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)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.
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!
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 NeedlerThe 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 hullmodsSolar 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 Defence4 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 themThey 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 Cannons10 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 OnslaughtAnd 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
HullmodsAutomated 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!