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Author Topic: Ships that could use a slight OP boost  (Read 7614 times)

Megas

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Re: Ships that could use a slight OP boost
« Reply #16 on: December 03, 2021, 09:14:53 AM »

But it does have more? Base Legion has 260 OP, XIV one has 270, but honestly it doesn't even need it. I'd argue the base Legion needs it more than the XIV variant, it's already strong and with OP buffs it could easily become crazy, 2 large missile slots make a world of difference since you need way less vents than on the normal one. Base Legion HAS to use low flux large ballistics, otherwise it will flux itself out even with max vents, you can still comfortably pick your fighter escort I think.

There really is a trend how many low tech ships struggle with their own weapons and low OP (not all), and instead of getting more dissipation they're getting even more hp and armour. It seems like Alex wants to slow down the combat from the looks of things. Enforcer can't even use its mounts > gets tankier, Dominator is outshined by other cruisers > gets tankier (although I recall some flux buffs in current patch notes), and lastly Legion is now also getting hp buffs.

EDIT: I sincerely hope Eradicator will at least be one low tech ship that doesn't flux itself out after 3 seconds of firing anything.
I would not mind Legion14 getting more OP if it means it can use fighters and missiles.  I totally ignore fighters just so it can function as Champion+.

I agree that low-tech has flux problems.  Arming Onslaught is annoying because of its flux stats.  Conquest, much less so.

However, some high-tech ships are a pain to outfit too because even if their flux stats are better than other techs, their weapons are even worse.  High-tech can probably get away with Safety Override because the range cut is less severe.

Ships do not need to be more tanky if PPT will not be raised.  PPT was supposed to limit excessive kiting and turtling, not punish normal fighting (against a generally much bigger and more cowardly enemy than when PPT first came) to the point that only cruisers and capitals are viable for single-round combat (and only if the player is at least as strong as the enemy) late in the game.
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Thaago

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Re: Ships that could use a slight OP boost
« Reply #17 on: December 03, 2021, 12:14:22 PM »

For the low tech flux issue: it really depends on how the skills shake out next version, because currently the tech tree offers large boosts in dissipation that alters how the builds go.

Take an enforcer: with no skills, its low dissipation makes using 3 mounts for offense a little hard (need to prioritize efficiency), and it benefits from mounting the innefficient but unique flux boosting hullmod (luckily it has tons of OP). However, WITH skills it can comfortably run those 3 mounts without a boosting hullmod, and for brawling I've even gone to 4 offensive mounts + center for PD successfully.

Its a similar story for the Onslaught, where a couple hundred extra flux from skills makes a big difference to its viable builds.

In terms of carriers: I think the Condor could use more OP to make it a proper carrier, and the Legion could use some more OP to bring it inline with other capitals (its just a little undertuned). Mora's I am mostly fine with, though I suppose I wouldn't mind a few more OP to help the guns. Herons are fine, Astral is fine.

In terms of building carriers, I think that Expanded Flight Deck is not actually mandatory for all builds like ITU is for gunships. Any set of fast replacement rate/low wing count/tough fighters don't need it, especially if the carrier is boosted to 100% CR. But unfortunately Bombers count as 'dead' when they are out of ordinance, which is really bad for replacement rate, so bomber ships do need it. (Honestly tempted to make a thread about that.)
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Grievous69

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Re: Ships that could use a slight OP boost
« Reply #18 on: December 03, 2021, 12:18:40 PM »

Yea I rarely put EDC since it's such an expensive mod and it does so little imo. I'd rather have my carriers be more survivable or have better PD. And good point about skills, we're getting another rework although not huge, but who knows with what we'll end up in the end.
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IonDragonX

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Re: Ships that could use a slight OP boost
« Reply #19 on: December 03, 2021, 12:24:13 PM »

Don't forget Onslaught, it's also getting a buff.
Don't see anything in notes about it. Maybe you're confusing it with the current version since we got plenty of Onslaught buffs that time.
True but a lot (and I mean a lot) of lateral changes around the game will benefit the Onslaught indirectly.
  • Burn Drive can now be cancelled.
  • Normal AI behavior is improved: Smaller ships will try to stay out of the line of fire of larger ships. 'Defend ship' order now makes wingmen behave as you expect. Add them together can we say indirect Onslaught buff?! Yes!
  • Ballistic Rangefinder hullmod, Ballistic Mastery skill... Sure, these affect all ships but the Onslaught already holds the most Ballistic firepower so percentile multipliers are more powerful on it.
  • Ordnance Expertise skill: easily 50 to 72 free vents and, if elite, 50 to 72 free caps?  :o
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Wyvern

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Re: Ships that could use a slight OP boost
« Reply #20 on: December 03, 2021, 02:30:35 PM »

In terms of building carriers, I think that Expanded Flight Deck is not actually mandatory for all builds like ITU is for gunships. Any set of fast replacement rate/low wing count/tough fighters don't need it, especially if the carrier is boosted to 100% CR. But unfortunately Bombers count as 'dead' when they are out of ordinance, which is really bad for replacement rate, so bomber ships do need it. (Honestly tempted to make a thread about that.)
Huh, that's exactly the opposite of my take on Expanded Flight Deck: bomber-based carriers don't need it, since a returning bomber can be quickly re-armed regardless of replacement rate, while it's much more important for carriers that use heavy fighters or interceptors or other fighters that will actually get themselves destroyed.

...Well, except for the case where an AI-controlled carrier with bombers tries to send a fighter strike at some random far-off target and has its bombers fly right past a bunch of other enemy ships; in that case the bombers do get actually killed, and replacement rate starts to matter. Yet another reason I prefer carriers with the reduced engagement range d-mod; less likely to pull that kind of stunt.
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Megas

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Re: Ships that could use a slight OP boost
« Reply #21 on: December 03, 2021, 05:23:10 PM »

From Alex's next patch notes, looks like Wayfarer has changed its role from Mule-like hybrid to dedicated freighter by gaining more cargo.  I guess that is one way to fix it.  Instead of trying to salvage it as a combat freighter (that it cannot do anymore), just double down on the freighter role with more capacity.
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JUDGE! slowpersun

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Re: Ships that could use a slight OP boost
« Reply #22 on: December 03, 2021, 05:55:48 PM »

...Well, except for the case where an AI-controlled carrier with bombers tries to send a fighter strike at some random far-off target and has its bombers fly right past a bunch of other enemy ships; in that case the bombers do get actually killed, and replacement rate starts to matter. Yet another reason I prefer carriers with the reduced engagement range d-mod; less likely to pull that kind of stunt.

Hence why I've made some points about how implementing some form of pathfinding is becoming more and more of a requirement.  Not say D* Lite is the best or only solution, but something, please, stupid AI decisions like the above example just kill the game.  How game AI might determine best location for deploying fighters/bombers for zones of control, that I have no good (or even bad) ideas regarding, beyond it being necessary to implement some sort of valuing algorithm that makes game AI want to block off enemy access routes (essentially reverse pathfinding).  But without a low data budget/elegant implementation of pathfinding, game would prolly brick up on lower tier systems if pathfinding were added, and it has been made clear that compromises have been made so that this game can be available over a wider set of computer systems.  Just glad no one is trying to make a console version yet (after 1.0, maybe), this can cause terrible tradeoffs... see dropdown for short rant.
Spoiler
Cyberpunk 2077 is a perfect example of neutering a game in order to make it also available on consoles, hopefully they add everything back in a few years in a patch that for newer consoles only and basically splits the game between cruddy older consoles and everyone else.  But that is a rant for another forum!
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Vanshilar

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Re: Ships that could use a slight OP boost
« Reply #23 on: December 04, 2021, 01:02:39 AM »

This is also purely a discussion which ship feels limiting to build loadouts for WITHOUT s-mods, any sort of balance discussion should probably be in another thread (and yes I know OPs are a part of balance).

I'm not sure why you would base loadouts on not having any s-mods. That's basically early game territory and not representative of how the ship will turn out in the end, so I don't think it's a good idea to base ship balance on that.

Some ships did have empty mounts but those were few as I'm not a huge fan of having half a ship with empty mounts and 1-2 huge guns.

Though some of this personal cognitive dissonance just naturally arises from trappish nature of having to shave OP with cruddier weapons in general, since it seems to essentially violate multiple basic design principles existing in real life (form follows function, KISS principle, don't use 5 when 3 will do, etc.).  Really ****s on verisimilitude, although I of course accept some level of abstraction (and therefore compromise) is necessary since this is a game.  But no one in real life adds stuff (weapon slots) in order to be left empty.  I mean, if there was some in-game lore reason why stuff can and should be left empty, fine.  But as far as I know, there isn't.  Hmm, funny, OP reposted as I was drafting with same complaint, why put extra weapon slots in unless its a newb trap?

A weapon mount is an option, not an obligation to put a weapon there. One of the tips even directly says that it's perfectly okay to leave some mounts empty, and in fact it's often better to, if the ship is flux-limited or OP-limited (rather than mount-limited). Different mounts have different sizes, types, firing arcs, etc. The player can pick and choose which weapon mounts are the most useful for their desired ship role.

For example, just because a keyboard has a lot of keys doesn't mean the person has to use all of them. They just use whichever ones are the most useful at that point in time. Same with the apps on a smartphone, etc.
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Grievous69

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Re: Ships that could use a slight OP boost
« Reply #24 on: December 04, 2021, 01:21:51 AM »

I'm not sure why you would base loadouts on not having any s-mods. That's basically early game territory and not representative of how the ship will turn out in the end, so I don't think it's a good idea to base ship balance on that.
That's what was being discussed in the original thread and you know, basing something on the base model you're going to have seems logical. S-mods are finite powerups for your ships (until you get to the very end game when most of your ships will have them), it makes no sense to have ships feel weak and incomplete unless you spend your precious resource on them. They're supposed to make the player stronger so he can face end game challenges, not be a "here, use this to make this ship not crap". Back when the idea of built in mods appeared, I immediately said it would be cancer to balance ships around their empowered state when you have to spend so much on your fleet to become "baseline".

@Weapon mount issues
First of all those aren't very good analogies. This is a game, and if the game is giving you something to use, but using that end up hurting you more than other options then why does it exist in the first place? It's just a waste. Now obviously I don't mind skipping mounts here and there, and yeah there are interesting playstyle options you can choose. But when you have a ship with 20 mounts, and you end up using half of them (while performing better), then that's just wrong.
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Maethendias

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Re: Ships that could use a slight OP boost
« Reply #25 on: December 04, 2021, 01:29:42 AM »

For the low tech flux issue: it really depends on how the skills shake out next version, because currently the tech tree offers large boosts in dissipation that alters how the builds go.

Take an enforcer: with no skills, its low dissipation makes using 3 mounts for offense a little hard (need to prioritize efficiency), and it benefits from mounting the innefficient but unique flux boosting hullmod (luckily it has tons of OP). However, WITH skills it can comfortably run those 3 mounts without a boosting hullmod, and for brawling I've even gone to 4 offensive mounts + center for PD successfully.

Its a similar story for the Onslaught, where a couple hundred extra flux from skills makes a big difference to its viable builds.

In terms of carriers: I think the Condor could use more OP to make it a proper carrier, and the Legion could use some more OP to bring it inline with other capitals (its just a little undertuned). Mora's I am mostly fine with, though I suppose I wouldn't mind a few more OP to help the guns. Herons are fine, Astral is fine.

In terms of building carriers, I think that Expanded Flight Deck is not actually mandatory for all builds like ITU is for gunships. Any set of fast replacement rate/low wing count/tough fighters don't need it, especially if the carrier is boosted to 100% CR. But unfortunately Bombers count as 'dead' when they are out of ordinance, which is really bad for replacement rate, so bomber ships do need it. (Honestly tempted to make a thread about that.)

heavy needler and hempa onslaughts oddly enough never overload on me

apparently the ai really can handle autofiring dps guns compared to burst guns
i can just sit in my onslaught having all guns on autofire at 99 flux and im good (just dont touch the big red double guns button)
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JUDGE! slowpersun

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Re: Ships that could use a slight OP boost
« Reply #26 on: December 04, 2021, 01:48:52 AM »

A weapon mount is an option, not an obligation to put a weapon there. One of the tips even directly says that it's perfectly okay to leave some mounts empty, and in fact it's often better to, if the ship is flux-limited or OP-limited (rather than mount-limited). Different mounts have different sizes, types, firing arcs, etc. The player can pick and choose which weapon mounts are the most useful for their desired ship role.

How many new players cycle through every and all tips?  Perhaps someone should drop a poll and ask newbs...

But regarding variations on ships vs weapon slots as options, designing a ship with multiple slots that aren't necessarily intended for use is just a trick to save time for dev design and coding.  The same ship with different weapon configurations that are always fully loaded is correct way to go, just tedious as hell for dev to **** out.  Got other fish to fry.  Deadlines to hit.

For example, just because a keyboard has a lot of keys doesn't mean the person has to use all of them. They just use whichever ones are the most useful at that point in time. Same with the apps on a smartphone, etc.

These are false dichotomies.  You don't pop out all the keys you don't use out of your keyboard.  They might pop out eventually from wear and tear, but then you just go buy a new keyboard if you can't pop the missing key back in.  Even some grandma who never uses F1-F12 will buy a new keyboard.  Whereas apps on phones generally don't have a limit on what apps can be added beyond just memory; configuration/location of apps can change, but player can't change location of weapon mounts on ships.

Either come up with legitimate examples or at least ad hominem attacks, but don't waste my time...
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Vanshilar

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Re: Ships that could use a slight OP boost
« Reply #27 on: December 04, 2021, 03:58:00 AM »

That's what was being discussed in the original thread and you know, basing something on the base model you're going to have seems logical. S-mods are finite powerups for your ships (until you get to the very end game when most of your ships will have them), it makes no sense to have ships feel weak and incomplete unless you spend your precious resource on them. They're supposed to make the player stronger so he can face end game challenges, not be a "here, use this to make this ship not crap". Back when the idea of built in mods appeared, I immediately said it would be cancer to balance ships around their empowered state when you have to spend so much on your fleet to become "baseline".

The player can start putting s-mods onto their ships from pretty much the beginning of the game. The base model of the ship is an intermediate, transitional state -- other than d-mods, it's essentially what you begin with and then improve upon. It's like balancing the skills around when the character is level 7, it doesn't make sense. You look at the full scope of what's possible when balancing, not what the player has when starting out.

In this case, your methodology involves maxing out vents, ITU, and generally filling in almost every weapon slot. Generally speaking, it's not necessary to fill in most weapon slots, depending on the build you're going for. That's going to artificially inflate the OP required. Also, quite a few of the ships on your list ended up being carriers, in which case it may not be a good idea to max out your weapons when you need the OP for fighters. That's part of the decision process, deciding where your want to prioritize your OP. If you want to load up on expensive bombers then of course you run out of OP for weapons, because they're expensive.

Both the Medusa and Fury are plenty good with the OP they have already; I'm not sure what's your use case or example loadout of why you feel they don't get enough OP.

@Weapon mount issues
First of all those aren't very good analogies. This is a game, and if the game is giving you something to use, but using that end up hurting you more than other options then why does it exist in the first place? It's just a waste. Now obviously I don't mind skipping mounts here and there, and yeah there are interesting playstyle options you can choose. But when you have a ship with 20 mounts, and you end up using half of them (while performing better), then that's just wrong.

No, these are quick examples of "just because something's available doesn't mean you have to use it." That's the analogy. Just because a key is on the keyboard doesn't mean you have to use it. Just because an app is on your smartphone doesn't mean you have to use it. You can choose to if you want to, but you're not obligated to. Similarly, just because a weapon mount is available on a ship doesn't mean you have to use it. It's an option, not an obligation.

The game is giving you the option to put a weapon there. It doesn't mean that you have to. It just means it's available for one if you decide it works better for the ship. It's there because the ship may fulfill different roles, and each role may have a different set of optimal weapons and weapon directions.

If you have a ship with 20 mounts, and you end up using only half of them, it just means the other 10 weren't useful enough for that particular role. Maybe in the particular role that you're fitting the ship for, you already maxed out the flux with 10 weapon mounts. In which case putting weapons on the other 10 just wastes OP and overfluxes your ship. But maybe later on you want the ship to be a porcupine let's say (PD in every direction), in which case, you may very well use all 20 mounts. You base the weapon selection on the ship's role, not on some "if it's there it must be used" heuristic.

How many new players cycle through every and all tips?  Perhaps someone should drop a poll and ask newbs...

How is that relevant to the discussion? I was pointing out that even the game points the player toward leaving some weapon mounts empty if needed. In other words, trying to fill out every weapon mount may not be a good idea, and I'm backed up by the game itself on this. Are you trying to say, because newbies may not have seen this tip, that filling out every weapon mount is a good idea?

But regarding variations on ships vs weapon slots as options, designing a ship with multiple slots that aren't necessarily intended for use is just a trick to save time for dev design and coding.  The same ship with different weapon configurations that are always fully loaded is correct way to go, just tedious as hell for dev to **** out.  Got other fish to fry.  Deadlines to hit.

No, it's to give the player flexibility in selecting how they want to configure their ships. They can choose to put a weapon there, or they can choose not to. They can choose a particular hullmod to put onto the ship, or they can choose not to. It's up to the player. That's part of the fun of this game, as well as pretty much every RPG in the past three or four decades or so, the ability to customize your character to your liking. In this case your "adventure party" is your fleet of ships, and you get to configure what gear they have.

In what sense is having the same ship with different weapon configurations the correct way to go? Do you realize how many hundreds if not thousands of possible weapon configurations are possible for every ship, and how frustrating it would be for the player to try to hunt down the specific one that they're after? That would be a terrible game design decision, not to mention a coding headache.

These are false dichotomies.  You don't pop out all the keys you don't use out of your keyboard.  They might pop out eventually from wear and tear, but then you just go buy a new keyboard if you can't pop the missing key back in.  Even some grandma who never uses F1-F12 will buy a new keyboard.  Whereas apps on phones generally don't have a limit on what apps can be added beyond just memory; configuration/location of apps can change, but player can't change location of weapon mounts on ships.

I don't see how "false dichotomy" can apply to what I wrote. I was giving examples illustrating the principle that just because something is available, doesn't mean you have to use it.
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Delta_of_Isaire

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Re: Ships that could use a slight OP boost
« Reply #28 on: December 04, 2021, 04:07:21 AM »

Carriers always come up as the most OP-starved ships.

Aside from the already mentioned double OP tax of EDC + ITU, I think this is in part due to the super-high OP cost of Bomber wings compared to Fighter wings.  Bomber carriers will always be way more OP-starved than Fighter carriers. Yes, Bombers are generally more powerful than Fighters so they *should* cost more OP. But with how OP capacity is currently tuned, the shift from "cheap fighters" to "expensive bombers" is a shift from "just enough OP to squeeze in ITU + weapons" to "can't fit anything other than Bomber wings". And that just feels wrong.

Having said that, there are two carriers that have it significantly worse than others: the Condor and Colossus Mk. III. Particularly the Colossus Mk. III, which is the most OP-starved ship in the game by a wide margin. You could double its OP capacity from 55 to 110 and it would still feel tight.



Then there's Frigates. Loadout Optimization gives a flat +10 vents/caps to ships, which on paper looks like a doubling of max vents/caps for Frigates. However, finding 10-20 free OP to actually use those extra vents/caps on your frigates is next to impossible.

This, I think, illustrates a more general point which is that smaller ships tend to be more OP-starved than larger ships. Capitals have way more leftover OP for hullmods after fitting all weapon mounts with decent weapons than Frigates do. I'm not sure that's a good thing.



Another ship that needs some love is the Valkyrie. It has Frigate-tier DP cost, weapon slots and OP capacity, but Destroyer scaling on the cost of its hullmods, so it misses out. As it stands the Valkyrie isn't worth its 5 DP cost in combat. Yes one could argue it's a trade-off with its campaign value for crew transport/ground support. But the Valkyrie's sprite just looks like a combat-capable ship, so it should be!
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Amoebka

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Re: Ships that could use a slight OP boost
« Reply #29 on: December 04, 2021, 04:17:51 AM »

Sentry needs more. With 15 op you can't even fit ECCM unless you leave some missile slots empty.
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