Missile hardpoints normally don't, but on the Pegasus they do, thanks to a MISSILE_HARDPOINTS_ROTATE flag in the csv. Which is specifically so that dumbfire missiles/torpedoes are more usable there, which is kind of a problem, so, uh. Very much self-inflicted.
Huh...how does that work? I console created myself a Pegasus and played around with it in the sim (about all I can do on this laptop) but can't seem to get the rear missiles to rotate, with Cyclones on them. This is trying both -RC8 and -RC9. Not sure if it being console-created instead of a "legitimate" one from a shop or something makes a difference, or if it doesn't work with the Cyclone or something.
Wasn't he entire "point" of LG ships is that they put energy mounts on ships that can't support them? If Executor is going to be its own thing then so should Brawler LG, Hammerhead LG, Falcon LG, Eagle LG...
It's more that currently, under the hood, the Executor is a skin of the Pegasus, which means "copy the base hull and then make the following changes" instead of being a base hull of its own. That means that changes to the Pegasus will automatically affect the Executor unless Alex remembers to "change it back" for the Executor, and also there are only a limited amount of types of changes you can make using the skin method. Making the Executor its own base hull means that their properties can go their own separate ways without Alex having to worry about keeping them compatible with each other via a skin. This is an under-the-hood change that won't affect us players directly, just Alex and modders.
Even though he optimizes his fleet carefully and searches for the best combinations using exacting tools to analyze damage output his playership Onslaught does a significant chunk of the total damage, for example one of his battle reports had his Onslaught XIV doing 34% of the damage done by his fleet and the rest of his fleet was 4 Conquests and 2 Gryphons with optimized layouts.
It was actually 3 Conquests and 2 Gryphons (note that my total fleet was 200 DP, not 240 DP), but yeah, the player-controlled Onslaught regularly did 30% or more of the overall fleet damage. When I was testing with a fleet of the more underpowered ships like the Falcon or the Eagle, it was somewhere over 40% of the overall fleet damage, and that was with a close to 240 DP fleet. That's why I tend to go with DPS numbers; at around 1200-1500 DPS a player-controlled Onslaught is worth around 3.5 AI Gryphons or a bit less than 2 AI Conquests, and those are pretty strong in their own right.
I think that's why in these discussions, it's always worth keeping in mind whether the forum poster is talking about the ship being player-controlled or under AI control. I'm not particularly swayed by reports of the Pegasus being able to burst kill a Radiant under player control because I do it all the time in the Onslaught spamming Proximity Charge Launchers, a tactic that the AI doesn't know how to use. It's certainly possible that when I get around to testing it myself in a week or two I'll agree that it's overpowered, but it's just something that I'm used to expecting the player-controlled flagship to be able to do.
Yeah, under AI control the Conquest was strongest capital last version according to Vanshilar, assuming player fields an Onslaught and does the tanking; whether it is still so in .96 remains to be seen because what made Conquest so strong was double Squall combined with large ballistics and the former were significantly (and deservedly imho) nerfed.
Well technically I never released results for the other capitals so I can't really say that the Conquest was the strongest capital under AI control, only that it was the strongest one that I'm aware of. However, there were no takers for "feel free to submit an Onslaught loadout that you think does really well against Ordos under AI control" and I did dabble in a number of other capitals, but never found anything as good as the Conquest. My take on the whole Onslaught vs Conquest debate though is that Onslaught is better for player, Conquest is better for AI.
I admit that makes it harder to gauge what the DP should be for ships (the fact that different ships may perform better under player control versus under AI control). I think it's readily apparent that many phase ships, especially [REDACTED BROCCOLI], are much more suitable for the player than for the AI.
It'll be fun to compare the different capital ships under player control and under AI control once I get back from my trip in a week or two. I think that'll put the DP estimates on firmer footing -- or at least to see their performance under a controlled set of conditions. Otherwise a lot of the discussion right now lacks context or is largely feelings-based (i.e. "I feel like...") rather than based on something more concrete.
I've been meaning to ask but when I see hullmods I noticed they had the term common as their type. Was their any plans to make rare or very experimental hullmods that players had to obtain?
I think a lot of mods add their own mod-specific hullmod type, so it's at least useful for that. No idea about vanilla though.
The Squalls were actually buffed in their anti-shield role, the damage increasing from 250 kinetic to 100+200 kinetic.
Actually that's just a description error, testing in sim shows that Squalls do 250 kinetic damage (i.e. 500 damage) to shields as they should. I already sent a bug report about it
here.
- Sometimes they turn sideway while attempting to back-off from an engagement.
Yes that's been the AI for a long time I think, basically they're anticipating taking enemy fire on the sides (where their armor is still intact) instead of on the front (where the armor is likely gone already). Unfortunately it means that they miss with their hardpoints and/or can no longer pressure the enemy with the hardpoints, so I would rather they not, but that's known behavior.
- IR autolance has funky behavior when left auto-firing;
I actually quite like the IR Autolance behavior. It uses the new "USE_LESS_VS_SHIELDS" hint (the Mining Blaster is the only other weapon to have it). Basically when enemy shields are up, it'll only fire a few shots, just enough that it'll regen back to full capacity quickly. Then when enemy shields go down is when it spams its charges, which is what you want for a weapon that does very little to shields.
This is a pet peeve of mine, actual description would be "Strongest judged by a single, very narrow metric.
Yes, and that metric would be "how quickly it can kill off a sufficiently difficult enemy fleet" for which I chose double Ordos. Calling it narrow is like calling 0 to 60 mph a narrow measure of acceleration -- sure, it doesn't measure 0 to 50 mph or 0 to 100 mph, but it gives a pretty good intuitive metric of a car's acceleration.
Also not counting battles where something gets blown up ofc"
Ignoring fleets which are designed to get blown up (such as Derelict Operations fleets), if your fleet is getting blown up left and right then I don't think it's a good sustainable way to run a fleet. I don't find "hey I won but I lost half my fleet" to be very persuasive of a well-constructed fleet.
Not to mention, once a ship dies its contribution to the battle is exactly zero. Sure, you can send in another, but that ship is still contributing zero until it gets to the front lines, so a ship that doesn't die is going to contribute more by comparison. So basically, a fleet that doesn't die is going to do better than one that does. That rule is more to exclude fleets like say 200 Reaper-laden reckless Kites.
The entire test can be thrown out once you allow mixed fleets with frigate hunters to help out the slow capitals/cruisers,
No, you can use the same testing method. I started by testing via spamming the same ship just to establish a baseline for what each ship individually can do, since it's easier to evaluate a ship's performance in isolation without worrying about cross-ship interactions. In this case for testing these capital ships I'll likely be supporting them with Gryphons. (So for example, player Onslaught + 2 Pegasus + 3 Gryphons, or player Invictus + 2 Executor + 2 Gryphons, etc.).
or if you care about not retrying the same battle 20 times.
Funny thing, it's the underperforming ships like the Falcon and the Eagle that I had to try multiple tries, stronger ships like Conquest and Gryphon were pretty much nearly always completion and it's just a matter of how fast it was.
Conquest is certainly good, but saying it's objectively the strongest AI capital is just silly IMO.
If you have a stronger one you are more than welcome to propose a loadout for it. I don't think anybody has said that it's "objectively" anything because it's not defined as to what that even means, only that thus far it does the best as far as is known under a quantitative measurement of a fleet's ability to kill a sufficiently challenging enemy fleet.
Since AI is "dumb", can't plan far ahead, and mostly makes decisions based on ship positions and relative flux levels, ships with high speed and fast flux dissipation will always be easier for it. Conquest excels at those, with the only problem being the horrible shield, which is another thing AI can't manage well.
Actually, the winning strategy seems to be to dump so much stuff at the enemy fleet that they can't mount a proper offensive at your fleet. Basically, if your ships are sitting there exchanging fire back and forth, then you've done something wrong or your fleet simply doesn't have enough offensive power. That's why the highest-DPS fleets ended up being the ones that can do the most long-range damage, like the Conquest, the Gryphon, and the Atlas 2. But yes, it also covers up that the AI is "dumb" in terms of positioning and flux management when the enemy is too busy dying from far away.
The Ordos fleets in 0.96a are a lot more dynamic and will quite often suicidally zoom forward into your fleet, breaking up the relatively smooth and static battle lines, so it'll be interesting to see if this type of "long range glass cannon" strategy still works well in this update. I'm all for having different playstyles be successful, but this was the most successful one that I found in the last version. Each version seems to have a playstyle that's generally more successful (when I first started playing it was Drover spam) and this was the most successful one I found in the last version, so it'll be interesting to see via testing what the new meta might be in 0.96a.
That does make it much better than what I expected from the patch notes, any chance the thumper could get something similar?
I was going to post this exact thing in the Suggestions forum, I hope the Thumper can get the same "USE_LESS_VS_SHIELDS" hint that the IR Autolance and the Mining Blaster have.