2:1 split between capacitors and vents. The thing needs to get close to the enemy, therefore it requires more capacitors. Man, Hardened shields would be so bloody useful now.
This is a balls to the wall approach to shipbuilding, It works but it also more or less guarantees the Legion will go out in a blaze of thermonuclear glory during hard fights.
Works best with a Reckless officer. Reinforced Bulkheads also help but I don't think you've got another slot for integrating hullmods, so we're gonna make do with just Reliability Engineering & Damage Control. Lugging around a whole Starliner filled with crew to compensate for the human tragedy that is the after battle repairs and replenishment is also a must.
And thus my T(ryhard)ED talk is concluded. Monetarily refunding your time spent reading it is not possible and will have you contesting my space lawyer if pursued.Burn drive, I find, is a completely different play style for a ship then normal.
I've had most success with larger ships like the onslaught where I tell them to execute a target from the second I see the enemy. Even if the enemy can teleport they will still be perused across the whole map. Which seems counter intuitive for low tech to be hyper aggressive like that.
But yeah if you can match the enemy fleet, ship for ship, you can... often just tag the whole enemy fleet for a burn drive 1v1 where their massed missile and forward facing ballistics can often push the enemy past the bring in one big heroic charge.
But this is anecdotal and relies of ideal conditions as frankly it's not entirely like other ship types can't do the same.
I suppose what I wanna say is that decent shields give you time, bad shields even with good armour don't. A change in perspective and tactics was what changed low tech for me to being a fun idea into something that can hound radiant battleships across the map rather then the reverse.
It can be done, but man if it ain't a lot more expensive risky work then braindead paragon spamming.
More or less what you're saying.
Sure, Reckless Ludd-For-Brains officer can do good work on Low Tech ships, but doing the same with either High tech or even Midline (Overridden Autopulse Sunders > Beam Sunders) is not only more effective but even poses less risks of backfiring.
What Low Tech does best, the other ship philosophies do better, unless it's Shield Shunt Armor tanking where only the radiant can reproduce similar results to XIV Onslaughts, XIV Dominators and Moras.
Anyone is entirely free of making of this fact whatever they desire, but the baseline concept of Low Tech being worse at 90% of the competitive fleet tactics that can be used in this game remains.
Low-tech will never be as useful as Mid-tech or High-tech ships and here's why:
High-tech: They have high shields, speed and very useful ship system. They also have special purpose ships such as Phase ships
Mid-tech: They have speed, weapon versatility and also very useful ship systems. They have special purpose ships such as Gryphon (missile cruiser) and monitor (tanker)
Low-tech: They have missiles and armor and crap ship systems (the only useful one is dumper field and it is given to a carrier lol)
Low-tech don't have special purpose ships so you simply can't make a competent late game fleet with them. Also, armor and missiles are the 2 things the AI is the worst at using. When you see your fleet dumping half of their loadouts on a kite, you know that missiles aren't the strong point of the AI. As about armor, that is one of the most useless stats in the game. In a fleet Vs fleet battle, shield is by far more important than armor. Also, armor value is only significant when it reaches above 1k, below that the ship will still get melted by late game threats. On top of that, in order to make a low-tech ship competitive, the player gotta fill it with hullmods to the brim, whereas high and mid tech ships don't need that many hullmods to be competitive
I hope Alex creates a low-tech ship that carries a special purpose (like gryphon, monitor, etc...). Something that has a ship system that slows down enemies would complement well the low-tech style.
I could see a future iteration of Starsector where one of these things (or maybe two, possibly three) happens
1)Low Tech Armor values get raised further
2)The entire Armor math gets overhauled to be more advantageous +
3)AI finally learns how to armor tank properly
That is going to finally make Low tech stand on its own legs without actually
developing more content for it. But more interesting/useful ship systems than "
hurr go forward durr" could also help, despite taking time to both develop and properly balance.
Low Tech became the worst because the whole flux balance was broken. Now you can have flux sustainable double HB destroyers and triple HB cruisers. With triple the effective shield capacity compared to Low Tech counterparts. You need HeavyMG plus AssaultCG to emulate HeavyBlaster. That's 20 OP against 12. Previously it was compensated by the fact that HB needed much more vents to stay flux neutral. And Safety Overrides costed so much that it affected the whole build. Now you can install the needed mods as permanents for free. Take SO and be flux neutral. No more consuming your own flux pool by your fire. But you can't install weapons for free hence the double pay for the Low Tech. While you have inherently worse flux stats.
Missiles? High Tech can simply take multiple sabots on shields. No problem. Burst wise, small missile mounts are much better. DP wise, the only good thing Low Tech still has is the twin Large Missiles for 24 DP on the Atlas. Medium missiles are better kept on the Falcon (P), smalls on the frigates.
Highly mobile ships with inherently higher survivability thanks to a
renewable in-game resource (which is shields and hard flux) will always be much, much easier to have good results in, especially under AI control, which is baically what ElPresidente writes here:
Friend, what do you think speed is for? Not only for getting you into range, but also KEEPING you in the range (or at max range).
Long range + mobility is a MUCH better combo than long range + armor/defense. You simply keep backing away, staying at max range, making the enemy annoyed beyond all measure.
The amount of things that need to be considered when egaging the enemy and coming ontop get exponantially higher the easier it if for the ship to move in and out of the engagement faster, have no damage to itself that sticks (like armor or hull) and have more damage intensive weapons at its disposal.
I'm under the opinion Low tech would be the "ugly duckling of balancing" from the moment it was conceptualized.
Anything that would massively improve its tactical options (i.e. Integrated Safety Overrides just to name one) gets
a duct tape fix that does not really fix anything since it also applies to both High tech and Midline.
It's not an easy thing to fix, really, unless Alex starts introducing mechanics that affect ships differently based on what design type they belong to, which would be a balancing nightmare and a half by itself.