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Starsector 0.98a is out! (03/27/25)

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Author Topic: "Energy" Onslaught actually works  (Read 11194 times)

Hiruma Kai

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Re: "Energy" Onslaught actually works
« Reply #45 on: February 25, 2023, 05:05:47 PM »

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.

I think you are right that taken by itself, it can lead to goofy results.  But that is an issue that could be true of any single comparison test that doesn't explore the full parameter space.  The entire point of this thread's opening was testing a fitting that pushed into less obvious fitting parameter space and finding quite a bit of success with it.  The more varied and distinct bits of information we have, the better overall picture we can put together.

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.

Testing stock A vs stock B does tell you how stock A will do against stock B, which is a subset of the parameter space of how well A does against B.  It might not be the strongest vs strongest fitting (depending on metric for measuring strong), but it is a valid fitting which does sometimes show up in NPC fleets and with auto-fitting will also show up in some player fleets.  Alex has to take those kinds of fights into account at least somewhat since new players exist and you don't want the learning curve to be too steep for them.  Taking into account only end game maximally optimized performance has the potential to skew early game intro and mid-game play.

A set of tests we are not doing, but probably could is measuring how difficult NPC fleet compositions are as player opposition.  Ideally, bounties that are at the same tier and reward should be roughly balanced against each other as well, so that a player knows what to expect going in after some experience.  My personal experience lately is officered Conquests are easier and quicker to kill than officered Onslaughts when they are in opposing fleets.  Perhaps an inversion of the double Ordo tests would be to make the player fleet be the static fleet C.  Take something like an 80 or 100 DP player run fleet, against the equivalent of 3-400k intel bounty fleets made up either entirely or partly of the ships under test, and fit how they might be in the campaign.  And then see how long it takes to destroy them.  The Kobayashi Maru of ship testing if you will.

I can think of several mod ships which would have very different valuations in those two tests, and having both in hand would be valuable for estimating final DP value, where with only one test you might end up misestimating. The Ifrit ("25" DP cruiser with Fortress Shield and Flux Shunt) in version 1.6a of Harmful Mechanic's Dassault-Mikoyan Engineering, for example.

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.

I agree it may or may not converge, depending on the specific test and ships under question.  However, the fact that it does not converge can be argued to be a good sign, and potentially an answer.  The statement "I cannot find a 240 DP fitting of ship A that defeats all potential 240 DP fleets of ship B, and vice versa", implies that their DP valuation can't be too far from balanced.  The rock/paper/scissors nature of fitting isn't being overwhelmed by a DP valuation problem.  Or in other words fitting still matters and there are multiple valid choices.

If DP is doing its job properly, and I'm doing equal DP tests, the fact the fight converges either implies one ship is highly under or overvalued, or one or both of the ships are one trick ponies and have only a single valid playstyle that can be countered. The whole point of the system is that equal DP worth of ships in fleets is supposed to have a fighting chance against each other, all else being equal.  It is meant as means of estimating the odds of victory if you know nothing else about the fleet, as well as developing roughly equal difficulty NPC fleets.

Although, now I do wonder, if the test does converge, why is it a ridiculous build?  In my mind, converging or coming to a stable point involves finding a fit of A such that no fit of B can defeat it.  Otherwise, it hasn't converged since you switch to a build of B that does beat the current A fit and then you need to switch A's fitting again.  So then you've got a bi-stable (or maybe tri-stable or higher) situation.  If there's a build of an Onslaught that beats all possible permutations of a Conquest, why is it something you wouldn't want to use in an actual campaign run, at the very least when you're up against fleets with 2 or 3 Conquests?
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #46 on: February 25, 2023, 11:22:12 PM »

I really enjoy your guys posts. What do you mean by (Nash) equilibrium in a single player game though?

Let's say that we have a list of all possible enemy fleets, then isn't there in principle a fixed probability of meeting each, assuming the player has some kind of articulable strategy about what they are doing, since the game is not changing strategy? Then say that we have a finite number of possible fleets and each pair of our fleet and enemy fleet is associated with a probability of victory. Then there always exists an optimum fleet composition. Either it is singular or not.

Then enumerate the different ships that can belong in the optimum fleet. These would be called optimum variants. Their being singular is equivalent to the fleet composition being singular. Finally, either the equipment on these optimum variants is singular or not. This is equivalent to the fleet composition being singular.

Now I have read that it is supposedly good design that these choices would not be singular. I do not understand that perspective. If the solutions are not singular that is equivalent to the player having meaningless choices of strategy. Why would you want that? I think the best game design would be that regardless of player strategy the singular optimum fleet always exists, so there are no illusory choices, but is also nearly impossible to find or define.

The latter definitely applies to Starsector.  The fleet battle space is almost impossible to explore without writing custom software, something even more ambitious than we attempted. But it is also the only exactly correct way to define optima, since it does not follow for example that if a particular Conquest beats a particular Onslaught 1v1 then 6 Conquests beat 6 Onslaughts, or 2 Conquests + frigates beat 2 Onslaughts + frigates. Cases like "the optimum fleet given it must include an Onslaught and 2 frigates since that is what I got" would still be most properly defined as restrictions of the domain of our possible fleets since adjusting one ship might mean the others get better or worse although in this case just examining the Onslaught might be good enough.
« Last Edit: February 25, 2023, 11:33:36 PM by CapnHector »
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5 ships vs 5 Ordos: Executor · Invictus · Paragon · Astral · Legion · Onslaught · Odyssey | Video LibraryHiruma Kai's Challenge

CapnHector

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Re: "Energy" Onslaught actually works
« Reply #47 on: February 26, 2023, 02:47:55 AM »

Now if you agree with the above then some consequences and observations.

Consequences:
- using a fleet vs fleet definition of optimal builds, any definition of optimality is contingent on fleet composition and player goals and strategy
- every ship is optimal for some set of restrictions in ship choice, at least the fleet space that contains only that ship (should be noted that this is in fact a trivial statement so pointless to discuss)
- proving that any given complex fleet is optimal without any simplifying assumptions even in a limited sense of within some strategy is computationally impossible or at least quite difficult

However, the way forward would be to then find convenient proxies and conditions to narrow the tests needed. So here are some thoughts about that, though I won't pretend to know this better than you do -

- it is unlikely random substitution of equipment would make a threatening fleet greatly more threatening with meaningful probability, so testing vs pre-defined variants should be enough
- it may not be the case that all components of the optimum fleet would be good in either 1v1 combat or as monofleets, but it seems unlikely that building a fleet out of ships that are good either in 1v1 combat or as monofleets would not be a good fleet; therefore it should be fine to use 1v1 or monofleet tests to inform ship choice, just keeping in mind that the true optimum fleet might be mixed
- all fleets that do well against other things do not do well against Remnants, but all fleets that do well against Remnant Ordos with Radiants (that bring not only shields, but as is often forgotten, also heavy armor (Radiant has 1500 base and an alpha core officer!) and heavy firepower) also do well against all other things in the game; therefore assuming we are examining endgame fleets, it should be fine to test only against Remnants to find the "true optimum" fleet that would be close to optimal for any strategy, which is probably what we mean when writing "best" without qualifiers that it would be roughly close to optimal regardless of which opponent fleet the player chooses to take on

Feel free to disagree.
« Last Edit: February 26, 2023, 03:09:53 AM by CapnHector »
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Vanshilar

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Re: "Energy" Onslaught actually works
« Reply #48 on: May 14, 2023, 09:35:17 PM »

Okay sorry for the slight necro on this but there were a few philosophical points that were brought up that took a while to respond to and I want to cap this off to wrap up 0.95.1a before I get too far into looking at 0.96a:

Look at the radiants tanked/DP between seconds 1017 and 1031.
Absolutely unbeatable (ignore tachyons, those would slightly skew the test).

Why is this relevant? As in, why would it matter to look at the number of Radiants tanked in a specific 14-second window around 17 minutes into combat? This seems entirely arbitrary. Not to mention, it doesn't address what I was saying, namely how does determining this figure address:

Quote
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.

Where is failure %?

You can do that if you want, but I've found that it's not necessary. Generally speaking, the ships with the higher overall battle DPS relative to their DP have a lower failure rate. That makes sense, since overall battle DPS includes having to absorb enemy offensive power, and ships die when there's too much enemy offensive power to absorb. So in my testing, it was the ships that were relatively weak (such as the Eagle) that had issues with dying, not the ships that were strong (such as the Gryphon). A double Ordos fleet is also a big enough battle that weaknesses in defense becomes apparent.

And how do you propose to measure this in a manageable way? A number of fleets have a success rate of over 90%; you'd need a huge number of trials to distinguish between a fleet with 92% success rate versus another with 96% success rate, for example.

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.

You still have yet to come up with one.

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.

I look at the typical Ordos fleet. The average Ordos fleet contains slightly less than 2 Radiants. You can certainly gear your fleet toward a more Radiant-heavy fleet if you want, but then your fleet won't fare as well against a more frigate/destroyer/cruiser-heavy fleet. So I look at the middle of the spectrum.

500% XP is easy with single player ship, no need for Ordos

No that's not the point. The point is that even if the player has a full fleet, i.e. 240 DP's worth of ships and 8 level 5 officers, they'd already be getting +500% XP bonus against triple Ordos, so there's no practical reason to look at quadruple or more Ordos. There's no benefit realistically to that, it's just more of the same. It just lengthens how long it takes to do each run.

Yes you can get +500% XP if you run a tiny fleet, but I'm looking at full-sized fleets generally.

(by the time you get to Ordo stacks XP geenrally doesn't matter anyway).

It's the complete opposite. XP is one of the main reasons to fight Ordos (cores being the other), because the XP is so good and you need XP to get SP.

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?

I chose double Ordos because triple Ordos ended up giving pretty much the same results (with some minor modifications i.e. needing to take EMR/MS for enough missiles to last), just that each run took 50% longer. So I get to save 1/3 of the time spent testing this way.

Single Ordos is different than double Ordos, if you're running at 400 battle size. Single Ordos, assuming 2 Radiants, means that you get a Radiant at the beginning, and another one at the end. Whereas double Ordos, assuming 4 Radiants, means you have to deal with multiple Radiants at the same time at the end. So you get to see the fleet's performance against multiple simultaneous Radiants as well.

Having said that, sometimes I'll look at single Ordos if I'm looking at a Support Doctrine fleet, since it's so small XP-wise that it maxes out its XP bonus against a single Ordos, so a single Ordos is all the fleet needs to face. (Spoiler alert: playtesting what I think the new Manticore (LP) will be has been a lot of fun, and right now it's looking like a split Manticore (LP) / Brawler (LP) fleet is the fleet I'll be using for my first playthrough after the update, to gather statistics on Ordos fleets (which needs to be done one fleet at a time), since it's so good at churning through single Ordos fleets, and so easy to make by just going to LP planets and bases and buying their ships then killing their fleets.) But generally speaking for any fleet with a sizable number of officers, double Ordos is more representative.

Not doing single fleets skews results towards ships with durability, and is also unfair to Colossus MkII since hammer barrage has low ammo.

Sure, and it also skews against fleets made up of 120 Kites with Reapers. If the missile has such low ammo that it won't last through a significant fight, well, you'd want to know that, and the testing should reveal that kind of information.

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.

Not necessarily. Frigates may be faster at grabbing objectives for example, but then you also have to consider how much they contribute for the remainder of the fight relative to the same DP of other ships that could've been used.

This points to why it's important to test against an entire Ordos fleet, instead of just concentrating on Radiants, and using actual campaign enemy fleets instead of sim. It gives the fleet's overall performance across the different phases of battle, from capturing objectives, to dealing with frigates/destroyers, to dealing with mass Brilliants, up to dealing with Radiants at the end. The overall battle DPS is an average score across all these phases, in the proportion that the player is expected to see them (hence why I chose "average" fleets in size and composition), without overly emphasizing one or the other. Hence why it's useful as a metric of fleet or ship performance.

I think you are right that taken by itself, it can lead to goofy results.

By "goofy results", my point is that the solution that it gives (i.e. the build that it determines to be the best) may not be at all useful for fleets that the player may encounter in the campaign. Since the goal of testing is to help inform as to what may be useful in a campaign battle.

I assume (let me know if you had something different in mind) that the process of finding the best builds A and B, in looking at A versus B, is to take a stock build B, look for the best build A (i.e. the build of A that leads to the highest win ratio against B), then once that's done, take that build A, look for the best build B, and then repeat back and forth until both sides determine that they can't do any better, i.e. converge. (Note that "converge" does not mean that the side wins, but it means that both sides can't increase their respective win ratios any further and thus the process ends.) The problem with that process is maybe the best build of A is "all rocks", then when you go to build B, it ends up being "all paper", then when you go back to build A, it ends up being "all scissors", then you go back to build B, it ends up being "all rocks", and so forth. At each iteration, each side is always trying to optimize against a different target, so there's no guarantee that this process will ever come to a converged solution.

And even if it converges, it may be because it's some build that the other ship has no good counter against as a platform, but which the typical campaign fleet (which is filled with a spectrum of different ship types) can easily counter. And hence it may end up being goofy, i.e. lead to some resulting build that does not perform well in actual campaign battles. For example, if the converged builds ended up being that an Onslaught beats a Conquest, the Onslaught build probably focused on having a lot of frontal firepower. But in an actual campaign battle, the enemy Conquests would have frigates and destroyers around (not to mention, the battle starts off with smaller ships with possibly 1 capital ship with them), and the Onslaught is not necessarily able to handle many small ships since the build would be specialized against one big ship. So the testing could result in a build that isn't actually that useful in fleet-on-fleet combat.

You also want to consider the manpower involved in doing this. Thus far I've released test results for 9 ships (10 if you consider the Conquest), which took several months. Each of those was basically trying out a bunch of different builds until I was reasonably confident that I've found the best one for that ship, including playing through the double Ordos battle several times with each of the most promising builds, and analyzing the results afterward. My spreadsheet for the results contain over 100 battles. So of all that data, I've essentially converged on a solution a total of 9 (or 10) times thus far. If you're testing A vs B with both sides able to change their build, each time it switches between optimizing A or optimizing B would be one of those steps. That's a herculean effort right there just to have them converge once, not to mention all the possible A vs B matchups that you can have.

Realistically I'm only able to play off-and-on depending on my work, and there are sometimes periods of weeks or even over a month when I don't play at all (nor post much on the forums), depending on how busy I get with work. So it's possible that someone with more free time to play the game can find results more quickly. But I'm not aware of any other larger-scale effort to quantitatively assess the effectiveness of different ships and compare their performance to each other. (As an aside, as Thaago mentioned elsewhere, WeiTuLo's analysis of fighters here is essentially the same approach as what I'm doing, but for fighters. WeiTuLo looked at minimizing time to kill, while I look at maximizing damage per second, effectively its reciprocal, because of how mature the Detailed Combat Results mod has become.) Thus a lot of the forum discussion just comes down to "I like this more" or "I think this is better" instead of giving something concrete for other forum posters to consider.

Testing stock A vs stock B does tell you how stock A will do against stock B, which is a subset of the parameter space of how well A does against B.

Yes, but there's no way to know how good the stock builds are relative to the possible builds of A and B (at least until you explore the space of possible builds). So you can't draw any inferences on how well ship A can perform against ship B based on that.

Alex has to take those kinds of fights into account at least somewhat since new players exist and you don't want the learning curve to be too steep for them.  Taking into account only end game maximally optimized performance has the potential to skew early game intro and mid-game play.

I think the balancing levers are different here. At the endgame, you can assume that the player has all ships available, all hullmods available, all weapons available (though I exclude Omega weapons in my testing right now), all officer skills available, etc. So the main constraint comes down to DP, and thus looking at a ship's effectiveness (which I measure via its overall battle DPS) relative to its DP is important; changing a ship's DP to match its effectiveness is relevant (along with adjusting weapons or its OP costs, etc.). So for those, I think they *should* be balanced around the endgame.

At the early to mid game, you have to assume that the player is running around with whatever ragtag ships, hullmods, etc., he's been able to scrounge up to that point in the campaign. So ship DP, weapon OP, etc. are not as useful of a balancing mechanism, since he's likely not filling out the whole DP limit, and he's using whatever weapons he's been able to get his hands on, etc. Instead, it's based more on things like ship/weapon availability, size and difficulty of enemy fleets, etc. The game provides a spectrum of different difficulty fleets starting with small d-modded pirate and pather fleets, to get the player comfortable with them, and let the player gradually advance to trying out harder fleets with better rewards as he progresses. Plus the player can learn to run away from fights he can't handle yet. So that ends up being more of the balancing mechanism there.

Also, since the player essentially gets a different set of available ships, available weapons, available hullmods, etc., for the early to mid game in each playthrough, it's hard to come up with a common criteria for forum discussion that'll be applicable to all of them. I could say "well this ship with these weapons and these hullmods do really well in the mid-game" but that's not going to work for someone who missing that ship or that weapon or that hullmod, etc. So basically, the testing would only apply to the subset of playthroughs that has access to everything that the tests assume. Whereas, testing for the endgame, you can assume that the player has everything available. Then the testing results give a concrete goal for the player to move toward as they work on improving their fleet.

A set of tests we are not doing, but probably could is measuring how difficult NPC fleet compositions are as player opposition.  Ideally, bounties that are at the same tier and reward should be roughly balanced against each other as well, so that a player knows what to expect going in after some experience.

Sure, although I think that comes down more to fleet generation than ship DP or weapon OP etc. In other words, that a 200k bounty is roughly equally difficult regardless of if it's a Hegemony fleet or Diktat fleet, etc. I *think* fleet generation is based on FP rather than DP though. I think it'd be better to continue using time to kill and/or overall battle DPS as a metric, because there's too many ways the player has to survive against the AI that would just make the testing drawn out. The player can just keep running away from the main enemy fleet until CR runs out for example.

I really enjoy your guys posts. What do you mean by (Nash) equilibrium in a single player game though?

This results from trying to find the best build for ship A that can beat ship B (i.e. find the highest win ratio against ship B), while simultaneously looking for the best build for ship B that can be ship A. Ship A and Ship B basically becomes two competing and directly opposing agents, each with decision-making ability (in looking for their respective best builds). As each side searches for their respective best build, at some point they reach a point where they can no longer improve any further. If both sides reach this point, then they've basically achieved equilibrium, or what I'm calling converging.

Let's say that we have a list of all possible enemy fleets...

In principle, yes. In practice however the space of possible player fleets is too large to easily explore, even if it's technically finite. The fleets' performance is also affected by the player's commands throughout the battle, as well as the player's own actions if he's piloting a flagship, and both of these again have a large variance which makes it difficult to easily explore.

Now I have read that it is supposedly good design that these choices would not be singular. I do not understand that perspective. If the solutions are not singular that is equivalent to the player having meaningless choices of strategy. Why would you want that?...

Now if you agree with the above then some consequences and observations...

There's a difference between "there are many good choices" and "all choices are automatically good". Good design means that the player has a lot of different possible strategies, and the optimum setup within each strategy would be about as good as the optimum setup within other strategies. In terms of Starsector, this would mean that the best missile-spamming fleet should perform about as well as the best high-tech fleet, which should perform about as well as the best carrier fleet, which should perform about as well as the best phase fleet, which should perform about as well as the best Safety Overrides fleet, etc. But it does not mean that all fleets should perform equally well, because there are going to be many fleet setups that are simply bad.

In terms of ships, since DP is a balancing metric for ships in Starsector (if a ship is more powerful, then making it higher DP, thus reducing how many of that ship the player is able to put on the battlefield at once relative to other ships, is a balancing mechanism to counter its power), then it makes sense to look at how well ships perform relative to their DP. In other words, good design would mean that 200 DP's worth of one ship, optimally built, should perform about as well as 200 DP's worth of another ship, also optimally built.

However, there's a deeper issue tucked in there: in Starsector, you can use a combination of different ships, and these ships may synergistically interact to create an even stronger fleet than spamming one type of ship or the other to make up your fleet. Or maybe they interact badly and make the fleet worse. And that's part of the fun, trying to figure out what combinations of ships work well.

But in terms of determining their worth, it becomes more awkward; you're no longer looking at how each ship performs by themselves, but given that there is a ship B nearby. Also, the analysis of each ship's performance is more complex, since it's based on the capability of other ships as well. For example, if you have a large capital ships surrounded by smaller escort ships, then what you really get is the performance of that capital ship assuming that it has smaller escort ships killing off stray enemy frigates so it can concentrate its firepower on the bulk of the enemy fleet and so forth. So then you have to evaluate them together as a group, and compare that with other ships which total the same DP.

Yes this is a really difficult problem to try to address (to "solve" in some context). So for me, I'm starting off with looking at each ship's performance by themselves, i.e. spamming the same type of ship, and looking at their performance. Doing this with ships that are relatively spammable (meaning: individually self-sufficient and do not need other types of ships to help support it) gives a baseline of performance which I can then use when looking at other ships and/or looking at ship combinations.

The class of ships that made the most sense to do this are the cruisers, and hence that's what I started with. Frigates and destroyers are too fragile, and capital ships are too vulnerable to getting swarmed by small ships. So the cruisers give a starting point as a basis for evaluating the relative power of different ships, and (by extension) their DP.

A fleet built against Ordos may not necessarily always be good against any other fleet, but it's a sufficiently high bar that it'll likely do well. Obviously Ordos requires a lot of anti-shield whereas you'd want to load up on anti-armor/hull against Derelicts instead, for example. So in theory, there should actually be a suite of different opponents, and different types of fleets would do well against different types of opponents. (And once there are a larger variety of endgame opponents to fight, that will likely be the approach that's needed.) In practice however trying to determine a good/optimal fleet against one opponent is already hard enough that I just went with the one that's the most relevant, the "biggest bang for your buck" with the effort put in.

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.

I think the main issue is that it got bogged down by stuff that, although they would give somewhat more accurate results in some sense, ultimately wouldn't really change the outcome much. For example, the focus on weapon arc, or the precise shape of the target when modeling where the weapon shot would hit. For me, it was good enough to take the double Ordos test fleet, note that the sum of the base armor values was 28k, and the average total armor damage that my fleets did (across multiple fleets) was 143k, and conclude that the total armor damage was around 5 times the sum of the base armor values, so it averages out to a hittable area of around 12 armor cells wide, and then move on from there.

It turns out that the discussion did produce probably the best Ordos-farming fleet I was able to find though: player-controlled flagship Onslaught, 3 Conquests (dual Squalls/Mjolnirs/HVDs/Harpoons, Graviton Beam, 4 Tac Lasers), and 2 Gryphons (Squall/Harpoons/Breaches/HVD). The beams are to maximize damage output, since there was OP left over; they're very OP- and flux-inefficient though but was more of a "might as well" option (adding around 8% more DPS), and would be the first to go if OP is needed. This fleet is able to kill double Ordos pretty much as fast as 8 Gryphons, so each Conquest really was worth about as much as 2 Gryphons (and Gryphons themselves are already very overpowered). The difference is that 3 Conquests use half the number of officers as 6 Gryphons, so you get a bigger XP bonus. An officered (level 5) Conquest costs 40 + 26.25 = 66.25 DP for XP bonus purposes, while 2 officered (level 5) Gryphons cost 40 + 52.5 = 92.5 DP for XP bonus purposes, or 40% more. So you basically get 40% more XP by using an officered Conquest instead of 2 officered Gryphons when they're fighting the bulk of the fleet; this fleet overall gets around 20% more XP than a fleet of flagship Onslaught and 8 Gryphons. It's small enough to average around +450% XP bonus against double Ordos, so it doesn't need triple Ordos to max out its XP bonus.

The reason why you wouldn't use 4 Conquests instead is that you're then sending the Conquests to the flanks at the beginning, which is needed to prevent your fleet from being surrounded but costs a lot of DP and reduces your firepower against the bulk of the enemy fleet. So it's better to send cheaper ships instead, i.e. Gryphons, to the flanks. Hence the Gryphons take care of the flanks while the Conquests take care of the main enemy fleet, and then the Gryphons join up as the whole fleet moves toward the top to the enemy spawn point. It's possible that I could use cheaper ships to cover the flanks, but few ships can put out as much damage as the Gryphon once the enemy fleet has balled up.

The best time that I got with this fleet against my double Ordos test fleet was 247 seconds, compared with 246 seconds for 8 Gryphons, and 248 seconds for 10 Gryphons, basically all virtually identical. It might seem counterintuitive that more Gryphons didn't actually help, but that's because 1) I start with 200 DP and then deploy the last 2 once I capture the objectives, meaning they won't be able to contribute as much in the first place since they come in later and 2) they run into overcrowding issues at the end when they're all gathered at the enemy spawn point. For example, if a frontline Gryphon takes too much damage, when it's too crowded it can't back off because there's another Gryphon blocking its path, so it ends up overloading and then not doing any more damage for a while. So fewer ships actually meant that they're able to space themselves out better.

Obviously the meta will change in 0.96a, but this was the best one I found in 0.95.1a. The Ordos fleets in 0.96a do seem a lot more dynamic (i.e. Novae and Brilliants rush forward unexpectedly, so the battle lines aren't as stable and predictable) so this setup may need some modification, but chances are it'll work too. (And since 0.96a is now out, these test results are too late for Alex to swing the nerfhammer in this direction...I hope...)

P.S. I just realized I forgot to address the main topic of this thread, energy Onslaught. It turns out that the main issue when loading up on burst energy weapons is that the Onslaught (at least how I play it) is a very much in-your-face ship, running into the thick of combat. So the problem is that in actual use, there's not enough downtime for the energy weapons to recharge -- they're limited by their sustained fire rate due to ammo regen. So testing Light Needler vs Minipulser side by side, the Light Needler ended up doing more damage pretty much every time.

However, in 0.96a, with Expanded Magazines increasing the ammo regen rate when s-modded, this significantly changes that balance. So 0.96a may be when energy Onslaught or energy Retribution or energy whatever comes to the fore as a perfectly viable playstyle; its time has come.
« Last Edit: May 14, 2023, 09:39:48 PM by Vanshilar »
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KDR_11k

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Re: "Energy" Onslaught actually works
« Reply #49 on: May 15, 2023, 01:09:40 AM »

My current campaign Onslaught uses the modification that removes shields and adds armor instead, thoughts on whether that helps or hinders an Onslaught? Personally I wouldn't use the shields for anything except big HE attacks because of the efficiency and with the stopping power of ballistic PD you won't see many missiles make it to the Onslaught's armor anyway while cannon shots will usually come with a swarm of other bullets around them so you'd be taking a lot of hard flux from raising the shields.
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #50 on: May 16, 2023, 10:43:49 AM »



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.

I think the main issue is that it got bogged down by stuff that, although they would give somewhat more accurate results in some sense, ultimately wouldn't really change the outcome much. For example, the focus on weapon arc, or the precise shape of the target when modeling where the weapon shot would hit. For me, it was good enough to take the double Ordos test fleet, note that the sum of the base armor values was 28k, and the average total armor damage that my fleets did (across multiple fleets) was 143k, and conclude that the total armor damage was around 5 times the sum of the base armor values, so it averages out to a hittable area of around 12 armor cells wide, and then move on from there.

It turns out that the discussion did produce probably the best Ordos-farming fleet I was able to find though: ...

Yeah and I probably should have learned Python but I just couldn't then. I now have significantly better linear algebra skills so should probably look at it again at some point. It can probably be done much more elegantly than it was back then.

That is an absolutely fascinating idea about the average armor grid size. It's just elegant. Since essentially you are replacing the sum of ships with n times the average ship. But is there some kind of a natural extension of this idea to an arbitrary fleet, any ideas?
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Arlian

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Re: "Energy" Onslaught actually works
« Reply #51 on: May 17, 2023, 01:56:17 AM »


It turns out that the discussion did produce probably the best Ordos-farming fleet I was able to find though: player-controlled flagship Onslaught, 3 Conquests (dual Squalls/Mjolnirs/HVDs/Harpoons, Graviton Beam, 4 Tac Lasers), and 2 Gryphons (Squall/Harpoons/Breaches/HVD). The beams are to maximize damage output, since there was OP left over; they're very OP- and flux-inefficient though but was more of a "might as well" option (adding around 8% more DPS), and would be the first to go if OP is needed. This fleet is able to kill double Ordos pretty much as fast as 8 Gryphons, so each Conquest really was worth about as much as 2 Gryphons (and Gryphons themselves are already very overpowered). The difference is that 3 Conquests use half the number of officers as 6 Gryphons, so you get a bigger XP bonus. An officered (level 5) Conquest costs 40 + 26.25 = 66.25 DP for XP bonus purposes, while 2 officered (level 5) Gryphons cost 40 + 52.5 = 92.5 DP for XP bonus purposes, or 40% more. So you basically get 40% more XP by using an officered Conquest instead of 2 officered Gryphons when they're fighting the bulk of the fleet; this fleet overall gets around 20% more XP than a fleet of flagship Onslaught and 8 Gryphons. It's small enough to average around +450% XP bonus against double Ordos, so it doesn't need triple Ordos to max out its XP bonus.


I got curious after reading your post and decided to give your 1 Onslaught, 3 Conquest, 2 Gryphon ordo build a shot for the new update. Seems like the Squall nerf has sadly prevented it from being effective, I had no luck defeating a single ordo, let alone a double.
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Lawrence Master-blaster

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Re: "Energy" Onslaught actually works
« Reply #52 on: May 17, 2023, 03:39:58 AM »

The Squall nerf wouldn't have affected the comp much.
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Arlian

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Re: "Energy" Onslaught actually works
« Reply #53 on: May 17, 2023, 04:05:47 AM »

The Squall nerf wouldn't have affected the comp much.

Not entirely sure what you mean, but without the 0.95a Squall I struggle to see how the fleet he described manages to beat a double ordo in 0.96a, I did extensive testing with every missile type imaginable fighting ordos and there's simply not enough damage to defeat a double ordo with just those ships mentioned, triple S-mod, max officer with elite skills included.

I imagine 0.95a Squall was the lynchpin that carried the fleet and allowed it to win, but if there's some other nerf I'm missing I'm open to suggestions.
« Last Edit: May 17, 2023, 04:09:41 AM by Arlian »
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #54 on: May 17, 2023, 04:23:30 AM »

The Squall nerf has hurt the missile's finishing power a lot. Loss of hull damage is immensely significant for Squall spam fleets and they no longer work, I replayed my old Conquest Ordo farming fleet and it no longer worked at all, replicating your experience. Try replacing it with Locust, which has worked for me for the Pegasus.
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Lawrence Master-blaster

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Re: "Energy" Onslaught actually works
« Reply #55 on: May 17, 2023, 05:32:40 AM »

You don't need to rely on Squalls for finishing when you have a battlecruiser that outputs over 1k DPS with turrets before CR/skills. I can see Gryphon spam being affected, but not really Conquests. And yes, I killed many double Ordo with Conquests in current patch.

Can't really comment on Vanshilar's comp effectiveness as I haven't seen his Conquests. Maybe with Gauss they don't cut it anymore but Mjolnirs still work fine.
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #56 on: May 17, 2023, 05:53:33 AM »

Okay I just remembered I tested my old Conquest farming fleet vs a triple Ordo which it used to be capable of without player control, and it didn't win unlike last version, but maybe it was a little harsh to conclude it no longer works from that.

In fact, I took it out vs just a double Ordo under AI control and we won, although taking losses.
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Lawrence Master-blaster

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Re: "Energy" Onslaught actually works
« Reply #57 on: May 17, 2023, 06:36:10 AM »

Okay, few things here.

First of all I think it's pretty normal to take losses when you use Brawler LPs. That has always been the case in my experience, unless you manage to evenly spread the fight all over the map sooner or later one of them is going to do something stupid.

Second of all, I don't even want to imagine Assault Chaingun against the Apex considering it already had trouble killing Brilliants(it may have 500 DPS but it's only 75 damage per shot)

Three, is it really a Conquest fleet when most DP is not in Conquests?
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CapnHector

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Re: "Energy" Onslaught actually works
« Reply #58 on: May 17, 2023, 06:44:06 AM »

Well yeah, that's the unedited .95 fleet, it's no longer correct but still working for double Ordo. Unfortunately due to CH change it can no longer deploy all the Conquests. Nonetheless they still do great though not as well.

For clarification I do not recommend this exact build for .96, clearly the hullmods are wrong now and I am obsessed with Pegasus now. Please post yours, Lawrence (If I may).
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Lawrence Master-blaster

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Re: "Energy" Onslaught actually works
« Reply #59 on: May 17, 2023, 07:29:42 AM »

Here is a fleet comp I've been torturing for the past week. Support ships changed but Conquests stayed largely the same. Here is the fit itself, biggest difference from previous version is swapping the Ion Beam for Graviton Beam - I realized that Ion Beam is superfluous on a ship that already delivers 900+ EMP DPS. The shield-piercing effect is pretty much meaningless, the arcs are randomly spread all over the enemy ship so they never really disable any one system.

And it's not even anywhere near minmaxed(Because I like my ships pretty) - look at all the wasted OP on rear PD and Burst Lasers - I am certain you could squeeze in an S-modded Armored Weapon Mounts for 10% more DPS and still stay flux neutral.

(The Monitor is there just for the Operations Center, I don't use it in combat. I actually wanted to take Buffalo Mk.II but it has way too low PPT to be usable. Alexplz)
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