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Starsector 0.98a is out! (03/27/25)

Poll

How do you feel about a Low-Tech-Only fleet when compared to High tech/Midline?

It's a sad joke for masochists that like playing Lepers in Darkest Dungeon to make the game harder for themselves. Buff it hard or keep it as the joke it is for comedic value!
- 12 (19%)
A disappointing mess of ships the AI can't use that should be rebalanced to actually hold up in Endgame
- 18 (28.6%)
It's a slightly underperforming ship philosophy that is fine where it is because "flavour" and "who plays Low tech only anyway!".
- 8 (12.7%)
A decently performing array of situational ships that are fine where they are if properly combined.
- 21 (33.3%)
An annoying array of brick ships that take forever to kill and sometimes deal damage. They either don't work or are way too strong!
- 4 (6.3%)

Total Members Voted: 63

Voting closed: July 21, 2021, 03:08:08 AM


Pages: 1 ... 3 4 [5] 6

Author Topic: Is Burn Drive (along with 0.95) the worst thing that ever happened to Low Tech?  (Read 13353 times)

Thaago

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@Arcagnello
Thats really not right. In the order of your objections:

Point defense:
On the one hand, the ship has only a few vulcans: I've only invested a very little bit into PD in terms of OP. But it also has the pd skill (for the fighters), and Vulcans are good. What does this ship do in terms of point defense in practice? It shoots down Salamanders during their orbit 95% of the time, because salamanders orbit within vulcan range of a capital. I just tested it against a set of enemies with 7 salamander launchers (with my main guns turned off and fighters set to engage a far target) and it got hit by salamanders 2 times, knocking out a single engine for a few seconds before the double repair speed got it back on: this included an AI Condor firing off a burst of 6 salamanders at once (none of those 6 in close order managed to hit, with no fighters around). And the reason I had to turn off the guns was because the guns are longer ranged than salamanders and I was having a hard time getting enough salamanders to fire at once to be a challenge to the PD.

Tougher missile enemies: it stops about 90% of an Onslaughts anni stream. It reliably shoots down reapers, for example fired by Enforcers at medium/close range. When facing the sim astral with dual squalls, flares from broadswords, and incoming atropos, it shoots down about half the squalls and atropos: definitely not perfect, but also pretty darn good for 24 OP's worth of small mount PD (and the ship takes 0 hits from the atropos on hull, so good enough!). The ship doesn't have an impenetrable PD screen, but it has decent PD for stopping medium missile threats, including salamanders and reapers, for low cost.

For anti fighter: with skill, the vulcans are 6000 dps vs fighters, plus the Mjolnir being 1000 dps and accurate enough to be hitting fighters at long range (and the Mk IX lands the occasional hit because of its spread and is surprisingly good at overloading daggers at range when they are massed, but its not really that great anti fighter). Granted there are a lot of misses vs fighters but believe me: fighters do not live long around this thing. When I fight the Omegas, in general the Legion underperforms because the Omegas have extraordinarily good anti fighter, but it got 45 fighter kills in the final mop up stage of one run (26 from the Mjolnir, the thing is deadly). Vs the sim Astral + all 3 condors + gemini in a combined missile/fighter stress test, with no allies to cover the rear like in a real battle: The only real threat is if it takes a bombing run to the rear, which in a real battle where the player gives orders and has more than 1 ship should never happen.

If I fill in the empty 2 vulcans with poor arcs but that do just barely reach forward, which I do have the OP to do, then the PD gets significantly better. I should probably do that, but honestly the current PD works well in most situations. When I do that, the ship shoots down 95%+ of an onslaughts anni stream and 90% of a 2x Squall stream.

Flux:
The ship firing its main guns is 1013 flux, then 200 shield flux, with 1095 dissipation. Point defense is 120 f/s and not usually firing. For a ship with 16.8k capacity this is perfectly fine. For the main guns with shields on, it would take 71 seconds to reach half flux. Thats continuous fire, with no breaks for the guns to retrain, no enemy getting out of range, not swapping control from the active gun to a missile group (which the AI loves to do). That is plenty of time. If the ship is in its flux limited stage due to enemy fire with shields on, the duty cycle of the guns would be 89%, IE for every second that the guns spend not firing for whatever reason, the flux lowers by enough to support 10 seconds more firing: thats higher than big guns like this usually achieve due to target switching, turret rotation, and group changes. If the AI is in the 'shields down' part of its flux routine at high flux, the main guns are below dissipation, so it never needs to stop firing, and if it does stop firing its only for a few seconds.

Your statement that low tech ships should never have weapon flux higher than dissipation goes a long way to explaining why you think they are bad. Thats wrong for ships that can mount efficient guns: they can win the flux war even without missiles simply by fluxing out the enemy before fluxing themselves. I'm not advocating going totally crazy, and flux dissipation should usually be maxed because its very valuable, but sticking to flux neutrality is a waste of potential for any ship. Any time the ship has shields up, no soft flux, and weapons not firing is wasted dissipation, and the AI will do this a lot. Wasted dissipation is wasted potential. This ship actually has too much dissipation in practice and will hit the hard flux stop more than I like. The build is a bit better when I shift 10 vents into caps, but I was pretty lazy when I set this up.

Fighter bays:
As I said in my post, the Talons were a budget pick from when I didn't have many fighters around (wasn't at my depot). That said, they are not terrible picks: replacing a single Talon by a Claw is a good move, but leaving 1 Talon wing in for HE missiles  and 4 vulcans actually improves the combined wing's kill time over replacing it with something more expensive, and its cheap. This:

Quote
If Expanded Deck Crew takes up more OP than the fighter/bomber LPCs it supposedly supports, then it's not worth it.

Is not right. Partially, because fighter bays have intrinsic value. Consider that converted hangar on a destroyer gives a badly D modded fighter at 1.5x cost + 10 OP, and last version this was meta because it was worth it. The bay on a carrier by itself represents at least 10 OP, probably more like 15. This is already reflect in the OP count of the ship - carriers have less OP in part to account for their bays carrying intrinsic value. The actual 'value' of even this cheap set of interceptors (and again, its not a mistake to be using interceptors: those are the fleet role that I need for the current meta of strong frigates) is like 16+40 or 60 = 56 or 76 depending on the value of the bay. This also ties into your complaints that the OP on the ship are low. They are a bit on the low side, but only because like all carriers the OP has already been "spent" on the decks.

The other reason why the statement is wrong is because the relative OP value is inconsequential. This is seen by the fact that the OP cutoff you chose (equal OP) is completely arbitrary: it feels pretty and its nice and symmetric, but is an arbitrary number. All that matters is what the actual effect is, and the effect of the hullmod is that my stream of cheap interceptors almost never runs out, even in hard battles. With the hullmod, going from a full fighter wipe to full rebuild leaves the ship at 91% replacement and it took 26 seconds from full wipe back to 100% replacement (fighters were back sooner and will be contributing before that, but this is total cycle time). Without the hullmod, it went down to 87% for a full rebuild and took a total of 31 seconds from destruction until the ship was back at 100% fighter replacement. These numbers have some error on them because getting all fighters to cleanly die at once is inconsistent, especially because of how fast Talons are rebuilt, but Expanded Deck Crew is a decent improvement that keeps the fighters coming, even if its weaker than past versions. Considering that fighter replacement rate loss is exponential (having lower rate makes fighters take longer makes the rate tick down even more), 10% less tickdown and 20% better recovery is worth it even for cheap fighters.

I'll also note that the only battle where the fighters don't contribute is against the Omegas because of their insane anti-fighter EMP arcs: everyone else, including high tech, the interceptors do their job of killing enemy frigates and phase ships.

On skills:
If the player is doing their job, the large enemies are in front of their capital ships and the only enemies that are behind are small ships that can be picked off by the player's small ships/fighters. Getting hit "up the rear" is a player failure. Onslaughts and Legions have excellent turret coverage and don't need to point directly at nimble targets (Dominators have it rough). Onslaught TPCs are nice but best at long range vs big targets: having an enemy be off the forward flank instead of directly ahead can be a good thing because then they are exposed to more ballistic mounts. 10% speed bonus is a whopping 3 speed: not 0, but not very much. Helsmanship is a low value skill on both those ships for AI officers and nearly any other skill is better.

In your analysis, I think this:
Quote
Making choices translates into also sacrificing aspects of a ship.
is partially correct: OP spent on something that is not completely boosted means that those OP are not being spent to their full extent. But it doesn't mean ignoring those aspects completely: it means finding the right balance of skills and OP to spend. Going too far and completely dropping an aspect because its not boosted is a poor use of resources, because usually simply the option being there took an opportunity cost, and because boosting the other aspects runs into diminishing returns.

This is especially the case for your onslaught:
Quote
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
If you have medium missile mounts, fill them! This is extremely poor ship design, especially on an Onslaught which has so much OP these days. They don't even need to be boosted if the build is gun focused, heck just slap 4 anni's in like the sim default and it will overwhelm PD at close range, or slap in 4 sabots and overload enemies that get too close! Not picking Missile Spec is a bad choice, but fine at least another skill boosts the guns. Using that as a justification for not filling the missiles is like saying: I get 100 value out of these things instead of 125 value, so its better to cut them to get 20 value somewhere else. Building for durability can be useful but only because durability is a resource to be spent to kill things. If your ship has less killing power because of just... not filling flux free weapons... then that durability does one thing: drag out the PPT clock and make the lives of all the other ships harder.

For Paragons, leaving the missiles empty can be ok because small missile mounts are half as OP/missile count efficient as mediums when it comes to sabots/harpoons, and for torpedoes it comes with 5 times less ammo. But just sticking 4 reapers on them only costs 8 OP and usually pays for itself if even a single one hits. For the officer: Helsmanship is a dead skill. Other than that, fine.

For Conquest, this is a decent officer, mainly because its actually using the missile slots and not taking helmsmanship.

Onto the builds: These are all bad builds.

#1: Armored weapon mounts without turret gyros on Mk iXs means that the guns will have trouble tracking. The ship is massively undergunned (700 flux main guns for 1000 dissipation (no skills) to 1100 dissipation (T4L) or even 1200 with T5L?), at least cut the vents by like 30 if having so few guns. 4 Mining Pods: complete waste, even talons would be better because 4 talons will distract and hunt frigates. With only kinetics and no mixed main battery, enemy ships will be able to effectively shield flicker, especially as Mk IXs are bursty: thats poor. At least this has 5 boosted harpoons, but with only a steady officer it will often not be in range, and with no pressure for the enemy to keep their shields up and overload, or to disable enemy PD, they will have to get through the enemies PD (possible with 5, but not ideal). I'd rank this build as worse than AI auto-fill builds by a significant margin.

#2: Gives up 2 missile mounts is bad, but might be worth it to make an impenetrable PD screen. But then that gets ruined by swapping vulcans to lmgs, so this is mostly just neutering the ship for no reason. Its still massively undergunned and only has a single damage type, which will lead to the enemy lowering their shield and not being punished. Torpedoes as the only source of anti armor is not good enough, especially without sabots to force an overload. 4x Broadswords is not bad, but is not good either. Too slow to catch frigates, no emp or anti-armor to deal with cruisers, low sustained DPS on testing because of their flux, they will be moderately effective anti shield support for other ships and can deal with the slower destroyers given enough time, but not particularly effective on their own. Adding a claw wing or 2 would make it much better by letting it lockdown, though thats not enough to save the build. This build is a little bit better than the previous one but still pretty bad. About the level of a medium AI auto-build, but I've seen much better auto-builds.

#3: This is almost a decent build for a reckless specialist. 2 Hellbores for main guns is again massively undergunned, with low DPS. Its even less flux than the ship has base dissipation, with T4L. The enemy also will shield flicked against pure HE, and the guns will not be able to hit nimble enemies. But at least the guns themeslves are solid: Hellbores are efficient and will strip armor of big targets. Dlmgs have 300 range: boosted by ITU enough to shoot at remnant/omega frigates, maybe destroyers only, and they are significantly inferior to vulcans for PD. But the Hellbores can't hit those targets consistently, so even that is mostly wasted. This build relies completely on the reckless officer burn driving in for them to be useful: that happens, but its a gamble and might overextend the ship. 5x Sabots is a good set of missiles, but its almost overkill vs a lot of enemies and lack of on demand followup from other HE missiles is a problem. The hellbores will strip armor, but have poor anti-hull DPS. The Khopesh are solid bombers, and if they are flying in to an overload will do a lot of damage. But if by bad luck they get shot down, then the ship is in trouble. I can see this build sort of working, simply because sabots are good and khopesh are good, but it could be so much better. If its relying on burning in close to the enemy, put a storm needler on! At 600 flux for main guns it would still be badly undergunned, but at least it would have some DPS.

I don't mean to be too aggressive here, but I can see why you think the legion is bad: these are all bad builds that manage to amplify its weaknesses and squander its strengths. They are all trying to specialize too hard and end up just crippling themselves.

Building a legion is as simple as following the normal rules of building ships without doing anything fancy. Have a mixed main battery of Kinetic + something that does anti armor/hull. Fill the missile slots, again a mix is best. Have at least some PD, if only to pick off stray harpoons/fighters/pilums. Pick a role for the fighters and adjust the gun budget to match: Interceptors, heavy fighters, or bombers all work, but make sure the package is effective at shutting down or killing ships (all broadswords is not). If going bombers, either use less expensive main battery and remove vents, or don't take any QOL hullmods. If using fighters or interceptors, more budget goes to the guns. If not using harpoons, ECCM can be sacrificed (sabots and Reapers are still pretty good without), though thats not ideal.

Do that, and its a solid hybrid ship: enough guns to comfortably win against any cruiser and hold off capitals. Enough fighters to comfortably kill destroyers/frigates OR have a decent bomber strike vs capitals, depending on focus. A very good missile set that can get numerous kills and be specialized vs different enemy types.
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Lucky33

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This flux debate reminded me of my attempt to build a Wolf variant designed for the fleet service. As in "can take major bursts of damage". Experiment had only limited success but the irony here that Wolf was rated at 15K effective shield. And now I'm looking at the capital with the same rating.

This is the best illustration to the current state of Low Tech. Low it is.
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Hiruma Kai

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This flux debate reminded me of my attempt to build a Wolf variant designed for the fleet service. As in "can take major bursts of damage". Experiment had only limited success but the irony here that Wolf was rated at 15K effective shield. And now I'm looking at the capital with the same rating.

This is the best illustration to the current state of Low Tech. Low it is.

Well, to get that kind of shield on a wolf means investing heavily into shields.  Base shield capacity of a wolf is 2250/0.8 = 2812.5 effective shield damage, with weapons flux above dissipation eating into that at a rate of 1.25 effective shield per 1.0 extra flux/second.

Base shield on a Legion is 12000/1.0, with weapons flux above dissipation eating into that at a rate of 1.0 per 1.0 over flux.  Now lets do the same thing to both ships, focusing on capacitors and shields for both assuming T4L and T5L, along with shield modulation (necessary to get that 15,000 effective hp).

2250*1.2+4000 (20 caps)+600 (flux coil) = 7300 flux capacity.  0.8*0.75*0.8 = 0.48 efficiency, for 15,208 effective shields.  Costs 30 OP out of 55, with 120 spare flux/second (180-60).  Flux usage over dissipation costs shields at the rate of 2.08 effective shields per second per 1.0 extra flux per second.  It also potentially takes a long time to vent. 7300/360 = 20.2 seconds.

12000*1.2+12000 (60 caps) + 3000 (flux coil) = 29,400 flux capacity.  1.0*0.75*0.8 = 0.6 efficiency, for 49,000 effective shields.  Costs 110 OP out of 260, with 400 spare flux/second (600-200).  Has a 1.67 effective shield cost per 1.0 extra flux per second.

Now this isn't necessarily the most effective setup for either ship, but at least it's fair comparison, doing the same thing to both.

So a low tech ship, setup for maximum shield capacity has over 3 times the shield capacity of a wolf.  If we look at something like an Odyssey (closest comparison to a battle carrier in high tech), it has 15000*1.2+12000 (60 caps) + 3000 (flux coil) = 33,000 flux capacity.  1.0*0.75*0.8 = 0.6 efficiency, for 55,000 effective shields.  Costs 110 OP out of 280 OP, with 950 spare flux/second (1200-250).  Only 12.2% more than the Legion, while also costing 12.5% more in DP (45/40).  If you're suggesting the Legion has issues because of it's shield, then the Odyssey would similarly be disadvantaged.

If we go all the way to Paragon, who isn't a carrier, and is roughly the same speed, we have 25000*1.2 + 12000 + 3000 = 35,000 flux capacity.  0.6*0.75*0.8 = 0.36, for 97,222.  Pretty close to twice as much shield as a Legion, although it also is 1.5 times as much DP in a single ship.

More on topic, my take on the issue is in 0.9.1a, low tech and high tech were close enough, with mobile ships over performing in player hands (simply because they can read the combat space better than the AI).  Low tech needs something like Burn drive or other mobility system, other way to go is to make them longer ranged like the Paragon.  I would not prefer damper field on something like an Onslaught or Dominator, simply because Reapers exist.  Dropping your PD screen for whatever the cruiser/capital  damper field damage mitigation modifier is (50%?), doesn't seem worth it against things like Hammers and Reapers. 

Fundamentally, Low tech ships are hybrid defenses.  They don't rely totally on shields or armor, but the appropriate combination of both.  Which is why I liked Omni shield conversion on Onslaughts back in 0.9.1a.

As for my take on low tech's current effectiveness, I've already given my long spiel elsewhere on the forms.  It's good enough to get through the campaign, and take on Ordos, even if it does require recovering ships.  It is less effective than many tools available to other doctrines, such as the Doom, Odyssey, Hyperion, Tempest, Scarab, and so forth.  I don't think anything drastic needs to be done, as I don't think they're that far behind, other than the extreme outliers (i.e. Doom with skills).

I personally think you could bring them closer with some minor tweaks to the skills available, as a lot of the changes between 0.9.1a and 0.95a balance was done via skills.  0.95a nerfed fighters (for good reasons), buffed frigates (for good reasons), buffed small and medium energy weapons.  Most of that buffing has come in the form of skills, although some hull mods/weapons did get changed.

For example, take Helmsmanship.  It is much better on a Tempest and an Odyssey than a Lasher and a Legion.

Speed, Acceleration, Deceleration, Max turn rate, Turn acceleration
Tempst: 180 (+18), 200 (+100), 175 (+87.5), 90 (+45), 270 (+135)
Lasher: 120 (+12), 110 (+55), 90 (+45), 60 (+30), 90 (+45)

Odyssey: 70 (+7), 50 (+25), 40 (+20), 8 (+4), 12 (+6)
Legion: 30 (+3), 15 (+7.5), 15 (+7.5), 6 (+3), 6 (+3)

In an absolute sense, the ships are gaining more speed and more maneuverability.  Thus, identical officers on a Lasher and a Tempest, and the Tempest has gained a further 6 speed advantage, and a further 45 acceleration advantage, and so on.  The Tempest and Odyssey can control the distance and position even better, despite having the same skill/officer investments.  Speed hull mods give fixed speed bonuses based on ship category, while maneuverability is percent based.  My guess is because it's easier to present manueverability as a percent to the player than some kind of 4 by 4 grid.  However, speed can and has been done in a fixed way.

Imagine if Helmsmanship gave +25/20/15/15 speed and Coordinated Maneuvers instead gave 0 to +25 absolute speed to all ships.  Coordinated Maneuvers then becomes more the "cruiser/capital" ship skill in contrast to Wolfpack tactics.  A speed 65 Onslaught is a far scarier ship than a speed 32.5 one (which is what we have right now).  Especially when compared to a 110 Odyssey versus 91 which we have right now (a difference of 45 versus 58.5).  Lasers become 170 instead of just 156, and Tempests drop slightly to 230 instead of 234.  Number likely need to be tweaked, but hopefully people get the idea.

Right now, in my opinion, the skills as implemented which help high tech/mid tech doctrines more than the low tech doctrine include:
Helmsmanship
Target Analysis (Elite) - EMP is much better with double damage
Shield Modulation - greater % of their tanking budget is shields
Systems Expertise - burn drive doesn't benefit nearly as much as other systems
Coordinated Manuevers - faster/more maneuverable ships benefit more.  I'm not sure I can tell the difference between a speed 25 and a speed 30 Onslaught.
Wolfpack tactics (more expensive frigates means more bang for your officer buck)
Energy Weapon Mastery
Flux Regulation
Reliability Engineering (High tech/mid tech tend to have lower operation time than low-tech doctrine ships)

Skills which help low-tech more than High tech (ignoring mid-tech for the moment):

Point Defense - since they rely on PD to shoot down HE missiles
Impact Mitigation - armor is a larger fraction of their tanking budget
Ranged Specialization - although beam spam does like this a lot, but that's arguably pretty niche
Gunnery Implants - ballistics tend to be longer range than their energy equivalents, again except for beams
Missile Specialization - maybe, Odyssey, Aurora, Astral can be heavy missile ships as well, but across all ships averaged its probably true
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Lucky33

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You forgot couple of things.

Wolf vs Legion potential shield capacity being 1 to 3 while DP costs being 1 to 8.

Target Analysis and Wolfpack Tactics provide 20% debuff each to shield efficiency of any capital. It translates into combined effect of the Hardened Shield and Shield Modulation being reduced to mere 5%.

It is 15208 potential shield capacity for the 5 DP Wolf but 30947 actually for the 40 DP Legion.

And the saddest part of the problem that any frigate with couple of small missile mounts and Missile Expertise can launch 16 sabots in 4 seconds that is between cooldowns of the medium pods. And this is enough for the shields of the mighty capital... While Wolves can teleport dodge any missile.

Also I didn't get the "enough for the campaign" part. It is not the first time I see it but what the heck? Story simply gives you means of easy transportation. It is not the end of the campaign. And if it is not than what "enough for the campaign" is even supposed to mean?
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Hiruma Kai

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You forgot couple of things.

Wolf vs Legion potential shield capacity being 1 to 3 while DP costs being 1 to 8.

Experiment had only limited success but the irony here that Wolf was rated at 15K effective shield. And now I'm looking at the capital with the same rating.

Well, I'm glad we're on the same page now, since I typically don't consider a factor of 3 being the same rating.  I feel that is pretty easy to notice in actual play.  Something taking 10 seconds or something taking 30 seconds.

I will point out however, that looking only at a single stat and declaring it is only a factor of 3 bigger instead of 8 isn't necessarily the best way to argue overall balance.  That same Wolf and Legion has 3 times the shield but 10 times the armor.  And really, factor of 10 isn't fair, because the Legion is larger, and thus has more cells, and so if you have two wolves on opposite sides, have to go through fresh armor.  So perhaps 20? 40 times the armor?  Plus non-linear effects of armor.  It also has 10 times the hull combined with 10 times the residual armor, which against 150 sized damage chunks (say Pulse laser with 50% damage bonus) is like multiplying the hull by 1.4, so more like 14 times the hull.

The Legion also has an undefined ratio of fighters to the wolf.  4 over zero.

So, taking a single number, noting it doesn't follow DP ratios, and then declaring the ship is having issue because of that isn't necessarily the clearest argument to me.  It can certainly be part of a discussion, but you'd need to take the ship as a whole.  I do think in the presence of campaign skills that the Low tech doctrine and their capitals are under performing somewhat (especially when compared to 0.9.1a), but it's not as drastic as 37.5%.  As I mentioned earlier, the Odyssey has a similar shield ratio to DP ratio with the Wolf, and I'd argue the Odyssey is probably in the top 5 player ships at the moment.  I in no way thing that both ships are under performing by a factor of 3/8, or that they should be worth 15 or 17 DP.

I'll also note by this argument, Tempests are worse than Wolves.  8 DP versus 5 DP. 2500*1.2 + 4000 + 600 = 7600 flux capacity, 0.8*0.75*0.8 = 0.48 flux efficiency, 15,833 shield damage.  8/5 = 1.6.  15833/15208 = 1.04.  By this metric, namely on a per DP basis, Wolves are 50% better than Tempests.

The other way to go, is if you believe Tempests are better than Wolves, is to compare the Legion to the Tempest.  So, 49,000/15833 = 3.09, while only being in a ratio of 1 to 4 in terms of DP.  Now we're only 25% away in terms of DP worth of frigates in terms of shields on a Low tech ship.  Given it's a High tech Ship versus a low tech ship, an effective difference of 0.8 versus 1.0 sounds about right to be honest. 1 in 5 in terms of DP.  That's off by about 66% in terms of shield per DP.  Maybe that means it's low by 25-30%?  Maybe it just means large shield pools provide more time to back off and there's a bit of non-linear effect there.  In actual game play, since I can typically handle an AI frigate pack while piloting a Legion, especially if supported, I still don't think it's that far off.

Edited strike through: Mental math failure, 40/8 = 5, not 4.

Target Analysis and Wolfpack Tactics provide 20% debuff each to shield efficiency of any capital. It translates into combined effect of the Hardened Shield and Shield Modulation being reduced to mere 5%.

It is 15208 potential shield capacity for the 5 DP Wolf but 30947 actually for the 40 DP Legion.

I do agree campaign skills favor frigate improvement, as well as high tech doctrine over low tech doctrine, which was the thrust of my argument.  In an ideal world, ships would be balanced without any skills, and they would be balanced, but in different ways, with similar skill investment.

And the saddest part of the problem that any frigate with couple of small missile mounts and Missile Expertise can launch 16 sabots in 4 seconds that is between cooldowns of the medium pods. And this is enough for the shields of the mighty capital... While Wolves can teleport dodge any missile.

I mean, in theory yes, but in practice under AI control, sabots fire from far enough out that half the time wolves seem to take them to the face.  The other half the time they simply back off, which can used to a player's advantage when dealing with a swarm of frigates.  Alternating fire can force 5 frigates to back off from the sabots alone, while the fighters focus on a single frigate. 
I will also note, the AI will attempt to tank the sabots on armor given sufficient time and lack of incoming HE ordinance, given 16 sabots will spread their damage across multiple cells and deal about 1200 damage in total to armor (900 with impact mitigation).

Also I didn't get the "enough for the campaign" part. It is not the first time I see it but what the heck? Story simply gives you means of easy transportation. It is not the end of the campaign. And if it is not than what "enough for the campaign" is even supposed to mean?

It means that as a player you can fight and win against campaign end game bounties, Radiant Remnant fleets, Tesseracts, and the Ziggurat, while also successfully building up to that point.  I.e. I was farming Radiants while doing tests with my low tech fleet.  By the end I had a better feel for their capabilities, as well as a pile of Alpha cores.  Now, I needed those cores for the credits so I could restore all those ships gaining d-mods from farming, but it was definitely doable without actual long term losses (just short term credits).  What other end game challenges are there currently other than those kinds of fleet fights?  If you can do that purely with a low tech doctrine, they can't be off in DP value by say, 50% or something large like that.  We're talking 10% shifts here and there I think.  Arcagnello was suggesting a DP decrease to 35, roughly a 10% change.  I'm arguing skills also can make 10% difference, but are also piled up. Hence my current suggestions.

This would be in contrast to PVP AI tournaments, or missions from the mission menu which lack any form of character skills or officers.  A 10% change to a ship can result in a massive shift in success or failure in such PVP tournaments, or mission success rates with otherwise identical setups.  Player skill and loadouts can cover over a fairly large range of balance and still come out successfully.

In summary, I'm not saying the low tech doctrine is balanced with high tech doctrine in the campaign.  I'm saying it is under performing slightly (again, modulo outliers like the Doom).  This is of course ignoring derelict contingent, which I think may have been intended as a low tech focused skill, and is much stronger on low tech ships than high tech ships simply because of the higher base armor and hull, but missed the mark.  Derelict contingent Enforcers are kinda nuts, and Legions also can benefit from it massively.  I personally wouldn't mind more low tech themed combat skills in the Industry tree, with high tech having skills in the technology tree, just not to the same one trick wonder that derelict contingent is.  Given Alex has promised major changes to it already, I typically ignore it for balance arguments, since I don't know what is going to replace it.
« Last Edit: May 20, 2021, 11:52:16 AM by Hiruma Kai »
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SCC

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(again, modulo outliers like the Doom)
Or the Fury, or the Radiant (it might possibly not be as strong of a pick for non-high-tech fleet, on account of other techs not being able to keep up with its murderous rampage).

Thaago

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I feel like Furies aren't inherently overpowered, they are just a bit too cheap DP wise. Their capabilities aren't that much greater than other cruisers whereas Dooms and Radiants are with current skills just plain a leap above all other capital ships in addition to being undercosted. Its kind of the same overall effect because you can just get better fleets by stacking them in due to being undercost, but its easy enough to leave the ship completely unchanged and just boost its cost by a few points.
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Lucky33

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Those text walls...

Shield rating defines the ability of the ship to keep its place under fire. The most important part being the ability to survive major damage bursts. I do not take armor into account because its effect is situational at best. Simply put, single reaper destroys all armor around the place of impact and damage goes into hull. There is no weapon what deals same level of damage to shields. So its not the question of how much armor a ship has but about availability of reapers. Or any other strike weapon of choice. Do 8 Wolves have enough firepower to burst down the Legion head on with all its hull and residual armor? Yes they do. Other way around? No. How much Wolves it can burst? Two-three. 10-15 DP. It is that simple.

Campaign, in the context of the combat, is the process of the fleetbuilding. And the major resource of it are the story points. To gain story points player needs XP. Amount of XP is in reverse proportion to the calculated fleet strength. More ships, heavier ships, more officers, their higher level, all of it makes the process less efficient. And the Low Tech demands the most of all of it.
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intrinsic_parity

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Damage can be situationally blocked (i.e. block reapers with shields and kinetics with armor), so claiming that reapers make armor irrelevant is silly. Also kinetics dealing double damage to shields and half damage to armor is the main reason armor is good, so I would say there is an equivalent relationship there, albeit not as extreme. Hull and armor absolutely have a huge impact on a ships ability to absorb damage. Also, I'm not even sure a legion would lose to 8 wolves. With the right loadout, fighters + 5 medium missiles + accurate large ballistics would be pretty lethal for wolves IMO.
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Thaago

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There's also a question of solo legion, which is going to get surrounded and its engine shot no matter what, vs a Legion with even a few allies escorting it or just around. A solo Legion happens precisely never in a campaign for a player's fleet. And also officer efficiency, where any capital only takes 1. And story point efficiency, where again any capital takes 2-3 while 8 wolves either takes 24-27 or go unboosted.

The text walls from Hiruma Kai are because he is taking the time to give nuanced and fact based arguments that acknowledge both the weaknesses and strengths of options, or at least thats what it looks like to me. I enjoy reading them because I almost always learn something new that I hadn't thought about.
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Warnoise

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The problem here is that numbers sound good on paper but they don't reflect what happens in field. For example, on paper, armor sounds good. Having a strong armor is nice. However, in order to make armor tanking you need about 4+ hullmods meanwhile ships with strong shields or high maneuvrabiliy won't bother with that, instead they use those precious op in more effective stuff that help them kill things faster.

Additionally, the biggest reason why armor stat is useless is simply because the AI doesn't use it. For example, a dominator with all the tank hullmods of the world will still stay useless because it used its shield to tank a couple of sabots and go overflux, and unlike high/mid tech ships who can quickly retreat when in high flux situation, ships like dominator will stay there helpless eating shots.

Without hullmods, mid/high tech ships are objectively better than low tech ships in field. That argument has been made countless times. However, since currently all hullmods and weapons can be equipped by almost any ship, that disparity in competence won't disappear.

I wish Alex made some low tech ships with extra layer of armor that needs to be destroyed before its real armor is exposed (like the low tech star fortress), that way Shield shunt would have been much more useful (currently only one ship in the whole game can equip it And that is the onslaught).

Or give low tech better flux stats (by that I mean higher flux stat per op) that way they can be competitive.

There are 3 ways of tankiness now: Shield, Speed and armor. The only tank stat that doesn't have a ship system is armor. ok we can arguably count dump field in there, but that thing is for armor and hull and since it *** down weapons it is mainly as a "survival" tool rather than offensive tanking tool. So how about Alex introduces some armor related ship system that help offensive low tech ships?

I always compare low tech ships to Soviet tanks. Things like the T-55 or T-62 might not be the best in terms of pure stats, but their cheapness and high tolerance to extreme modifications make them one of the most of effective tools of war. I wish Alex uses that as reference to introduce an interesting mechanism for low-tech ships.

« Last Edit: May 20, 2021, 07:06:22 PM by Warnoise »
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Helldiver

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I like the concept of Burn Drive for low-tech ships, as a system that allows them to move around the battlespace while having low-tech's typical lower speed when moving normally, and low-tech ships relying more on raw stats than game-changing ship systems.

I would like it to be changed to be cancellable mid-burn (while still having full cooldown), which would finally allow the AI to use it instead of either never using it or killing itself with it every time. And for low-tech to be buffed in some other ways to properly make up for having simpler ship systems (armor, DP cost).
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Thaago

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Warnoise, could you share what the hullmods are required for lowtech? Because the only hullmod I was putting on lowtech for defense was heavy armor and that was to test if that instead of hardened shields was viable for a built in: not better, just viable. The fleet was capable of killing every threat in the game. Not as cleanly as some other fleets posted (I did lose several ships against the dual omegas), but the fleet grew naturally from bounty hunting with pure low tech all the way from startup to there with healthy profits all the way, not using any currently OP strategies like derelict contingent, so I just can't agree with low tech being unplayably weak.

In general I think you are correct: the majority of OP should be spent on offense. In terms of "need", I think low tech doesn't need a single defensive hullmod. I DO think they need offensive hullmods: the missile mods in particular are incredible power boosters for them. Onslaughts have so much OP that once they've completely maxed out offense they can still afford defensive ones, so they might as well have them, but they are a bit of an exception.
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Warnoise

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@Thaago: Other than Heavy armor for things like Onslaught, dominator and Vulture, I always put Armored weapon mounts, Integrated point defense. For destroyers and cruisers I add insulated engine because salamanders sometimes outrange the dp and hit the engines.

With a low tech fleet, late game enemy fleet are beatable but it really depends on the enemy loadout RNG.

One day I had an enemy Radiant with tachyong and Autopulse and sabots. It almost soloed my whole fleet of Onslaughts and enforcers with best weapons possible. At the same time my fleet beat remnant fleets which have poor build with moderate losses.

However I tried to do a 1mil Remnant bounty (they have a tesseract with them) and I gave up after about 4 tries. They always end up swarming my ships and pick them off 1 by 1.
« Last Edit: May 20, 2021, 10:53:23 PM by Warnoise »
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Lucky33

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Damage can be situationally blocked (i.e. block reapers with shields and kinetics with armor), so claiming that reapers make armor irrelevant is silly. Also kinetics dealing double damage to shields and half damage to armor is the main reason armor is good, so I would say there is an equivalent relationship there, albeit not as extreme. Hull and armor absolutely have a huge impact on a ships ability to absorb damage. Also, I'm not even sure a legion would lose to 8 wolves. With the right loadout, fighters + 5 medium missiles + accurate large ballistics would be pretty lethal for wolves IMO.

Mass reapers do make armor irrelevant. How much reapers and sabots do you think 8 Wolves carry?

I rate ships based on the number of sabots in the single volley what they can tank (typically its 8 because 4 pods on the Radiant). Last time I checked sabots dealt KE damage.

Hull and armor works because:

They are considered against weak builds.
Player deems high loses as acceptable and doesn't care about efficiency in the first place. There is a difference between struggling to actually win a fight and attempting to win with the least resources possible.

It is not about being able to kill 8 sim Wolves in some special Legion build. However it is about how persistence the fleet is. Roughly it is about being capable of take damage and not die and deal so much damage in return that enemy will go long before you.
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