So it turns out, results of forcing the Large Ballistics to fire have been somewhat mixed. It is possible to get them to not get turned off by pairing them with a point-defense weapon (such as Vulcan). But that means that they *really* will stay on all the time, even at high flux, so you have to be really sure that the ship won't get overwhelmed by enemy ships.
The bigger problem though is that putting a Vulcan on the ship destroys the AI's sense of range-keeping. On my long-range ships, I tend to eschew PD for this very reason; the ship ends up trying to get too close due to its PD instead of staying away. This was true even when the officers were set to steady instead of aggressive. So the Atlas2 trying to close in means that it gets hit and quickly dies. So no go on it. Completion times were fairly similar, so no real improvement in forcing a Large Ballistic to stay on.
It *might* be possible to make it work with a cautious officer, but there were too many AI failures for whatever reason for me to have much success with it. Such as ordering an Atlas2 to eliminate a frigate and it moves away instead, or one Atlas2 deciding to ram the enemy fleet including Radiant while the rest of the fleet stayed back, etc. -- keep in mind that while the Atlas2 has terrible maneuverability, it has terrible top speed as well, so it goes from full speed to full stop in roughly 100 su or so (they have Auxiliary Thrusters). Yet the Atlas2 in question decided to go from full range straight up into melee range of the enemy fleet, overload and die (and still under full control while overloaded, and still moving forward); once I saw it happening, I ordered nearby Atlas2's to go in (eliminate) to help cover, but they just stayed back. I haven't played much with cautious AI so I don't have a good feel for how it plays, but this type of inconsistent AI behavior makes it more or less unusable.
I tried grouping a Mjolnir with a Railgun, but that just means the Railgun gets turned off with the Mjolnir. Also Mjolnir with Squall, but same thing, just means Squall gets turned off. So no way that I can see of forcing it to keep Mjolnir (or other Large Ballistic) turned on, it likes to turn it off even at low flux.
Having said that, this explains why the build can be so overfluxed and yet in practice the ship won't run out of flux. The AI will simply arbitrarily turn the Large Ballistic off about 1/3 of the time, even at low flux. So you don't need to consider the full flux cost when accounting for flux. This may be why you can overflux the AI by a certain amount, but not too much, when equipping it.
Sick builds and I appreciate your continued contributions to Starsector science! I've been meaning to ask: mod list?
I play vanilla with utility mods. When I first started I used to play with a number of mods (Nexerelin, Templar, Ship/Weapon Pack, Underworld, Arkgneisis, Blackrock, Imperium, Diable Avionics, a bunch more others I'm forgetting offhand), but as I started delving into the game more I found there's a lot of depth with vanilla and haven't really used content mods since. I'm also limited in play time, going through maybe one or two playthroughs a year (and I find the whole process of colony building pretty tedious), so a lot of the time is spent testing various battle scenarios or looking at the game mechanics. Nowadays everything I post is vanilla. Utility mods I use include SpeedUp, Weapon Arcs, Combat Radar, Ship Direction Marker, and of course Detailed Combat Results, among others. Also,
Additional Search Commands for the "cloneship" command which makes copies of ships, so it makes it really easy to build a fleet to test. I think that functionality is folded into the newer
Ship Browser mod now.
I also edited a number of settings to make it easier to analyze battles. The "maxCombatZoom" is set to 15.0 so I can zoom all the way out to see the whole battlefield if I want. All weapons that originally had no ammo were set to have ammo of 6000 so that I can count up how many shots were fired in battle, thus allowing me to calculate hit rates of different weapons. There were also a number of QoL changes: hullmods like Solar Shielding can be installed anywhere, not dock-only, so I don't have to go back to port to make those changes. I have trouble seeing Sabots so I added a big bright purple tail to them just to make them more visible.
I also didn't feel like memorizing which world icons meant +2 ore or +1 food or whatever, so I replaced them with simple "+1M" etc. icons. Also, I have officer portraits for 1-9 that I edit the save file to match the ship, so that if I get a message that "Gryphon 3 is in trouble" or something I can just look on the map for a big "3" to find the ship quickly. Those icons are attached. They just make it easier for me to go about what I'm doing without the art slowing me down. Sorry, David.
That's the power of your flagship. My no-flagship battles against double Ordo last around 8 minutes and EMR is definitely necessary.
[Edit]On second thought, you also have 50% more Squalls in the fleet than I do... so there's also that.
Yes and no. My flagship Onslaught usually does around 1200-1500 DPS, so yes it's the biggest contributor, but the whole fleet does around 4000-5000 DPS, so the fleet does way more than I do. That's why I think soloing is a pretty dumb idea; even a Ziggurat only puts out roughly 2000 DPS or so, so you can get more XP more quickly by using a fleet rather than soloing. The fleet essentially acts as a 3x-4x damage multiplier to my flagship.
Having said that, without my flagship, the fleet would quickly fall apart. My flagship is what's keeping things together, making sure to take out key enemy targets quickly, saving my other ships when needed, etc. There's just no way that giving commands to AI ships and hoping they'll act in the way you expect is anywhere near as responsive as just piloting a ship yourself. So yes it relies on a player-piloted flagship, because it's so effective to pilot one.
Generally speaking, Large Missiles are always Squalls for me. I don't really see why anyone would want to use anything else in that slot, unless you got a Rift Torpedo or something. They are very effective at breaking up the enemy fleet and giving you the initiative at steamrolling through the enemy fleet.