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Author Topic: "Energy" Onslaught actually works  (Read 6703 times)

Draba

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Re: "Energy" Onslaught actually works
« Reply #30 on: February 21, 2023, 11:47:16 AM »

Even if you consider two Gryphons equivalent to one Conquest(and I certainly prefer the ballistic slots and tank and range and not suicidal AI of the Conquest) the latter still has twice as good officer economy.
Why would I consider them equal if the Gryphon is obviously, no contest stronger for the DP? :)
Base 0.8 shields vs 1.4, can get SO for ~130-140 speed with only downside being OP cost, smaller target, drowns the enemy in squalls and harpoons with no danger to itself.
Trying to explain that the Gryphon is also weak in AI hands would be a bit too much, it's one of the strongest ships in this version.

As for Atlas Mk2... that's a disaster waiting to happen
You wrote that more squalls = bestest, Atlas MKII wins there.
It's genuinely a decent ship though, just needs protection that won't run away(Monitor, Onslaught, Dominator, Apogee, Paragon, ...).
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Thaago

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Re: "Energy" Onslaught actually works
« Reply #31 on: February 21, 2023, 11:54:30 AM »

The shear offense/DP on Atlas Mk II's is staggering, if they can be kept alive.

I admit that I struggle with that second part!

[Edit]
I was just looking at the wiki and there they have civilian-grade hull... interesting that, by default, they neither benefit from nor count against the Leadership and Tech fleet boosting skills. I'm sure there's some way to abuse that.
« Last Edit: February 21, 2023, 11:58:25 AM by Thaago »
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #32 on: February 22, 2023, 12:34:56 AM »

Fun and creative build but

- Why take Minipulsers over Light Needlers for the same OP, when even assuming maximum EWM bonus and no BM, minipulser: + BRF = 900 range, 130 sustained (650 burst) DPS for 100 (500) flux / sec (ratio 1.3), light needler: +BRF = 900 range, 150 sustained DPS for 120 flux/sec (ratio 1.25) so with Light Needler you have higher sustained DPS at the same range even if you assume maximum EWM bonus which you generally don't have

- Why take VPD over Storm Needler when VPD, assuming max EWM bonus: range 800, 585 sustained DPS (1950 burst) for 500 (1500) flux, ratio 1.3 and Storm Needler: range 700, 500 sustained DPS for 350 flux, ratio 1.43. So VPD is less efficient even if you assume maximum EWM bonus, which you mostly won't have. And it is 12 OP more expensive too.

And that is all if you have EWM and assume the maximum bonus and do not have BM. I suppose you will have more burst but also at the cost of more flux which seems like it would be a problem for the Onslaught.

I like the Cryoblaster though. Also Onslaught with 4x Resonator might be a monster.

About Conquests I think I've said my piece. Things seem bad for the statistical project, I suppose it was fun while it lasted. Conquest is excellent for farming Ordos though.
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Vanshilar

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Re: "Energy" Onslaught actually works
« Reply #33 on: February 22, 2023, 03:51:00 AM »

Let's take another step back: if you want to compare ships why are you comparing monofleets of those ships?

Why wouldn't you? Taking another step back, if you're comparing A and B, then it inherently means that there is some situation in which A is better than B, or vice versa. This means that you have some scenario in which A and B are used and evaluated, and you have some metric by which to evaluate the "goodness" of A and B. That's what a comparison entails. I'm simply explicitly defining the scenario in which I'm evaluating ships, and the metric by which I evaluate their worth or value, to make clear my basis and methodology for comparison.

Now, you can certainly argue that fleets may be more effective if they have a variety of different ships, and thus ship comparisons should be made on that basis (i.e. within a fleet with a variety of different ships rather than spamming the same ship). But then, it becomes very hard to evaluate whether the fleet's effectiveness is due to ship A or ship B (the ones being compared), or due to the attached subfleet C. If subfleet C is the same for both, then you're assuming that ships A and B are equally synergistic with subfleet C, a pretty big assumption to make. If subfleet C is different, then you're actually comparing two different fleets entirely, not ship A versus ship B.

Also, if you're attaching a subfleet C, then the results are assuming that the subfleet C is present. This means that the subfleet C may be covering up some critical weakness of the ship, which you don't want when testing the effectiveness of ships. (The whole point of testing is to reveal the strengths and weaknesses of the different test subjects.) So it's no longer "ship A is good", rather it's "ship A is good if you are also carrying around a tail of ships to help make it work", which must be considered in the comparison. This is BCS's point about including the DP cost of escorts if you're handwaving away a shortcoming by using escorts.

Finally, it's simply because it works. As a reminder, the calculated DPS/12.5 value, compared with Alex's upcoming DP values, are:

Code
DPtest	DPStot	/12.5	New DP	Ship
14 142* 11.4* 14 Falcon XIV
17 193* 15.4* 18 Eagle new
17 193* 15.4* 18 Eagle XIV new
17 227 18.2 18 Eradicator (P)
18 253* 20.2* 20 Apogee
20 290 23.2 22 Eradicator
20 372 29.7 20 Gryphon
25 309* 24.8* 25 Champion
25 261 20.9 25 Dominator XIV

(The asterisks refer to estimated values since beams were used, and they are currently reported inaccurately by the Detailed Combat Results mod.)

The calculated DPS/12.5 values actually line up pretty well with Alex's upcoming DP values for half of the ships (Eradicator (P), Apogee, Eradicator, and Champion), which also justifies the changes that he's making to their DP. The ones that don't match are basically 1) the Gryphon which is far overpowered (and the tests quantify how overpowered it is), 2) the Falcon and Eagle which are generally considered underpowered (the entire subject of that thread), and 3) the Dominator where the lack of maneuverability and the need for supporting ships to handle smaller enemy ships resulted in a lower overall DPS, which is exactly what you'd want the tests to show.

Now I don't think you can use this methodology for all ships (in particular, it doesn't work well for frigates and destroyers because they are likely to die if they face the brunt of an Ordos fleet), but thus far for cruisers it's worked pretty well.

Why is the battle length metric the one that matters? Getting the same vibes from that as the conquest math model thread, hyperfocused on things that ultimately do not mean much.

What other metric would you propose? If both ships A and B can kill the enemy fleet without losses (a precondition for the test), then the next most natural metric for evaluating which one is better is to look at which one can do it faster, i.e. which has higher overall DPS. More subtlely, since they are all using the same enemy fleet for testing, and none can die as a condition for the battle to count, they are all having to absorb the same offensive power from the enemy fleet. So the overall DPS is what they do to the enemy fleet after absorbing the enemy fleet's damage; it's a single number that accounts for both their offensive and defensive power. That seems pretty much like what people intuitively take the DP to represent.

As a complete aside, and I know it can’t be helped right now but it sure would be nice if there was another “endgame” enemy type that wasn’t High Tech.

I fully agree. Right now there's not really much else that's worth building a fleet around. The faction fleets aren't much of a challenge to a full fleet so there's no need to build around them (I assume that if a full fleet can take on Ordos, then a subset of that fleet -- i.e. while I'm still building up my fleet -- can take care of the faction fleets). Most of the other challenges are essentially one-offs so taking losses aren't a concern (I don't mind losing some ships, which are temporary, to gain Omega weapons, which are permanent), so there's no need to build around them either. I think Alex is gradually moving down this road though with the new ships that'll be introduced.

Having said that, I hope there'll be some QoL improvements before there's another major enemy; top on my list for that would be to be able to store officers, so that the player can use different officers for different ships against different types of enemies. Right now it would be a pain to use the same officers if I needed to regularly switch out fleets for different endgame enemies, in choosing which skills to take. But all this is going to be pretty long-term I assume.
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Draba

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Re: "Energy" Onslaught actually works
« Reply #34 on: February 22, 2023, 07:32:34 AM »

The shear offense/DP on Atlas Mk II's is staggering, if they can be kept alive.

I admit that I struggle with that second part!
That's why it's only decent, keeping it alive is hard :)
Tucked in the middle between 2 groups, 2 dedicated Monitor bodyguards+Eradicator in the back, gauss+squall+PD worked pretty well for me.
AAF Heph is just so fun it's hard to settle for gauss.


Let's take another step back: if you want to compare ships why are you comparing monofleets of those ships?
Why wouldn't you?
...
What other metric would you propose?
My point is there is no single metric and going that specific is pointless to misleading.
This method rewards versatility and the capability to speedrun relatively "weaker" enemies (compared to the maximum possible with the strongest/cheesiest fleets).
Other considerations can be how many stacks can a fleet do, how many strong loadout radiants can it handle,
how hard is it to lose something above a frigate if a mistake happens, recovery time between battles, ...

Sure, if you squint and fudge a bit you can fit your data to the perceived value of some cruisers. As already mentioned it just doesn't work for specialized ships and undervalues tankiness/direct fire power (compared to overhead).
Monitor is tied with Gryphon for best ship in the game, worthless here. Bomber/squall Astral is very good, bad when spammed.
Dominator definitely worth more than ~21, spending 42 OP on Xyphos and trying to chase Lumens/Scintillas with it is just not a good idea. Falcon XIV at ~11.4 DP, it has very good alternatives but would be a complete steal there.

~30-60 DP in Scarab/Glimmer/LP Brawler/Shrike/whatever else will capture what's needed and hunt down all the side frigates/destroyers much faster than any capital could.
That, and guaranteed max CM bonus are their main jobs. Having them is not handwaving, it's the common sense default in most fleets.
« Last Edit: February 22, 2023, 11:12:57 AM by Draba »
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Hiruma Kai

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Re: "Energy" Onslaught actually works
« Reply #35 on: February 22, 2023, 09:35:35 AM »

- Why take Minipulsers over Light Needlers for the same OP, when even assuming maximum EWM bonus and no BM, minipulser: + BRF = 900 range, 130 sustained (650 burst) DPS for 100 (500) flux / sec (ratio 1.3), light needler: +BRF = 900 range, 150 sustained DPS for 120 flux/sec (ratio 1.25) so with Light Needler you have higher sustained DPS at the same range even if you assume maximum EWM bonus which you generally don't have

I wouldn't include the EWM damage in the calculation given the ship is likely going be engaging beyond range 1000 (and wouldn't need Ballistic Range finder or ITU in that case), but would include the -10% flux generated bonus since they have elite EWM.  After some testing, I've come to agree with BigBrainEnergy that the extra range from ITU is important.  So instead of 100*1.3 damage for 100 flux, I'd view it as 100 for 90 flux. If the enemy does close, then the sustained damage does rise and absolute best case efficiency becomes 130 damage for 90 flux (1.44 ratio).

However, the argument I would make is burst kills, sustain just forces enemies to back off.  It also reduces incoming hard flux faster. Full burst lasts for 3.7 seconds (1850 for minipulser vs ~555 for needler - technically 750 but with a longer recharge), so takes about 11 seconds before the needlers sustain overtakes the initial burst.   

Also, burst combines better with EWM, since it dumps a bunch of soft flux early, which boosts your damage, and then the soft flux falls as hard flux rises during the engagement, keeping flux high for bonus.

- Why take VPD over Storm Needler when VPD, assuming max EWM bonus: range 800, 585 sustained DPS (1950 burst) for 500 (1500) flux, ratio 1.3 and Storm Needler: range 700, 500 sustained DPS for 350 flux, ratio 1.43. So VPD is less efficient even if you assume maximum EWM bonus, which you mostly won't have. And it is 12 OP more expensive too.

Max base range is 900.  Ballistic Rangefinder adds 100 base range to large hybrids in large ballistic mounts.  Again, I'd probably view it as Range 900, 450 sustained DPS (1500 burst for 6 seconds) with 75 armor penetration, for 405 flux/second, so 1.1 ratio all the time.

Storm Needler is base range 700, 500 sustained DPS with 25 armor penetration for 350 flux/second (1.42 ratio).  It takes 2 minutes for the Storm Needler to catch up to the burst damage dealt by the VPD (again assuming no damage bonus).

And that is all if you have EWM and assume the maximum bonus and do not have BM. I suppose you will have more burst but also at the cost of more flux which seems like it would be a problem for the Onslaught.

It's one thing to shrug off the fact the guns are bursty, and another to put some physical numbers down.

Take a Radiant with Field modulation skill, so ~49,000 shield damage capacity.  Consider a 10 second engagement window.

Storm Needler + 6 Light needlers = 14,000 kinetic damage in 10 seconds
VPD + 6 minipulsers = 26,250 kinetic damage in 10 seconds from full charge

In that engagement window, the Radiant's shield is broken with VPD + minipulsers, while the Needler setup still has 43% of it's capacity left.  You've built up about 7600 soft flux out of a 25,000 capacity with the burst setup, which isn't that bad considering the target is likely fluxed out.  And this is at a range of 900*1.6=1440.  Which is longer range than the Radiant's Autopulse return fire of 700*1.6=1120.  Of course, since the TPCs would likely be also firing, it's actually less than a 10 second window to break the Radiant's shields.

I look at this way, biggest burst NPC in the game is likely 5x Autopulse Radiant.  In a 10 second window, assuming expanded magazines, that's 150*65*5=48,750 energy damage.  So in terms of shield damage, that setup is similar to 5 Autopulse but at twice the flux efficiency.  While the Onslaught still has two TPCs and 4 Reapers to deal with the armor and hull.

Try it in player hands, it's kinda silly.
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #36 on: February 22, 2023, 10:01:05 AM »

I stand corrected, you've definitely made the case for this build! Should definitely have done all of the math including for the burst. Will need to try this out vs Ordos.
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intrinsic_parity

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Re: "Energy" Onslaught actually works
« Reply #37 on: February 22, 2023, 01:27:26 PM »

Doesn't VPD have a scripted effect where not all the shots make it to max range? I though it was as many as half the shots don't make it, but there's no hard info on the wiki. The gun will still fire at max range and I found that really hurt the gun in AI hands. It would spam all the charges and build up all the soft flux but lose a good chunk of the damage output, making it quite a bit less efficient than it seems.
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Hiruma Kai

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Re: "Energy" Onslaught actually works
« Reply #38 on: February 22, 2023, 01:32:53 PM »

Doesn't VPD have a scripted effect where not all the shots make it to max range? I though it was as many as half the shots don't make it, but there's no hard info on the wiki. The gun will still fire at max range and I found that really hurt the gun in AI hands. It would spam all the charges and build up all the soft flux but lose a good chunk of the damage output, making it quite a bit less efficient than it seems.

Yes it does.  Yeah 50% of particles make it to full range, and 100% to half range.  So it is definitely better in player hands as you can push in closer or hold off until maximum benefit.  The minipulsers work fine out to 1440 though, and the TPCs out to 1600.

Edit: Avoiding a double post:

So at 1600 range, an Onslaught with a -10% maneuverability malus and +50% maneuverability bonus, can keep up with a transverse speed of ~400 units/second.  At range 800, its roughly 200 units/second.

What is this, EVE? Anyway okay, let's assume 400 units/second. A typical cruiser is about 400 units in diameter(shield) but in battle ships tend to not get that close to one another and you see something more like this. In which case to switch from one target to another you need about 3 seconds, not counting acceleration/deceleration and assuming max range at which only TPCs are firing.

So looks like I made a mistake when I did an in-game test to check rotation speed. I overlooked the fact I was including the 0-flux bonus, which improves maneuverability significantly.  Without it, it takes a heavy armor Onslaught about 100 seconds to do a full rotation.  Which looking at the ship_data.csv makes sense given it lists 4, and 4*0.9=3.6 degrees/second.  So with Heavy Armor and Auxilliary Thrusters (or other +50% manueverability) it seems to take about 66 seconds (5.45 degrees/second->about 76 speed transverse at 800 distance). So I was overstating the tracking by not quite a factor of 3, so apologies for that error.

So doing a live test of your triple Dominator burn in example, it takes about 13 seconds to swing from the left most Dominator to the right most Dominator using Heavy Armor + Auxilliary Thrusters.  Which means after dumping all 20 charges into the 1st Dominator, I still hadn't actually fully charged up by swinging to the farther target.  You need to turn over 110 degrees before you start actually losing DPS after dishing out a full burst, so not quite 1/3 of a circle, assuming a distance of roughly 1400 or so units.  Interestingly an Onslaught with Helmsmanship, Elite Impact Mitigation, Auxilliary Thrusters and Heavy Armor can pull off a 180 degree spin in 20 seconds, so still potentially not losing any DPS from TPCs when switching to the opposite side.  Again, assuming you've dumped a full TPC barrage into the prior target.

To me it seems like the TPCs can provide consistent DPS via short bursts of high DPS even when forced to turn a reasonable amount.

And are you including the DP cost of said escorts when doing capital comparisons?

To answer that question, I feel like we need to clarify exactly what we are comparing.

I tend to compare fleet compositions of equal DP, so perhaps the answer is yes to your question?  Like, if I were doing my typical AI Onslaught + AI Legion XIV escort, I would compare to two Conquests.  In the examples I've been providing, I've been comparing 6 Onslaughts to 6 Conquests as well as 6 Onslaughts to 4 Conquests + 80 DP of frigates.  The Onslaughts are able to come out with repeatable, convincing victories.  So in this case, the Onslaughts were "escorting" each other, with the two end Onslaughts potentially getting distracted by frigates, but the core 4 would then be able to handle the Conquests and come out on top.  So I was also comparing against a full 240 DP opposition.  So 240 DP of Onslaughts vs 240 DP worth of other ships which we tend to consider worth their DP.  Similarly, the Conquests are "escorting" each other as well, and due to the nature of guided missiles are typically stronger than a lone Conquest on a per DP basis when comparing against more direct fire style ships.

Certainly if I was considering 80 DP fleets, and I was only running 2 Conquests, they are going to have issues with a swarm of say, 10 Scarabs and their effectiveness in that particular is going to be better with some frigate blockers instead of a second Conquest.

I believe in Starsector ships can have synergy with each other, where the sum of different (or even the same ship) can be more effective than the parts individually. Especially if you've got a human spending some command points here and there to organize things appropriately.

I'm not sure if, in comparing fleets A and B, the best method is to have fleet A fight fleet B. Since this is a single-player game where we fight computer-generated fleets, it'd be better to look at how they fare against some fleet C that's representative of those computer-generated fleets. In this particular case, since Onslaughts are very much frontal-focused, I'd expect them to fare pretty well against big ships (such as Conquests) as opposed to a more general fleet.

It might not be the best method, but it is a classic method in the real world. "A is stronger!"  "No, B is stronger!"  Well, have them face off.

I actually expect Onslaughts to fare well against big ships, ships that rely on missiles, and ships that rely on fighters.  In some sense, their job is being a big Monitor with bite, except they have massive amounts of flak and armor instead of a fortress shield.

I take your point however.  And to be honest I think both tests are valid data points.  I believe the concept behind DP was that you should be able to take a group of ships that add up to X DP, and another group of ships that add up to X DP as well, and if you have them face off, it should be a reasonably close match, and if you run it multiple times, each composition will win some and lose some.  It probably won't be 50/50, and you could imagine some ships being hard counters to others, but on the whole, and especially if you randomized the selection of ships each time, it should come out in that ballpark.

I think comparing to the full skill setup and double Ordos and kill speed is interesting, but it is biased towards the particularly fit Remnant ships in those fleets (do the weapon fitting changes from fight to fight?).  In the same way that the Onslaught vs Conquest is clearly biased towards beating Conquests.  The best test that I can think of, which isn't going to happen, would take an impossibly large sample of truly randomly generated fleets, from like 2 DP up to 240 DP and send them against another randomly generated fleet of the same DP.  And then look at the win loss records for each ship.  If a ship was worth more DP than costed on average, then it would have a higher win than loss rate, hopefully with several standard deviations away from the expected 50/50 so as to be a clear signal.

Also, if you're attaching a subfleet C, then the results are assuming that the subfleet C is present. This means that the subfleet C may be covering up some critical weakness of the ship, which you don't want when testing the effectiveness of ships. (The whole point of testing is to reveal the strengths and weaknesses of the different test subjects.) So it's no longer "ship A is good", rather it's "ship A is good if you are also carrying around a tail of ships to help make it work", which must be considered in the comparison. This is BCS's point about including the DP cost of escorts if you're handwaving away a shortcoming by using escorts.

This statement got me thinking.  If I remember correctly, you're using the Medusa flagship to distract and split up the Remnant fleet so that the bulk of your fleet can focus down a smaller portion at a time.  Which also naturally reducing the incoming fire on the Conquests (or other ships under test).  If so, is your human piloting potentially covering up a critical defensive weakness of Gryphons and Conquests, or other ships that are used in these tests, and thus biasing the results?
« Last Edit: February 22, 2023, 06:56:45 PM by Hiruma Kai »
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #39 on: February 23, 2023, 02:14:46 AM »

All right, the Energy Onslaught is definitely a thing and I was wrong to dismiss the importance of the bursty nature of the weapons. After fine tuning and massaging the build a little, I was able to get it to beat two sim Radiants (the Strike and Assault variants, ie. 5x Tach Lance with 4x Sabots, and 4x Autopulse, 1x Plasma Cannon and 4x Reapers) simultaneously under AI control with no orders twice in a row, which is my favorite unscientific and biased quick test of capital designs for Ordo fighting these days.

A version where you swap the VPDs for Storm Needlers and Minipulsers for Light Needlers, putting the OP difference into caps, doesn't. However, swapping either the Minipulsers for LNs or the VPDs for Storm Needlers seems to be fine, so long as you don't do both, so there appears to be some threshold for burst damage that is required for this particular test.




The hullmod not visible is Automated Repair Unit.

(By the way, since I have Starship Legends, here are this ship's traits which shouldn't affect much)
Spoiler

[close]

You can also put a VPD, Hellbore and 2x Cryoblaster on a Conquest to create an "Energy Conquest" that also defeats this challenge, taking very little damage even due to its mobility and the added pressure from the Squalls.



In this case it is less impressive though because a regular well-built Conquest without Omega weapons clears the 2 Radiants under AI control test too, although much slower.
« Last Edit: February 23, 2023, 05:08:27 AM by CapnHector »
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Draba

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Re: "Energy" Onslaught actually works
« Reply #40 on: February 23, 2023, 07:12:37 AM »

The best test that I can think of, which isn't going to happen, would take an impossibly large sample of truly randomly generated fleets, from like 2 DP up to 240 DP and send them against another randomly generated fleet of the same DP.  And then look at the win loss records for each ship.  If a ship was worth more DP than costed on average, then it would have a higher win than loss rate, hopefully with several standard deviations away from the expected 50/50 so as to be a clear signal.
Ships with a smaller range of strong loadouts or a reliance on specific support would look weaker, even if the best setups for them are extremely good.
Don't think human input can be circumvented until an alpha core is plugged in to play Starsector.

If I remember correctly, you're using the Medusa flagship to distract and split up the Remnant fleet so that the bulk of your fleet can focus down a smaller portion at a time.  Which also naturally reducing the incoming fire on the Conquests (or other ships under test).  If so, is your human piloting potentially covering up a critical defensive weakness of Gryphons and Conquests, or other ships that are used in these tests, and thus biasing the results?
If that's the case it's pretty skewed, an easy way to cheese most fleets is to park the main force and keep killing the small groups sent to capture points with small groups of fast ships.
Main fleet never sees a full engagement, and doesn't have to deal with the Radiants spawning all at once at the end of the battle.
« Last Edit: February 23, 2023, 07:19:26 AM by Draba »
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Vanshilar

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Re: "Energy" Onslaught actually works
« Reply #41 on: February 24, 2023, 10:17:59 PM »

My point is there is no single metric and going that specific is pointless to misleading.
This method rewards versatility and the capability to speedrun relatively "weaker" enemies (compared to the maximum possible with the strongest/cheesiest fleets).
Other considerations can be how many stacks can a fleet do, how many strong loadout radiants can it handle,
how hard is it to lose something above a frigate if a mistake happens, recovery time between battles, ...

Perhaps, but it seems like the most straightforward metric: gauging the effectiveness of a ship (or a fleet more generally) based on how well it can absorb the enemy fleet's offensive power, while also doing offense of its own to kill the enemy fleet. Time to kill or the derivative damage per second are pretty standard metrics of this across countless games, and I explained above why this methodology captures both the offensive and defensive capabilities for fleets in Starsector. Of course it measures via speedruns, since a faster run means either the fleet has greater offensive power (able to do more damage and kill more ships in the same amount of time) or the fleet has greater defensive power (able to neutralize more of the enemy's attacks, thus more of its flux goes toward offense), or both, and both are what a player would like to know for ship effectiveness when designing a fleet.

Your examples are either variations on DPS, or have nothing to do with combat:

* How many stacks a fleet can do essentially boils down to DPS multiplied by some function of PPT and CR decay, and is generally irrelevant beyond triple Ordos because the player will already be getting +500% XP bonus by then. It also favors infinite ammo weapons over limited ammo weapons (such as missiles).
* How many strong loadout Radiants the fleet can handle is the same as above, except now you're restricting it to a particular subset of ships. But a fleet of just Radiants never appear in vanilla, far as I'm aware, so you're just skewing the fleet composition toward anti-Radiants and away from actually dealing with Ordos fleets. Now if you have a particular enemy type that you want to fight (such as stations, or Derelicts, or whatever), you can use the same methodology but just using those fleets instead to fight against; I just find Ordos fleets to be the most useful to test against.
* How hard is it to lose ships is not only already included in my testing assumptions (any ship dying or having to retreat is automatic fail and don't count), but if a ship dies, it is no longer doing damage, so to maximize DPS you naturally want to keep the whole fleet alive.
* Recovery time between battles is a campaign-layer consideration and not a battle-layer one. Sure, the player might want to consider supply use, how much cargo it can hold, etc., when filling out a fleet, but that has no bearing on how well the AI uses these ships in battle, which is what we're discussing here.

Sure, if you squint and fudge a bit you can fit your data to the perceived value of some cruisers.

It's simply (total damage) / (battle time - 60), the 60 being how long I assume it takes for the two fleets to smack into each other (and which I may revisit in the future, but seems close enough for now). Anyone who understands rates such as miles per hour for speed or dollars per week for income should be able to grasp DPS as a measure of how quickly the enemy fleet is getting killed. There's no difficult math going on here.

As already mentioned it just doesn't work for specialized ships and undervalues tankiness/direct fire power (compared to overhead).
Monitor is tied with Gryphon for best ship in the game, worthless here. Bomber/squall Astral is very good, bad when spammed.
Dominator definitely worth more than ~21, spending 42 OP on Xyphos and trying to chase Lumens/Scintillas with it is just not a good idea. Falcon XIV at ~11.4 DP, it has very good alternatives but would be a complete steal there.

So let's take this as an example. How do you justify claiming that the Monitor is tied with Gryphon as the best ship in the game? What's your basis for saying this, beyond vague generalities like "because I feel like it is" or "it works really well"? How do you back up this statement in a way where some third party can look at your claims, reasoning, data, experiments, etc., and come to a similar conclusion?

For me it's pretty straightforward: after establishing the value of more generalized ships using the methodology, I start looking at specialized ships in terms of how they affect the overall fleet, using the same methodology, just applied to a fleet of ships rather than spamming the same ship. For the Monitor, I'd look at (for example) how long it takes for 240 DP of ships to kill an enemy fleet, then (for example) how long it takes for 210 DP of those same ships + 30 DP of Monitors to take out the exact same enemy fleet. If the second fleet is faster, then I'd say those Monitors are more effective than their DP value (because presumably, they're absorbing so much of the enemy offensive power that the remaining 210 DP's worth of ships are able to do more damage faster than 240 DP of those same ships). I'd probably have to try out several different amounts of Monitors to figure out just what that right amount is.

But if you don't buy looking at how fast your fleet can kill an enemy fleet as a gauge of effectiveness, how do you justify the worth of a Monitor without reference to this? You don't advance the battle simply by sitting there tanking incoming damage; you advance the battle by having it let you accomplish more than you could otherwise.

(For what it's worth, I do feel like the Monitor is worth more than its DP; the question is how would you show this, or know in which situations is it the most effective. I also suspect that Alex deliberately under-costed its DP to encourage players to think more outside the box at fleet compositions rather than just all dakka all the time.)

~30-60 DP in Scarab/Glimmer/LP Brawler/Shrike/whatever else will capture what's needed and hunt down all the side frigates/destroyers much faster than any capital could.

It sure seems like you just implicitly assumed killing enemy ships faster as a metric for ship effectiveness, which is exactly my basis for using overall battle DPS.

It might not be the best method, but it is a classic method in the real world. "A is stronger!"  "No, B is stronger!"  Well, have them face off.

I think the main issue is that fundamentally it can lead to goofy results.

If we're basing A and B on the stock variants, then it just comes down to whatever default variants Alex put in, which has no particular reference to how well A would fare against B nor how well B would fare against A.

If we look for the best builds A and B that would do the best against each other, then you're basically going through iterations of finding the best build A that gives the highest win ratio against build B, then finding the best build B that gives the highest win ratio against A, etc. It's basically a competitive game in game theory. Due to the rock/paper/scissors nature of Starsector's combat, there's no guarantee that you'll ever converge on a stable solution for the best builds for A and B. And even if it converges, it might end up being due to some ridiculous build in the other ship that you would never see in the game, and thus wouldn't actually be a useful build to play with. For example a build that overly emphasizes PD because the other build's best way to win is to launch a bunch of Reapers.

But by testing them against a static target C, you can guarantee that you'll converge on a solution. Either the next build you try is better, in which case you keep it, or it's worse, in which case you discard it. You can try out different builds in this manner for A and B, and then see which one resulted in the highest score, however you define that to be. So it's a process that you know for sure you can get a good result.

I think comparing to the full skill setup and double Ordos and kill speed is interesting, but it is biased towards the particularly fit Remnant ships in those fleets (do the weapon fitting changes from fight to fight?).

It's the same double Ordos fleet that I use for all my testing. Basically after I gathered statistics on different Ordos fleets, I took 2 of them that were close to average in terms of size, fleet composition, etc., and have been using that same save to do all my double Ordos tests. So it's the same enemy fleet that the ships being tested fight against. I also have a different save for single Ordos fleet, and another one for triple Ordos fleets, again all selected to be close to average. However, the double Ordos save has seen the most use.

This statement got me thinking.  If I remember correctly, you're using the Medusa flagship to distract and split up the Remnant fleet so that the bulk of your fleet can focus down a smaller portion at a time.  Which also naturally reducing the incoming fire on the Conquests (or other ships under test).  If so, is your human piloting potentially covering up a critical defensive weakness of Gryphons and Conquests, or other ships that are used in these tests, and thus biasing the results?

No, my Medusa is actually working to corral the enemy fleet together, not spread them out. It does by necessity distract the enemy fleet when it goes in to attack (because a destroyer close by is much more attractive to most ships than a capital ship far away) but splitting up the enemy fleet would actually make my fleet fare worse; I want to surround the enemy fleet, not the other way around, and splitting them up would help them surround my fleet.

Rather, my fleet can focus on a smaller portion of the enemy fleet simply by killing them fast enough that most of the enemy fleet is still moving toward the front lines rather than actively firing at my ships. The beginning of the battle is the most dangerous part because I only have 200 DP to start with against their 240 DP, so I have some pressure to kill off enemy ships quickly. Once that happens though and my fleet is in a U-shaped semi-circle around the enemy fleet, then it's just gradually moving upward toward their spawn point, killing them in a stream. This is basically the Starsector version of crossing the T; at some point I worked out once this happens, my 240-DP fleet is basically just facing an 80-DP fleet at any given time, until the end when the Radiants show up. But at that point the Radiants are surrounded by ships so they can't really mount any sort of proper offensive since they're taking fire from all sides, and they're finished off quickly.

I posted a video before of the flagship Medusa using SO in a Conquest fleet and running around killing stuff. It turns out though that it was counterproductive; whenever I rushed in to attack, I would take damage from the Conquests trying to fire at the enemy ships, plus then they would stop firing because I'm in the way. It turns out that it's better for me to just stay back and let them do their work. Thus I switched over to a non-SO build so I could stay farther away from the targets (and switched out of Cryoblasters so I could assume no Omega weapons), stayed more next to the Conquests, and the results were much better; the result I posted above was finishing in 316 seconds, which was over a minute faster than the 379 seconds when I was using the SO Medusa. So it was better to just let the Conquests do their thing than to try to get into the thick of it.

If that's the case it's pretty skewed, an easy way to cheese most fleets is to park the main force and keep killing the small groups sent to capture points with small groups of fast ships.
Main fleet never sees a full engagement, and doesn't have to deal with the Radiants spawning all at once at the end of the battle.

That's a terrible way to maximize DPS. If you're looking to kill enemy ships quickly, your ship should be firing on them as often as possible, as much as your flux allows. That means having another enemy ship nearby waiting to get fired upon as soon as you're done killing an enemy ship. Waiting for the enemy fleet to trickle in a frigate or two at a time to each objective as they arrive and get killed means your fleet is spending most of its idling.

Instead I have my fleet fan out into a line across the map at the beginning, enough to encompass the objectives. Once they kill off the initial fleet and have captured the objectives, they then gradually move toward the enemy spawn point; usually at some point I set them to full assault. After that they just do their own thing, except if I need to order them to do something like chase down a frigate that's wandering away or something. That's the fastest way I've found to kill the enemy fleet, and the strategy I use for testing fleets.
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Draba

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Re: "Energy" Onslaught actually works
« Reply #42 on: February 25, 2023, 03:04:45 AM »

(my bad, post instead of modify)
« Last Edit: February 25, 2023, 03:36:50 AM by Draba »
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Draba

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Re: "Energy" Onslaught actually works
« Reply #43 on: February 25, 2023, 03:35:49 AM »

Monitor is tied with Gryphon for best ship in the game, worthless here.
So let's take this as an example. How do you justify claiming that the Monitor is tied with Gryphon as the best ship in the game? What's your basis for saying this, beyond vague generalities like "because I feel like it is" or "it works really well"? How do you back up this statement in a way where some third party can look at your claims, reasoning, data, experiments, etc., and come to a similar conclusion?
Look at the radiants tanked/DP between seconds 1017 and 1031.
Absolutely unbeatable (ignore tachyons, those would slightly skew the test).

Your examples are either variations on DPS, or have nothing to do with combat:
...
* How hard is it to lose ships is not only already included in my testing assumptions (any ship dying or having to retreat is automatic fail and don't count), but if a ship dies, it is no longer doing damage, so to maximize DPS you naturally want to keep the whole fleet alive.
Where is failure %?
As you push harder enemies some compositions have more variance than others, and things like Monitor are awesome at preventing losses close to the limit.
20% success in X secs is a bad deal compared to 80% at 3X, also completely ignored here.

* How many strong loadout Radiants the fleet can handle is the same as above, except now you're restricting it to a particular subset of ships. But a fleet of just Radiants never appear in vanilla, far as I'm aware, so you're just skewing the fleet composition toward anti-Radiants and away from actually dealing with Ordos fleets.
...
* How many stacks a fleet can do essentially boils down to DPS multiplied by some function of PPT and CR decay, and is generally irrelevant beyond triple Ordos because the player will already be getting +500% XP bonus by then. It also favors infinite ammo weapons over limited ammo weapons (such as missiles).
Fingers crossed you understand the silliness there. Yes, single tests are skewed towards specific types of ships.
Entire point was there is no 1 good metric, and it's easy to come up with equally good(bad) ones.

Why is speedrunning a 830/4 radiant stack more important than killing a 1000+/8 with lots of tachyons/plasmas? A single Ordo often has 3 Radiants, 6 can already show up in in doubles.
500% XP is easy with single player ship, no need for Ordos (by the time you get to Ordo stacks XP geenrally doesn't matter anyway). If the amount of ships killed still matters (the 500*4 > 500*2 thing) then why stop at 2?
You are punching below max power anyway, why not go down to a single faction fleet/ordo?
Not doing single fleets skews results towards ships with durability, and is also unfair to Colossus MkII since hammer barrage has low ammo.

~30-60 DP in Scarab/Glimmer/LP Brawler/Shrike/whatever else will capture what's needed and hunt down all the side frigates/destroyers much faster than any capital could.
It sure seems like you just implicitly assumed killing enemy ships faster as a metric for ship effectiveness, which is exactly my basis for using overall battle DPS.
Point was even if the only metric is time, frigates will kill small fry much faster than a Conquest could so bringing them will always speed things up (and is not unique to fleets with Onslaught/Paragon/whatever).
Destroying enemies fast is generally good, yeah. Just do not get tunnel vision about the speed, that leads to posts ranking the DPS of xyphos dominators.
« Last Edit: February 25, 2023, 04:21:22 AM by Draba »
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Megas

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Re: "Energy" Onslaught actually works
« Reply #44 on: February 25, 2023, 07:23:24 AM »

500% XP is easy with single player ship, no need for Ordos (by the time you get to Ordo stacks XP geenrally doesn't matter anyway). If the amount of ships killed still matters (the 500*4 > 500*2 thing) then why stop at 2?
You are punching below max power anyway, why not go down to a single faction fleet/ordo?
According to upcoming patch notes:
Quote
Made some adjustments to the "bonus XP for battle difficulty" calculation that reins in the bonus for having just a single combat ship
I take it to mean single (flag)ship XP will get nerfed.  Pity.  Part of the reason I like single ship is I do not need to fight double Ordos (or Ordos for that matter) for high XP, which means I do not need to carefully craft officers for specific ships.

Main reason why I like solo Ziggurat with Omega weapons as my final fleet is to avoid the mess that is officers, and to make grinding human bounties worthwhile when I do not want to fight Ordos.  Too bad it defeats the point of some skills I would like in a more conventional fleet.

As for why fight more than one?  Ordos fleets love to clump.  It can be tedious to separate one from a stack and take it out by itself.

The advantages of killing more than one fleet at a time are:
* Less CR consumed in one round instead of two.
* Much easier to separate a small clump of two or three fleets instead of only one from a huge clump of ten or more fleets.

That said, I dislike fighting more than two Ordos at a time because of PPT timers.
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