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Author Topic: Am I the only one think mod ships are lot weaker than their Vanilla counterpart?  (Read 2687 times)

war3scv

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I find mine fleet composition always end up with vanilla ship and mostly vanilla weapons no matter how many mods I use, also fight became lot easier when there are bunch of mod ships you fight with

is there any mod have ship give you the feel like "oh ***" "I want one" like radiant, or generally feel worth well like hammerhead/dominator/onslaught sort of things

I can still remember the first time that radiant with 5 autopulse lasers dash into my rank of destroyers
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SafariJohn

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Most mods have at least a few strong ships/weapons. OTOH mods are usually more concerned with avoiding outliers than vanilla is, so their content tends to be more average strength.
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Buggie

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I find modded stuff to be about on par with vanilla most of the time, the vanilla heavy hitters like the afllictor or monitor don't have counterparts, but honestly i think thats a good thing, i hate the trivializing those two do to the game.

The radiant is an automated ship that you have to spend 5 skill points if you wanna get and 3 more if you wanna pilot it, so it makes sense there is no counterparts. There is the hel* scaith from tahlan who is in the same boat but it is a lot weaker than the radiant in both the hands of the player and the ai still, but if i remember right that wasn't always the case and it only happened because people bitched endlessly for the author to nerf it.
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war3scv

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Most mods have at least a few strong ships/weapons. OTOH mods are usually more concerned with avoiding outliers than vanilla is, so their content tends to be more average strength.

any recommendation? for now the only strong ship I can think of are sky splitter/solar. constantly seeing bunch of 40+ dp ship get face roll by my onslaught
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war3scv

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I find modded stuff to be about on par with vanilla most of the time, the vanilla heavy hitters like the afllictor or monitor don't have counterparts, but honestly i think thats a good thing, i hate the trivializing those two do to the game.

The radiant is an automated ship that you have to spend 5 skill points if you wanna get and 3 more if you wanna pilot it, so it makes sense there is no counterparts. There is the hel* scaith from tahlan who is in the same boat but it is a lot weaker than the radiant in both the hands of the player and the ai still, but if i remember right that wasn't always the case and it only happened because people bitched endlessly for the author to nerf it.

well yes I means those two are the bug ship, I love them but I don't want more either, I didn't find radiant but I aslo didn't find onslaught/paragon sort of stuff, like general source of fear when you see one. charge on your face spam thermal pulse all over you.

oh I remember scaith as spuer bad 70 or 80 dp barely fight an onslaught on 0.95 time now is better but it still need in player's hand with low flux point defense build
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Talinoth

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There's a few "hero" ships that are a bit - or very - OP by their design. Whichever mod adds the International Bounty Board includes a few you can find - the Euphoria (60 DP pink-purple Astral that replaces the Recall Device with a "disco ball" that's a 6x Tachyon gatling gun), the Black Talon (super-Eagle), Excelsior (anime main character's ship at the end of the final season), etc. Diable Avionics added two - there's the one the android leader of "The Last Line" fleet uses (an ultra-fast destroyer with switchable in-built weapon mounts and special abilities), and Calm (cruiser sized ultra-Lasher battlecarrier, best played with Safety Overrides, properly built can survive 1v1ing Radiants and excels at murdering capital ships).

As for regular mod ships, your mileage may vary. Here's a non-complete list from what I can remember off the top of my head.
- UAF has got a mixed bag (some of the ships are weaker than you'd expect), but there are standouts.
 -- Minoria and Minoria II (10 & 12 DP) are mobile, cheap and brutally effective carrier frigates. Regular Minoria can field two fighters (and UAF fighters are very very good, esp Arias, Super Arias, and the 20-28 OP "gunships" which are like respawnable frigates), while Minoria II technically only uses 1 fighter slot but can support its fighters in battle with actual weapon mounts and has a ship system that doubles its fielded fighters. Vanilla doesn't have fighter spam even close to being this effective (though UAF pays for it in other ways...)
 -- Inazuma II is a 22 DP cruiser with 2 in-built energy cannons and 3 medium mounts. Ideal as a midgame SO player ship, can mount Omega weapons and maul anything it sinks its teeth into at close range (I think of it like Calm's little sister actually).
 -- Neuxoria is like the Astral, but can actually keep up with the rest of the fleet.
 -- Purcellyra has no equal - a 70 DP missile capital worth every point, but better described as a flying warcrime dispenser machine. 2 combat capstone player character can use it to wipe entire fleets from their screen, turn Task Force fleets and Star Fortresses into shattered carbon, clown on IBB bounties and turn Ordos into helpless prey - but it's still effective without either (just balanced and counterable). Synergises very well with Missile Specialisation (duh) and Systems Expertise (for missile reload system). Only kept balanced by previous nerfs, the AI's inability to effectively use it, and the realisation that even if the ship system technically infinitely refreshes your missiles it doesn't do it quickly at all, and after blowing up the first 600 DP of ships your DPS is rather mediocre and easily countered by competent point defense. Bring a second Purcellyra if Legio brought 10 fleets to glass your donut bakery.

What else? Hmm...
 - Diable Avionics:
  -- Versant (8 DP) is an outstanding "frigate" with a ship system that transforms it into a very fast fighter jet to zoom around the battlefield (in-built energy weapons and shields are disabled in this mode but it doubles armour), and unfurls into its regular form to fight. A skilled player with Helmsmanship Elite can quickly navigate the battlefield to score picks on frigates and destroyers, and use the jet form to effortlessly dodge attacks and vent while maintaining pressure.
  -- Maelstrom (45 DP) is a weird capital with pronounced weaknesses (like an oversized shield, only 1 Large mount, middling flux stats, mediocre armour etc) but still monstrous in the right hands. Long-range bombardment capital with a knock-off phase skimmer, this ship is actually impressively effective even in the AI's hands VS vanilla capitals, and a skilled player can effortlessly sustain pressure on enemy capitals and pounce on weak targets using the ship system. Thrives with Systems Expertise.
 -- Like UAF, Diable has very good carrier gameplay - and they recently got a buff to their 'Wanzers' (carrier-based mech units) where Diable carriers increase the squad size of each Wanzer squad by 1 unit. Careful though, most of their early game and midgame ships are the definition of mediocre.

- Hazard Mining Incorporated:
 -- Monjeau (not sure how many DP) is a 'destroyer' (actually a playable heavy mech) that is disturbingly fast, fast enough to effortlessly chase down and kill most frigates. An early game terror and it would probably be terrifying in your hands as well.

- Shadowyards (not updated for 0.96 I think)
 -- Had a disgustingly strong 6 DP phase frigate that was shockingly fast, with a system that caused burnouts. Ate my frigates alive in the sim.

- Cabal (duh)
 -- Their whole schtick is "anything High Tech does, we slightly improve it then add glitter because we have moneyyyy". It's no surprise then that Cabal ships are serious opponents, their ships are long-term playthrough goals, and the IBB bounty featuring them and the Euphoria flagship was the one that nearly wiped my Purcellyra-based fleet.

- Legio Infernalis - pirates but now with more Alpha Cores, bundle-of-sticks-ism, and actually scary.
 -- Solid range of destroyers and cruisers.
 -- The Flagellator particularly is an early-game terror - imagine a high armour anti-frigate destroyer with a Burn Drive that can rapidly turn! Excels at bullying a player's early game frigate fleet, it might work for you too as a point capture specialist.

Those are the only ones I can think of that are definitely competitive or more-than VS their vanilla counterparts and player controllable.
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war3scv

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There's a few "hero" ships that are a bit - or very - OP by their design. Whichever mod adds the International Bounty Board includes a few you can find - the Euphoria (60 DP pink-purple Astral that replaces the Recall Device with a "disco ball" that's a 6x Tachyon gatling gun), the Black Talon (super-Eagle), Excelsior (anime main character's ship at the end of the final season), etc. Diable Avionics added two - there's the one the android leader of "The Last Line" fleet uses (an ultra-fast destroyer with switchable in-built weapon mounts and special abilities), and Calm (cruiser sized ultra-Lasher battlecarrier, best played with Safety Overrides, properly built can survive 1v1ing Radiants and excels at murdering capital ships).

As for regular mod ships, your mileage may vary. Here's a non-complete list from what I can remember off the top of my head.
- UAF has got a mixed bag (some of the ships are weaker than you'd expect), but there are standouts.
 -- Minoria and Minoria II (10 & 12 DP) are mobile, cheap and brutally effective carrier frigates. Regular Minoria can field two fighters (and UAF fighters are very very good, esp Arias, Super Arias, and the 20-28 OP "gunships" which are like respawnable frigates), while Minoria II technically only uses 1 fighter slot but can support its fighters in battle with actual weapon mounts and has a ship system that doubles its fielded fighters. Vanilla doesn't have fighter spam even close to being this effective (though UAF pays for it in other ways...)
 -- Inazuma II is a 22 DP cruiser with 2 in-built energy cannons and 3 medium mounts. Ideal as a midgame SO player ship, can mount Omega weapons and maul anything it sinks its teeth into at close range (I think of it like Calm's little sister actually).
 -- Neuxoria is like the Astral, but can actually keep up with the rest of the fleet.
 -- Purcellyra has no equal - a 70 DP missile capital worth every point, but better described as a flying warcrime dispenser machine. 2 combat capstone player character can use it to wipe entire fleets from their screen, turn Task Force fleets and Star Fortresses into shattered carbon, clown on IBB bounties and turn Ordos into helpless prey - but it's still effective without either (just balanced and counterable). Synergises very well with Missile Specialisation (duh) and Systems Expertise (for missile reload system). Only kept balanced by previous nerfs, the AI's inability to effectively use it, and the realisation that even if the ship system technically infinitely refreshes your missiles it doesn't do it quickly at all, and after blowing up the first 600 DP of ships your DPS is rather mediocre and easily countered by competent point defense. Bring a second Purcellyra if Legio brought 10 fleets to glass your donut bakery.

What else? Hmm...
 - Diable Avionics:
  -- Versant (8 DP) is an outstanding "frigate" with a ship system that transforms it into a very fast fighter jet to zoom around the battlefield (in-built energy weapons and shields are disabled in this mode but it doubles armour), and unfurls into its regular form to fight. A skilled player with Helmsmanship Elite can quickly navigate the battlefield to score picks on frigates and destroyers, and use the jet form to effortlessly dodge attacks and vent while maintaining pressure.
  -- Maelstrom (45 DP) is a weird capital with pronounced weaknesses (like an oversized shield, only 1 Large mount, middling flux stats, mediocre armour etc) but still monstrous in the right hands. Long-range bombardment capital with a knock-off phase skimmer, this ship is actually impressively effective even in the AI's hands VS vanilla capitals, and a skilled player can effortlessly sustain pressure on enemy capitals and pounce on weak targets using the ship system. Thrives with Systems Expertise.
 -- Like UAF, Diable has very good carrier gameplay - and they recently got a buff to their 'Wanzers' (carrier-based mech units) where Diable carriers increase the squad size of each Wanzer squad by 1 unit. Careful though, most of their early game and midgame ships are the definition of mediocre.

- Hazard Mining Incorporated:
 -- Monjeau (not sure how many DP) is a 'destroyer' (actually a playable heavy mech) that is disturbingly fast, fast enough to effortlessly chase down and kill most frigates. An early game terror and it would probably be terrifying in your hands as well.

- Shadowyards (not updated for 0.96 I think)
 -- Had a disgustingly strong 6 DP phase frigate that was shockingly fast, with a system that caused burnouts. Ate my frigates alive in the sim.

- Cabal (duh)
 -- Their whole schtick is "anything High Tech does, we slightly improve it then add glitter because we have moneyyyy". It's no surprise then that Cabal ships are serious opponents, their ships are long-term playthrough goals, and the IBB bounty featuring them and the Euphoria flagship was the one that nearly wiped my Purcellyra-based fleet.

- Legio Infernalis - pirates but now with more Alpha Cores, bundle-of-sticks-ism, and actually scary.
 -- Solid range of destroyers and cruisers.
 -- The Flagellator particularly is an early-game terror - imagine a high armour anti-frigate destroyer with a Burn Drive that can rapidly turn! Excels at bullying a player's early game frigate fleet, it might work for you too as a point capture specialist.

Those are the only ones I can think of that are definitely competitive or more-than VS their vanilla counterparts and player controllable.

UAF sound fantastic I skip it cause the look too "techful" I guess I need them next run

quite disappointed for legio infernalis though I salvaged bunch of 30dp cruisers and they always dies first to me is like 25dp at best maybe 22.
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prav

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Vanilla ships have in many cases seen some pretty big buffs the last few updates, so any mod that hasn't done a tune-up pass will be a bit behind the power curve.
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Grievous69

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I feel like the true power of mods is in the combining nature of many different ones. A ship from one mod, using vanilla weapons and say a hullmod from another mod could be completely overpowered. Modders usually try to make their own mod balanced with vanilla, since having something completely obsolete vanilla tools would clearly be broken.

In general I also feel like people are usually more generous with nerfs and more careful with buffs, since it is a slippery slope to make something insane. While nerfing a ship into the ground just puts it in a corner for one patch.
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Buggie

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Yeah grievous hit the nail in the head there, its when you start mixing mods that stuff really gets in the realm of broken. Theres a phase ship from apex that has a system that doubles projectiles,
when used with the weapons from the mod/vanilla its a fine ship, maybe even slightly underpowered for its cost, though it gets insane when you combine it with some of the hard-hitting stuff from other mods, theres a weapon in particular from i think arma that spawns a ball that shoots more projectiles from itself, when used with that shipsystem it spawns more balls that spawns more projectiles and it just loops infinitely until you have 0 fps and everything in the fight is dead from you firing a single shot.

That's an extreme example, but you will find stuff like this in a smaller scale all over the place once you got a bunch of mods downloaded, i know from experience.
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Lullabison

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The Pather sporeship from the Bultach Coalition pack is a genuine terror.

It's a space station with a burn drive. It's 4 shield shunted Dominators welded together. The prow is a ram covered in large missile hardpoints. The spinal turret is a giant flamethrower. It will plow straight through enemy cruiser formations and snap them in half while blaring Mad Max horns. If you have quick ships you can dodge out of its way, but I hope you've already destroyed the rest of the enemy fleet because burning through its hull will take all day.

I stumbled across a derelict sporeship in my current Nexerelin run and I've been using it as one pilot system defense fleet.
« Last Edit: July 07, 2023, 10:05:14 AM by Lullabison »
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Talinoth

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Yeah grievous hit the nail in the head there, its when you start mixing mods that stuff really gets in the realm of broken. Theres a phase ship from apex that has a system that doubles projectiles,
when used with the weapons from the mod/vanilla its a fine ship, maybe even slightly underpowered for its cost, though it gets insane when you combine it with some of the hard-hitting stuff from other mods, theres a weapon in particular from i think arma that spawns a ball that shoots more projectiles from itself, when used with that shipsystem it spawns more balls that spawns more projectiles and it just loops infinitely until you have 0 fps and everything in the fight is dead from you firing a single shot.

That's an extreme example, but you will find stuff like this in a smaller scale all over the place once you got a bunch of mods downloaded, i know from experience.

Similarly, the Hallbar Missile Plating mod from prv Starworks increases missile durability by 40 points and speed by 15%. When built-in, it adds +40% missile durability. This kind of speed and health increase combined with Elite Missile Spec means that deleting trash from your screen with a dedicated missile ship is just a function of "how much ammo do I have?", and only the swankiest PD setups (Paladin PD, Keruvim mining drone swarms), or tankiest, fastest ships have a chance of survival significantly delaying their deaths. S-Mod in Expanded Missile Racks (Purcellyra can ignore the malus with its ship system), ECCM Package and Hallbar Missile Plating and watch the bodies drop. I don't think I've ever had a Semibreve intercepted in the sim - looking forward to using it on Star Fortresses.

On a slightly less outright overpowered note, I find it convenient to match weapon ranges, styles and "damage-timings" (for lack of a better description) for ships that would otherwise have very awkward loadouts using their base faction's loadouts, instead using weapons from multiple mods. Star Federation adds the excellent Basilisk cruiser, which has no problem executing weak targets using Star Federation's Halberd Beams (paired with Advanced Optics) but has an awkward time taking out shields. Enter Epsilon Pact's Auto Slugshot, a brilliant 10 OP 900 range burst-fire kinetic with very high burst DPS (but weak sustained DPS) that fits a lean OP budget and together with the rest of the loadout allows the Basilisk to pounce on enemy cruisers and wipe them in seconds. That's an example of a ship that would be just "good" with their faction's weapons, but is now excellent with several.
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Stukov81

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i had to houserule to not use cylon ships ... i find them to be hilariously broken like this thing https://clips.twitch.tv/SpineyEnthusiasticAlfalfaBibleThump-wfGdATnCKH7sQgB_
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Network Pesci

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Thousand Eyes is watching you
« Reply #13 on: August 02, 2023, 11:15:00 AM »

Depending on what you're looking for, I have a couple of favorites from King Alfonzo's The Covenant Of Kemet mod.  Talinoth already mentioned the Monjeau from Alfonzo's HMI mod, but there's a different mod that adds "the bad guys from Halo if they were human religious fanatics in the universe of StarSector" and they have some outliers that aren't really overpowered in the computer's control but are terrifying in a competent player's hands.  For light craft, my favorite is the Nemty, a heavy destroyer with heavy firepower and incredible mobility.  If you want something heavy, the Nepthys is a "battlecruiser" (really it's a battleship with the speed of a battlecruiser) that is my favorite endgame multi-Ordo-soloing device, it has incredible mobility, unbelievable firepower, decent durability, great shields, and unbelievable firepower.  Yeah, I said unbelievable firepower twice.  HMI also contains the Ionos, which is a battlecruiser with the Wolf's ship system, and therefore the Wolf's mobility.

https://fractalsoftworks.com/forum/index.php?topic=23050.msg405613#msg405613
https://fractalsoftworks.com/forum/index.php?topic=13236.msg394085#msg394085

Also, in the Xhan mod, there's a super-powerful secret boss that uses all kinds of unfair mod BS against you, and if you beat him you get the ship with his crazy unfair mod powers intact.
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Talinoth

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Also, in the Xhan mod, there's a super-powerful secret boss that uses all kinds of unfair mod BS against you, and if you beat him you get the ship with his crazy unfair mod powers intact.

Ah yes, that... thing. I was not prepared for it. It's best to bring just a single ship that is immensely capable in duels to kill it head on, or blast it from extreme distance with a carrier or missile ship.
Or you could bring your whole fleet. Especially make sure a Purcellyra with a level 7 Officer arrives first then gets hit with the special ability - what could possibly go wrong?
It's funny to use when you get it too. It's a 90 DP ship that is still worth every point - the stronger the enemy, the better the ship system is.

Aside from that, I have a couple more entries to add to the "these ships are actually Vanilla-grade or better" list.

UAF:

Fuseorina II: 55 DP armour-only capital that excels as an unbreakable wall and capital-class super-Dominator. Has two systems; a UAF-enhanced Burn Drive and an Armour Condenser system that seems to work like Damper Fields (but the ship can still fire weapons!). Where other ships are hammers, this ship is the ultimate "anvil", and addresses the UAF's final weakness - their inability to hold the line against overwhelming odds like a stampeding Legio Daemon deathstack. A specially-mentored lv 6 or lv 7 Aggressive (preferable)/Reckless (if you can keep up) Officer with the right skills (Impact Mitigation Elite, Damage Control Elite, Polarised Armor, Point Defense Elite, Ordinance Expertise & Ballistics Mastery Elite) can produce a ship that is close to immortal between it's armour + the withering hailstorms of fire it can create with its "point-defense" mounts, singlehandedly holding back whole fleets. Unapproachable and near-untouchable. Regularly crushes 240 DP of enemy ships in the simulator at once.
 -- The ship's "Reflecta (EXA) Armor Plating" in-built mod can use the twin frontal pylon's armour plates to deflect shots entirely or massively reduce damage, and combines with the Officer's skills and Armor Condenser system for astonishing survivability.
 -- The "Auroran Aegis Package" increases point-defense range for UAF capitals by 30% and helps turn this ship into a point-defense king.
 -- Loadout: Hypervelocity Drivers in the back-left/right medium mounts for long-range pressure, any suitable 800 range anti-armour weapons in the front-left/right mediums (1x Cryoblaster is also a good pick) for kill pressure, 1x Large 900/1000 Range HE weapon & 1x Large 900/1000 Range Kinetic for long-range damage, 2x cheap 8 OP medium EMP missiles for disabling running targets (Ko Combine's Maiden MRM Pod or UAF's Selemene MSM Pod are good picks), 3x Heavy Machine Gun for ultra flux-efficient kinetic damage + 1x UAF Triyia 30 CIWS for withering frontal DPS and point-defense, and UAF Reina II /PD 30 HMG in all the remaining small slots
-- Mods: Heavy Armor, ITU, Armored Weapon Mounts + Ballistic Rangefinder are all mandatory imo. Also excels with Integrated Point Defense AI - making it almost impossible to hit with Reapers. If you can squeeze in more mods, I suggest Solar Shielding, Advanced Gyros, and Automated Repair Unit (in that order). This ship can also survive using "Extreme Modifications" with this Officer build + Automated Repair Unit, allowing for a 4th S-Mod of your choice.
-- Max Vents. My loadout uses 2996 flux/sec, with only 1923 flux dissipation - not every gun fires at once thankfully, but even with an armour build you need all the dissipation you can get to keep up the pressure.

Exoria: 20 DP cruiser carrier with 3 fighter slots. Accessible early on without special permissions, and the backbone of a midgame UAF fleet. It excels in an Aggressive Officer's hands (necessary so the ship actually ATTACKS with its fighters), using Combat Endurance, Point Defense Elite, Systems Expertise. Missile Specialisation would also be nice, and Field Modulation doesn't hurt either. Would also thrive in a Support Doctrine-based fleet with Aggressive fleet doctrine. Preferably equip with your favourite 12-20 DP heavy fighter, like Nagas/Lumayans/Nekonyans/Super Arias. Midway Protocol ship system lowers re-arm and re-fit time - seems to increase recovery rate too, allowing the Exoria to maintain as much pressure as a carrier with 4 fighter slots. Can mount 2x Medium Missiles and put out decent long-range pressure. Do not let it get jumped on, put it behind tanky cruisers/capitals. 2-3+ Exorias can contribute crushing fighter pressure, drowning and crippling an enemy fleet so your strike ships can execute. You could try slipping in some 25/28 DP gunships, but note that they can really tank your Exoria's fighter refit time (whereas they can often maintain nearly constant 90-100% levels using Nagas or Lumayans for example).
-- Loadout: UAF's Swaras MLRS for shield pressure + irritating enemy point-defense, your favourite medium HE missile, and cheap PD.
-- Mods: Expanded Deck Crew (mandatory), Recovery Shuttles (suppression fighters take a lot of losses lol), Expanded Missile Racks (optional).
-- Vents/Caps are both nice if you can afford them but don't sweat it.

Some others...

The Mayasuran Navy ships seem really strong too. Unluckily, they were wiped out early on my game by overwhelming Hegemony forces - but their ship designs are really scary.
I haven't tangled with No Such Org ships much, but what I did was a serious challenge. When I went up against a Tri-Tachyon fleet late in the story, their ships were used. A faction entirely based on phase ships, along with new mods that really help them out.
Deathknight (30 DP) was particularly notable. This mod adds the "Superposition Armor" system, a mod that lets phase ships regenerate their armour levels outside of combat. The Deathknight with a high level enemy Officer was incredibly hard to kill - it has 1750 base armour, 2x Large Energy/3x Universal/9x Small Energy mounts, an in-built "Elite" version of Superposition Armor, and a Damper Field system. An infuriatingly tanky brick, the best way to kill it is to kill its friends first. A properly-built officer (Impact Mitigation, Damage Control Elite, Polarised Armor Elite, Systems Expertise Elite, Field Modulation Elite, Energy Weapons Mastery) would probably kick ass with it.

Tri-Tachyon Special Circumstances (TTSC) adds the Hronish (35 DP), which has 6 fighter slots. Seemingly the result of "how many fighter slots can I squeeze into a high-tech brick?", it also has a 0.8 efficiency 180 degree Omni Shield, 2x Medium Energy/10x Small Energy for reasonable point-defense, and has a vaguely bearable 60 base speed. Active Flare Launcher system is trash (thank god), but its reasonable flux stats, shields and Overclocked Beams in-built mod mean that two or three of them could effortlessly saturate a battlespace in fighters. The in-built mods are SCARY too - "Overclocked Beams" extends beam range by 50, increased damage by 10% and turn rate by 15% - cumulative with ITU. Not only that, it has "Fighter Chassis Storage" - Fighter replacement rate does not go down when fighters are lost, allowing this ship to use high refit-time fighters without fear of tanking refit speed to 30%. This ship could absolutely drown a battlespace in fighters. I just tested it VS 2 Hammerheads, 2 Sunders and 3 Condors in the sim with the default loadout and it won on Autopilot as long as it kept its distance - and it could focus down a destroyer or two with its energy mounts.

There are others - HMI adds the Equinox which is a particularly scary [REDACTED] beam ship, but that's an AI ship and not player-pilotable except with the Automated Ships skill. This post got too long.
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