Mind if I share a build in video form?
That is pretty cool. You lost a lot of crew/ships, but it looks like the crew was a Talon issue and the ships were mostly from Radiants. Against the speed and firepower of a teleporting capital ship, I can't imagine a destroyer monofleet making it out without losses. Normally I try and build my low-tech Enforcers/cruisers/capitals with a more armour-oriented defense, but it makes sense that an endurance fight against 3+ Ordos will necessitate more shield strats. The lack of PD also demands shields over armour. Actually, I've noticed all of your ship builds in multi-ordo fights use Hardened Shields over Heavy Armour. Have you found it to be useful anywhere?
...so can't be all bad (unless you use some of those mounts for flak I guess, then you get bad survivability and no firepower instead of just bad survivability).
I am guilty as charged...
...having said that knowing what I do now, it might actually be optimal to put 1 Vulcan so you can link 4 mediums with it to force true autofire and venting on the AI though.
I have not heard of this trick. Does linking regular guns with PD force them to always fire, even at high flux? That could be super useful to overcome some AI hesitancy I run into.
I think medusas have a shot at 3 ordos with no losses. This build served me pretty well so maybe with a little tweaking it could pull it off. You probably wouldn't even need hardened subsystems because they're more than fast enough to retreat mid-battle.
Hey, I used a very similar build a little while back! Worked pretty well, though I built it with S-modded Expanded Magazines and focused on caps; because it teleports, it can move in, dump its charges, and then usually get away for a vent/to drop shields.
My freaky offshoot evolution (sidevolution?) was a dual Ion Pulser build, with 2x Light Needlers, 2x Ion Pulsers, 2x Antimatter Blasters (!), and a Burst PD on the back. It didn't have ITU because it couldn't afford it and the Ion + Antimatter didn't benefit that much. Massive alpha, though the build was incredibly overfluxed (like the entire flux bar would top off with soft flux) but I think with some tweaks I could make it work. For example, I built in Hardened Subsystems and Stabilized Shields (the latter in particular I was playing around with) and both of those could probably be subbed for the caps/vents hullmods and/or shield buffs.
In the end though, I found that the Medusa officer needed to make that work could also serve on an Odyssey and really wreck face from that ship. I'll have to go back to the Medusa and play around with it some more
In general, lots of interesting things to think about in this thread. I'm going to go for an all destroyer fleet and see how it does. I'm tempted to start with a line-battle type fleet, thinking some mix of Enforcers, Sunders, Manticores, Hammerheads, SO Shrikes for point cap perhaps. Thinking the Sunders are a simple beam artillery build, Manticores fit a Mark IX (or Gauss with officer) and Breaches/Harpoons as artillery as well, but what about Hammerheads? The classic Heavy Mortar/Railgun combo puts them pretty close to the enemy lines compared to the Manti/Sunder builds. Dual HVD with Warthogs perhaps... Any build recommendations that make them pull their DP, or ought I sub them for more Enforcers?
(how will I even fit my fleet with all these ships lol)
PS: While writing this post, there have been 3+ new messages. I apologize for not addressing them!