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Author Topic: What is the best loadout for onslaught xiv?  (Read 22636 times)

Quentunty

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What is the best loadout for onslaught xiv?
« on: May 25, 2021, 11:19:24 PM »

Hello, so i bought onslaught xiv and i cant find good build for it. I realy like ramming manouver and i dont know what do i should use for escort. I have few ventures, enforcers and 3 hammerheads.

My build for onslaught xiv:
4x annihilator rocket pod
5x heavy autocannon
4x heavy machine gun
6x vulcan cannon
1x storm needler

Reinforced bulkheads
Expanded missle racks
Heavy armor
Flux distributor

I havent got skill that add more ordenence points
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Thaago

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Re: What is the best loadout for onslaught xiv?
« Reply #1 on: May 25, 2021, 11:39:47 PM »

It depends a bit on what enemies you are fighting since changing the balance of Kinetic/HE can let you tailor it, but a few notes from my own Onslaughts assuming you want to stay with a very heavy kinetic loadout:

Heavy Ballistics Integration means that its a good idea to use all 3 larges now. Mk IX's also got a significant upgrade (up to 1.0 flux) so I'd recommend replacing at least 3 of your heavy autocannons with Mk IX's in the side slots (this gives extra range, penetration for hull damage, has 70 more DPS, and saves 14 OP. Just a really good deal). Storm needler is a great gun vs ordos and omegas as they are reckless; it can be a bit difficult to use vs normal enemies that are desperately trying to flee if its AI piloted, but for a player they can just press F.

I am personally a fan of fitting single flaks into the 4 center mounts (2 facing forward, 2 facing backwards). Someone (I forget who, sorry) was saying that the rears can even be vulcans for protecting against salamanders, but I haven't tested it.

For fighting regular ships I use 4 HVDs, one on each exterior corner of the ship: this gives is a long ranged "poke" in all directions, and lets the forward arc at long range have 2 HVDs + 2 TPCs for 1750 range bombardment. For fighting ordos sometimes I replace the front 2 HVDs with heavy machine guns, both for extra PD but also to punish reckless enemies.

For hullmods: I see you didn't write DTC/ITU but I'm assuming that you have one and its just omitted by accident. I highly recommend ECCM if you have it unlocked: +25% missile speed is absolutely fantastic even for rockets, and reducing possible range penalties by half is great vs ordos and Omegas. I recommend hardened shields instead of reinforced hull (keep heavy armor, its very good or aggressive play). The AI uses its shield a lot. It may sound sacrilegious but I liked having more caps instead of flux distributor, especially if the ship is boosted by the flux skill in tech.
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Warnoise

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Re: What is the best loadout for onslaught xiv?
« Reply #2 on: May 25, 2021, 11:53:27 PM »

Hello, so i bought onslaught xiv and i cant find good build for it. I realy like ramming manouver and i dont know what do i should use for escort. I have few ventures, enforcers and 3 hammerheads.

My build for onslaught xiv:
4x annihilator rocket pod
5x heavy autocannon
4x heavy machine gun
6x vulcan cannon
1x storm needler

Reinforced bulkheads
Expanded missle racks
Heavy armor
Flux distributor

I havent got skill that add more ordenence points

The problem with filling the 3 large weapons spots with large kinetics is that it leads to the eternal flux trap that many people fall into when they field an onslaught in a fleet fight.

Your build is good, the only thing I would suggest to replace unsteady is the storm needler by a hellbore cannon

Currently the storm needler isn't a great weapon for its price, so you can put in integrated point defense with the spare op you'll get.
« Last Edit: May 26, 2021, 01:43:45 AM by Warnoise »
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Arcagnello

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Re: What is the best loadout for onslaught xiv?
« Reply #3 on: May 26, 2021, 12:34:24 AM »

Hello, so i bought onslaught xiv and i cant find good build for it. I realy like ramming manouver and i dont know what do i should use for escort. I have few ventures, enforcers and 3 hammerheads.

My build for onslaught xiv:
4x annihilator rocket pod
5x heavy autocannon
4x heavy machine gun
6x vulcan cannon
1x storm needler

Reinforced bulkheads
Expanded missle racks
Heavy armor
Flux distributor

I havent got skill that add more ordenence points

The Onslaught is a great capital not only because of the weapons is can bring into the field, but also because it will endure a superior enemy force for minutes on end while the rest of your fleet is busy fighting, giving them breathing space.

Personally speaking, I've been so fond of a variant using Shield Shunt and piloted by a Reckless Officer that I've never come back to using anything else, I'll copypaste the build down here if you're interested but it both requires 3 Integrated Hullmods and a level 6 Officer with the perfect skills for it (of which 2 are going to be Elite). Don't open the two last spoiler tags unless you finished a 0.95 campaign already, there's endgame spoilers in there!

Spoiler

Horseshoe Crab (Shield Shunt XIV Onslaught)
Spoiler
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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)
Spoiler
[close]
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:
Spoiler
[close]
Or this (story spoilers):
Spoiler
[close]
And also that, without a single care in the world (more spoilers)
Spoiler
[close]
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.

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!
[close]

As for how I generally build my XIV Onslaughts without going Full Ludd, Here's what changes I would apply to your current build:

Mk.9 Autocannon > Storm Needler
The Onslaught is really tight on Flux and this version of yours still uses a shield. WHile the Storm Needler looks very attractive due to its kinetic damage potential and flux efficiency it is much, much more inefficient Ordinance Point Wise than its direct competitor, which is the MK.9 Autocannon. It Recently got buffed in 0.95 and it now delivers  more or less the same kinetic damage per second as a Gauss cannon but with close to 1.0 flux to damage efficiency, making it your go-to Kinetic weapon of choice on large ballistic mountings, not to mention the Storm Needler has pitiful per shot damage, making it suboptimal for damaging hull.

You need more defensive focused hullmods
Solar Shielding Reduces incoming energy damage by 25% across Shields, Armor and Hull, essentially having your ship install Hardened shields twice against energy weapons. It also reduces Corona and Hyperstorm damage by 75%.
Resistant Flux Conduits Not only applies a massive buff to venting speed (allowing the ship to almost overcome its flux dissipation deficiency by venting often) but it also massively increases your EMP resistance, making you able to lower shields against anything but HE and not give much of a care most of the time, saving up more flux capacity for shooting your weapons
Automated Repair Unit is more or less a must on the Onslaught even if you have the Damage Control Skill. It's going to almost immediately repair engines and weapons when they're disabled. Works amazingly well with the above hullmod as it's going to make incoming EMP damage almost trivial
Armored Weapon Mounts not only raises your armor (which would justify installing it by itself on the good old Hegecrab) but it also really improves your weapon  mount HP, which will require a lot more daage from the enemy to disable them. This combined with the two above hullmods will more or less make all your weapons work 90%of the time even without the shield staying on.

I don't suggest you to install Auxiliary Thrusters if you yourself or the officer at the helm of the ship already has Helsmanship since that's more than enough 90% of the time, along with 100% CR which also improves handling (and top speed) by 10%.

You don't have much in the way of Point Defence
4 Heavy machineguns and 6 Vulcans would work decently on most Capitals, really, but this is an Onslaught.
You're often going to lower your shield under intense pressure and that's going to mean the only thing between hungry hungry missiles and your hull is going to be your point defence.

I'd suggest the following setup:
4 Normal Flaks on the two back medium mounts and the two mounts on the back left and right
1 Dual Flak in the center front facing medium ballistic mount, the one at the tip of the ship
2 Devastator Cannons on the side mounts

Heavy Autocannons are too flux intensive for the Onslaught to have 5 of them
They can provide some good DPS on ships that don't have many medium mounts, but stacking a whole pile of them does not really work all too well, especially on a ship with as much flux asthma as the Onslaught. I would just cut down to just having two Hypervelocity Drivers in the two corner front facing medium mounts.

Expanded Magazines increases the charges of the Thermal Pulse Cannons
10 Ordinance Points worth of Hullmod raises the maximum charges of both your Thermal Pulse Cannons from 20 to 30. You should consider installing it.

Devastator Cannons cost as much as Heavy Machineguns on the Onslaught
And you should install those on the ship if you're planning to dedicate the side-facing large ballistics to point defence, since the ship has Heavy Ballistics Integration as of 0.95, making it the preferred choice over medium point defence mounts.

So, in short, a barebones Onslaught build (upon which you can install whatever you want after this) would be the following:

Hullmods To Integrate:
Heavy Armor
Reinforced Bulkheads
Integrated Targeting Unit/Expanded Missile Racks
Hullmods
Automated Repair Unit
Resistant Flux Conduits
Solar Shielding
Expanded Magazines
Armored Weapon Mounts
Stabilized Shields

Weapons:
4 Normal Flaks
1 Dual Flak
6 Vulcans
4 Hypervelocity Drivers
2 Devastator Cannons
1 Mk.9 Autocannon

As for the 4 medium missile mounts, I've got the bad habit of skipping them entirely and leaving them empty but you should be fine with mostly anything on them really, ranging from 4 Pilums if you feel like wasting 28 Ordinance Points to Harpoons that are going to provide you with quite the decent can-opener against overloaded (or just very high on flux) enemies. Have fun setting your very own Horseshoe up!

Edit: I modified the post to both include the logical modification THaago Suggested and Stabilized Shields, which I forgot to add!
« Last Edit: May 26, 2021, 01:05:58 AM by Arcagnello »
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Thaago

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Re: What is the best loadout for onslaught xiv?
« Reply #4 on: May 26, 2021, 12:41:32 AM »

Hello, so i bought onslaught xiv and i cant find good build for it. I realy like ramming manouver and i dont know what do i should use for escort. I have few ventures, enforcers and 3 hammerheads.

My build for onslaught xiv:
4x annihilator rocket pod
5x heavy autocannon
4x heavy machine gun
6x vulcan cannon
1x storm needler

Reinforced bulkheads
Expanded missle racks
Heavy armor
Flux distributor

I havent got skill that add more ordenence points

The problem with filling the 3 large weapons spots with large kinetics is that it leads to the eternal flux trap that many people fall into when they field an onslaught in a fleet fight.

Your build is good, the only thing I would suggest to replace unsteady is the storm needler by a heavy mauler.

Currently the storm needler isn't a great weapon for its price, so you can put in integrated point defense with the spare op you'll get.

Its true that onslaughts can be overfluxed, but the large kinetics are now quite good. Mk IX's are heavy autocannons, but longer ranged, harder hitting, and much cheaper per damage (with heavy ballistics integration). Storm needlers lose a bit of range compared to heavy needlers in exchange for even more efficiency (.7 f/d, extremely good). Onslaughts really should have all larges filled these days and if they have flux troubles they can reduce the mediums.

I'd rank the storm needler as competitive for the best weapon in the game because endgame enemies rely on shields, are short ranged, and are reckless. Its not the best weapon for dealing with 'standard' enemies that kite, but its an amazing tool to take out ordos and omegas.

Quote
Weapons:
4 Normal Flaks
3 Dual Flaks
6 Vulcans
2 Hypervelocity Drivers
2 Devastator Cannons
1 Mk.9 Autocannon
Isn't this really undergunned and over point defensed? I'm only seeing 1000 sustained offensive flux here including the TPCs, which is really low.
« Last Edit: May 26, 2021, 12:49:21 AM by Thaago »
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Arcagnello

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Re: What is the best loadout for onslaught xiv?
« Reply #5 on: May 26, 2021, 12:54:39 AM »

@Thaago
*does math*
Huh you're right actually :P
I would have 4 Hypervelocity Drivers at the front then with just the dual flak at the tippity top (prone to being disabled, but it gets repaird real quick anyway), at which point I'd even consider installing Integrated Point Defence AI, but then again I'm rather obsessed with point defence (on low tech/midline) so it should be fine even without it, making the setup look like this:

Hullmods To Integrate:
Heavy Armor
Reinforced Bulkheads
Integrated Targeting Unit/Expanded Missile Racks
Hullmods
Integrated Targeting Unit (If Expanded Missile Racks got integrated instead)
Automated Repair Unit
Resistant Flux Conduits
Solar Shielding
Expanded Magazines
Armored Weapon Mounts
Integrated Point Defence AI (You can probably skip this)
Stabilized Shields

Weapons:
4 Normal Flaks
1 Dual Flak
6 Vulcans
4 Hypervelocity Drivers
2 Devastator Cannons
1 Mk.9 Autocannon

Edit: I personally have not found myself liking the Storm Needler as of late, even with the fact Capitals can now get +65% range with ITU&Gunnery Implants, not to mention better recoil. Storm Needer hits like a wet noodle on both armor and even "explosed" hull due to the abysmal shell damage it deals, while the Mk.9 has really good damage per shot allowing it to not only deal most of its damage to most hulls but even not making it completely useless against armor aswell.

It is indeed good against endgame enemies, but I find the Mk.9 to more or less do the same for cheaper while also still being decent at dealing with things other than shields.
« Last Edit: May 26, 2021, 01:13:38 AM by Arcagnello »
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Goumindong

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Re: What is the best loadout for onslaught xiv?
« Reply #6 on: May 26, 2021, 01:01:57 AM »

If you’re not using shield shunt omni shields are a good upgrade on the onslaught. The AI will try to flicker omni shields and this tends to be bad for high tech ships but for the Onslaught with its prodigious armor it’s not a big deal and will keep you firing far longer(and also protect your rear!)  than the forward only option.
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Arcagnello

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Re: What is the best loadout for onslaught xiv?
« Reply #7 on: May 26, 2021, 01:04:28 AM »

If you’re not using shield shunt omni shields are a good upgrade on the onslaught. The AI will try to flicker omni shields and this tends to be bad for high tech ships but for the Onslaught with its prodigious armor it’s not a big deal and will keep you firing far longer(and also protect your rear!)  than the forward only option.

Investing that much Ordinance Points (Omni shields are 25-30OP on a capital, are they not?) on a ship that does not use them all that much in the first place seems like a trap to me, but I could see that working rather nicely. The one thing I'd install for shields on the Onslaught is Stabilized Shields and that's it. There's also Solar Shielding but it affects hull and armor, so it's not really aimed at shielding on this ship in particular.


Addendum: I actually forgot to mention Stabilized Shields in the posts above, off I go editing!
« Last Edit: May 26, 2021, 01:11:39 AM by Arcagnello »
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Vextor

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Re: What is the best loadout for onslaught xiv?
« Reply #8 on: May 26, 2021, 06:01:43 AM »

I can vouch for the Devastator Cannon on the sides, it seems to scare away the frigates when they could be doing a lot of damage, even though that cannon barely deals any to them. It's also excellent against fighters and missiles, it pops them really well IME.
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Hiruma Kai

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Re: What is the best loadout for onslaught xiv?
« Reply #9 on: May 26, 2021, 07:52:50 AM »

Investing that much Ordinance Points (Omni shields are 25-30OP on a capital, are they not?) on a ship that does not use them all that much in the first place seems like a trap to me, but I could see that working rather nicely. The one thing I'd install for shields on the Onslaught is Stabilized Shields and that's it. There's also Solar Shielding but it affects hull and armor, so it's not really aimed at shielding on this ship in particular.

It's actually 18 OP now on a capital.  It was higher in 0.9.1a, but the hull mod got buffed.  Well, the point is to let it use the shield when it needs to (i.e. torpedo is incoming and ion disabled your PD).  Omni and front shields have different AI code associated with them.  I should try a mirror match Onslaught vs Onslaught, trading shunt for omni-shield.
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Arcagnello

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Re: What is the best loadout for onslaught xiv?
« Reply #10 on: May 26, 2021, 07:54:15 AM »

Investing that much Ordinance Points (Omni shields are 25-30OP on a capital, are they not?) on a ship that does not use them all that much in the first place seems like a trap to me, but I could see that working rather nicely. The one thing I'd install for shields on the Onslaught is Stabilized Shields and that's it. There's also Solar Shielding but it affects hull and armor, so it's not really aimed at shielding on this ship in particular.

It's actually 18 OP now on a capital.  It was higher in 0.9.1a, but the hull mod got buffed.  Well, the point is to let it use the shield when it needs to (i.e. torpedo is incoming and ion disabled your PD).  Omni and front shields have different AI code associated with them.  I should try a mirror match Onslaught vs Onslaught, trading shunt for omni-shield.

Oh!
That is a good buff. I'll have to test the hullmod out on some future designs. Legion with its 100% exposed back seems like a good candidate, but the shield would be so narrow I'd probably need extended shields too...
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Hiruma Kai

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Re: What is the best loadout for onslaught xiv?
« Reply #11 on: May 26, 2021, 07:58:48 AM »

Oh!
That is a good buff. I'll have to test the hullmod out on some future designs. Legion with its 100% exposed back seems like a good candidate, but the shield would be so narrow I'd probably need extended shields too...

120 degrees I think tends to be plenty, although you can buff it back to 180 with extended shields.  I mean, Conquest gets away with 90 degrees base.  To be honest, being less broad is an advantage on a heavy armor modded Onslaught, as it forces it to split damage between shield and armor, which increases the time before the ship fluxes out - which is kinda what you want.  The AI I believe prioritizes high HE damage chunks with the shield (or Salamanders), which is why it typically turns it towards Doom mines or towards an Afflictor with reapers hovering in phase space behind the ship, for example.
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Arcagnello

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Re: What is the best loadout for onslaught xiv?
« Reply #12 on: May 26, 2021, 08:05:04 AM »

Oh!
That is a good buff. I'll have to test the hullmod out on some future designs. Legion with its 100% exposed back seems like a good candidate, but the shield would be so narrow I'd probably need extended shields too...

120 degrees I think tends to be plenty, although you can buff it back to 180 with extended shields.  I mean, Conquest gets away with 90 degrees base.  To be honest, being less broad is an advantage on a heavy armor modded Onslaught, as it forces it to split damage between shield and armor, which increases the time before the ship fluxes out - which is kinda what you want.  The AI I believe prioritizes high HE damage chunks with the shield (or Salamanders), which is why it typically turns it towards Doom mines or towards an Afflictor with reapers hovering in phase space behind the ship, for example.

You see this is why it's good to carefully read hullmod descriptions, unlike me.

I thought Omni conversion reduced shield size by two thrids, but what I'm pretty sure it does now (as one that actually used the hullmod like you suggests) is reducing the shield arc to two thirds of the original shield arc. I am so glad I'm mingling on the forum right now :P
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Chinno

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Re: What is the best loadout for onslaught xiv?
« Reply #13 on: June 09, 2021, 03:57:14 AM »

as onslaught has 2 TPC(Great main artillery which can handle both shield & armor ) , 4 medium missile slots(annihilator or reaper),   it is actually a cruiser-level firepower even without any ballistic weapons.

bad flux, so-so shield and grand armor makes onslaught need PD so much,not firepower.

if it's piloted by your officer,1 Large & 2 Medium extra firepower will be enough,   one M9/storm needles , besides 2 medium kinetic weapons.


if it's piloted by yourself, you can use Vent frequently ( Vent every 3 seconds, that makes vent very short and safe), thus 1 Large & 4 Medium & 2~4 Small extra firepower is workable (but it will be a disaster for AI ally who will keep flux high and become an earthbags.
 
2 Devastator Cannon on the sides will always be good.
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Demetrious

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Re: What is the best loadout for onslaught xiv?
« Reply #14 on: June 09, 2021, 04:08:17 PM »

Isn't this really undergunned and over point defensed? I'm only seeing 1000 sustained offensive flux here including the TPCs, which is really low.

Word. I've always found people that fill 1/2 to 3/4ths of an Onslaught's gun mounts with PD to be odd. Everyone seems to be obsessed with maximum sustained fire, rather than putting enough fire on a target to overload it and kill it before it can back off, have its buddies come body-block for it and vent safely.

I've successfully used builds who's only PD was two HMGs on the tail guns, Vulcans in the smalls and a single dual flack in the front center medium mount. Take Reapers on the shield like God intended.

Yes, God. I think Ludd had different ideas...
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