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Author Topic: XIV Onslaught loadout ?  (Read 1757 times)

paulriquier

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XIV Onslaught loadout ?
« on: January 26, 2024, 05:22:23 AM »

Hi evryone ! just a quick question, what would be the best endgame Onslaught loadout ? I have tested many different capital ships from many mods, but i always get back to the XIV Onslaught. I think it really fits my playstyle ( plus it looks incredible ). So any good loadout is welcome, i am looking for specialised loadout since i think i found i good all around one.

Thanks for your suggestion ! 
« Last Edit: January 26, 2024, 06:00:03 AM by paulriquier »
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Sendrien

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Re: XIV Onslaught loadout ?
« Reply #1 on: January 26, 2024, 08:12:42 AM »

Hi evryone ! just a quick question, what would be the best endgame Onslaught loadout ? I have tested many different capital ships from many mods, but i always get back to the XIV Onslaught. I think it really fits my playstyle ( plus it looks incredible ). So any good loadout is welcome, i am looking for specialised loadout since i think i found i good all around one.

Thanks for your suggestion !

A few questions to better help you:

1. Are you planning to pilot it yourself?
1a. If so, what skills does your character have?
2. What other ships are in your fleet?
3. What fleet role are you using the ship for?
4. What enemies are you planning to use it to fight?

Here's a generalist build that I use for my own XIV which looks ridiculous, but is actually quite lethal, and has the advantage of being nearly impervious to missiles and torpedoes. Due to the side-mounted Devastators, it also has the advantage of being extremely good, even when surrounded. One weakness to keep in mind would be the sharp fall-off of HE damage as soon as your PCLs run out of ammo.


« Last Edit: January 26, 2024, 09:00:04 AM by Sendrien »
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Cryovolcanic

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Re: XIV Onslaught loadout ?
« Reply #2 on: January 26, 2024, 10:28:26 AM »

I'll add that Sendrien's build might improve in the next patch as Thumper and Storm Needler are getting buffed, but PCLs are getting nerfed.
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Sendrien

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Re: XIV Onslaught loadout ?
« Reply #3 on: January 26, 2024, 11:08:02 AM »

I'll add that Sendrien's build might improve in the next patch as Thumper and Storm Needler are getting buffed, but PCLs are getting nerfed.

I've never liked this build's reliance on PCLs, and the fact that the source of HE damage is in some way "limited". With the upcoming changes in mind, what do you think would be a good replacement for those PCLs? I think LDACs are getting nerfed too, maybe I could switch those to LAGs.
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Mishrak

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Re: XIV Onslaught loadout ?
« Reply #4 on: January 26, 2024, 11:10:54 AM »

I feel like the old missile choice before PCL spam was Annihilators.  PCL is probably still going to be good, just not as insane as it is now.

LDACs are losing a bit of efficiency but I suspect Onslaught will probably still be fine using them.

I think this is the greatest question of our time: How 2 Fit Onslaught?

The fit changes based on who you talk to and the position of the moon.

Case in point: Dual Flak is not as good as Single Flak and you should definitely not leave the smalls empty.  I don't think I'd S-mod the HA due to the Maneuverability penalty.

etc etc etc
« Last Edit: January 26, 2024, 11:15:05 AM by Mishrak »
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Grievous69

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Re: XIV Onslaught loadout ?
« Reply #5 on: January 26, 2024, 11:13:43 AM »

4 Typhoons ia a super easy choice if the player is going to pilot the Onslaught. What your regular guns won't kill, Reapers will. But if it's going to be AI piloted then Annihilator Pods are a good choice, although they really want EMR and Missile Spec to have 300 rockets.

I kinda prefer Mark IXs over Storm Needler purely because of the range, it matters a lot when fighting Remnants. Ballistic Rangefinder Railguns are the next best thing.
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Cryovolcanic

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Re: XIV Onslaught loadout ?
« Reply #6 on: January 26, 2024, 11:18:31 AM »

I have no idea dude. I still don't know what half of the ships and weapons do.

I just remember people saying in .96 that Thumper was a terrible weapon in general, but it was not half-bad on this ship specifically with S-exmags. A few people also said that Storm Needler was a bad weapon in general, but not half-bad on this ship specifically in the center mount. Now it's getting buffed along with Thumper and it will also benefit from S-exmags going forward.

Since S-exmags is already a great hullmod for this ship specifically, and this ship is already one of the best ships in the game, and a kinetic weapon and a frag weapon are getting buffed and will also benefit from S-exmags, it might mean that your Onslaught build will be absolutely dominant in the next patch.

My guess is that you find the best medium missile in the next patch, whatever it is, and use it. Small ballistics should be used for kinetics generally, so maybe Railgun. Then use medium ballistics to cover HE (mauler). Might mean you have to get rid of 1-2 Thumpers, which would be a shame if the gun turns out to be very good. And you also have the Devastators. I don't remember if their arcs converge to the direct center--I believe they don't, correct?
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Grievous69

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Re: XIV Onslaught loadout ?
« Reply #7 on: January 26, 2024, 11:20:33 AM »

Nah, the side large mounts don't converge in the front. But you could theoretically fly it broadside and use 2 large ballistics at once.
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Sendrien

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Re: XIV Onslaught loadout ?
« Reply #8 on: January 26, 2024, 11:32:26 AM »

Nah, the side large mounts don't converge in the front. But you could theoretically fly it broadside and use 2 large ballistics at once.

My (perhaps weak) justification for not having a front-facing ballistic source of HE is based on this premise. Worst case scenario, at the end of a fight, if I'm completely out of PCL ammo, I can still use the broadside Devastators to deal HE damage, with the additional perk that my front is the most likely to be missing armour by the end of a protracted conflict, so it might even be an advantage to use broadside fire in that circumstance. Don't know if that is considered optimal play though...
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Thaago

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Re: XIV Onslaught loadout ?
« Reply #9 on: January 26, 2024, 01:23:15 PM »

One endgame build is to double down on the range boosted, high efficiency small and medium ballistics, then back them up with 3 Hephaestus Assault Guns (with either the currently overpowered PCLs or Reapers). It might sound wild to be fighting ordos with so much HE, but its more that smaller mounts have so much efficient kinetic that the build is still balanced.
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Cryovolcanic

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Re: XIV Onslaught loadout ?
« Reply #10 on: January 26, 2024, 01:50:16 PM »

But if Storm Needler is totally busted next patch, we want to abuse it, right?

Or maybe it's just a sign that until we have good options for HE in small ballistics, it almost doesn't matter how overbuffed Storm Needler becomes, because L/M has to be dedicated to HE.

Or maybe we let TPCs and nerfed medium missiles carry the armor-breaking load, knowing that the Onslaught needs to be paired with HE support. An Escort Package Sunder with a HIL might be a nice buddy for the Onslaught next patch!
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paulriquier

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Re: XIV Onslaught loadout ?
« Reply #11 on: January 27, 2024, 03:57:06 AM »

A few questions to better help you:

1. Are you planning to pilot it yourself?
1a. If so, what skills does your character have?
2. What other ships are in your fleet?
3. What fleet role are you using the ship for?
4. What enemies are you planning to use it to fight?




[/quote]

I will try to post a picture of my fleet and onslaught as soon as possible
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Demetrious

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Re: XIV Onslaught loadout ?
« Reply #12 on: January 29, 2024, 03:19:39 PM »

Here's a generalist build that I use for my own XIV which looks ridiculous, but is actually quite lethal, and has the advantage of being nearly impervious to missiles and torpedoes. Due to the side-mounted Devastators, it also has the advantage of being extremely good, even when surrounded. One weakness to keep in mind would be the sharp fall-off of HE damage as soon as your PCLs run out of ammo.

My brother in Ludd what have you done. I make a hobby of collecting regrettable Onslaught fits I find on Reddit and such, and this... is a work of art because it looks like a horrible fit, but it actually works. It has EVERYTHING. Large slot PD. Thumpers. I see this take the field, rearing upwards into the clouds like Cthulu risen, and am struck dumb by it's horrifying, Stygian grandeur.

I... I kneel.

One endgame build is to double down on the range boosted, high efficiency small and medium ballistics, then back them up with 3 Hephaestus Assault Guns (with either the currently overpowered PCLs or Reapers). It might sound wild to be fighting ordos with so much HE, but its more that smaller mounts have so much efficient kinetic that the build is still balanced.

Incidentally, that's what my Onslaught looks like, and I've found this to be true. My current fit:




This is refinement of fits I've been using since before Burn Drive was interruptible. As you can see this ship is built explicitly to enrage my friends whom wail about "muh flux" and to channel my dark, roiling hatred of large slot PD. More specifically, this ship is built around a few key principles:

1. Burst fire > else. This thing is extremely shooty, the point being to confirm kills. The Hephaestus Assault Guns will rapidly over-flux your ship, so you must pulse autofire for that weapon group on and off. In a dynamic, high-pressure situation, leaving the HAGs on long enough to strip armor off the target is more than enough; the medium slot autocannons hit more than hard enough to overcome residual armor protection. As Thaago says, the kinetic firepower of the medium mounts alone is impressive - I've occasionally found myself wondering why my Onslaught's holding off multiple enemies without actually killing any, only to realize I'd forgotten to turn my HAGs on. Which leads me to my second point:

2. The Onslaught is a broadsides warship of the line. Due to weapon mount layout, you can only bring approximately 2/3rds of your firepower to bear on any single point target at any time. You can absolutely stick your nose into the middle of a fight and lash out to both sides with enough kinetic suppression to control the entire field. The astute observer will notice I split my heavy autocannons into two weapon groups per-broadside, so if I'm tight on flux I can choose not to engage e.g. a random frigate to my port-side to enable continued engagement of an Atlas II on my starboard side. If you need to hold the line, this ship can do it. Which means-

3. You can create your own opportunities to pounce. The Thermal Pulse Cannons are of course significant; also helping to mitigate the broadsides nature of the ship somewhat with their forward facing, but the four medium missile mounts are MVP. I'll typically bring this into the main mass of the fight, hold my position (carefully managing HAG fire to control flux) and when I've picked off the eager beavers or just thinned out the frigates/destroyers (to avenge the Sim Onslaught, of course,) then I can pick one unlucky SOB opposite, burn-drive into his face and dump TPC and missile fire into him before flipping the HAGs on. HAGs rip through hull at a hilariously fast rate, which is where the real lethality of this build comes from.

4. The Onslaught's best anti-torpedo option is its shield. I've tried many things on Onslaughts to stop those hateful evil little frigates from ramming torpedoes into my side-rear areas and hands-down the best solution I've found are accelerated + omni shields. Nothing else comes close - even if you sacrifice firepower (and the ability to run off flanking frigates) by swapping the side-rear autocannons for flak guns, there's only so much firepower they can muster and a Gremlin unloading its entire torpedo armament into you will get through. Even if you elect to make Baby Ludd cry by fitting large slot PD the side larges don't have great angles on the side-rear quarter. Just man up and take those Reapers on the shield like the Domain intended.

Some notes:

-The HAGs allow this thing to devour anything on the field. You absolutely can make this a Hellbore fit if that's your preference, but the OP savings are marginal due to Heavy Ballistics Integration (12OP). Furthermore, the high ROF and projectile velocity of the HAGs allow them to engage even frigates effectively. The flavor text of the HAG concerning it overpowering weaker shield emitters isn't just fluff - it can do that.

The missiles are to-taste and can be swapped out as needed. Given my emphasis on securing kills you may wonder why I don't just fit Harpoons, which is a fair question. For starters, with HAGs I don't need them as much (though often wish I had them,) but secondly, I prefer sabots for flexibility. When fired whilst under burn-drive, they "fly formation" with you, staying inside your ship model, meaning they typically fire their second stage and hammer your enemy just as you de-accelerate in front of them (and they can't be picked off by marauding fighters or something, either.) Since they're guided/maneuverable, they can also handily engage attackers that get into my vulnerable rear arc; especially useful if I've got a destroyer or cruiser pressuring me that my twin HMGs can't flux out and drive off. And lastly, if I'm in big trouble and need to relieve the pressure, sabots are far more likely to help than torpedoes or harpoons, as they will drive up flux on attackers who aren't feeling flux pressure, and will punish with EMP anything that tries to armor-tank them. Given how much firepower the missile mounts bring, the build's non-reliance on them makes it a bit easier to customize for particular fights or expected enemies.

The second S-mod is to taste. Astute observers will note I've only built in one hullmod here, and that's because I'm still deciding exactly what I want. The S-mod bonuses for cheaper hullmods are one of Alex's best ideas and really stand out here.

Of course the default option is to build in Integrated Targeting Unit and install Hardened Shields, which are 1. always good and 2. especially useful for this build given the propensity to take Reapers directly on the shield. But other attractive options:

Build in Expanded Magazines and install Armored Weapon Mounts, which increases the TPC's recharge by a whopping 50%. The TPC's have a flux-damage ratio of 0.6 which is nothing to sneeze at for the Onslaught, given its flux stats.

Build in Armored Weapon Mounts and install any of the other 15 OP hullmods normally: This gives you a 10% overall increase in armor (which is significant due to how much armor the Onslaught has to begin with) and gives you a 10% ROF increase on all turrets, which leans into the burst nature of the weapon fit.

Build in Resistant Flux Conduits (for 10% faster venting, for a total 35% bonus) or Accelerated Shields to double the shield raise/turn rate bonus and always catch those wayward reapers.

Concerning skills:

Polarized Armor and Impact Mitigation are, of course, must-have skills for any armor-tanking ship. Impact Mitigation's elite bonus also neatly counteracts the maneuvering penalty of S-Mod heavy armor and leaves you with a 25% bonus on top. Polarized Armor's elite benefit (faster venting) is likewise indispensible for managing flux. Given how much kinetic suppression this ship can throw around, it can often create enough breathing room to vent by chasing off hostiles close enough to shoot. (I still wouldn't do it without supporting ships nearby however.)

Point Defense and Helmsmanship are obviously not terribly important for this ship in contrast to other low-tech options or builds you might try, but don't hurt to have. Helmsmanship especially.

Missile Specialization is obviously a lot more attractive since having Burn Drive more often isn't very powerful on its own, though it does give you a hilarious amount of speed during late-battle mop-up.

Damage Control isn't as useful on this build as it usually would be, especially if you take the grug option of building in ITU so as to fit Hardened Shields. But it never hurts for armor tankers, esp. for a poorly fluxed ship like the Onslaught. We all catch a stray torpedo now and then, that's the breaks.

Ballistic Mastery is of course mandatory, but the elite bonus helps a theoretical Hellbore fit quite a bit, and makes the already fast moving HAG projectiles hilariously lethal to fast cruisers, frigates, and other hateful little beasts. The Sim Onslaught calls from beyond the grave for vengeance!

Comments welcome etc.
« Last Edit: January 29, 2024, 03:26:45 PM by Demetrious »
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Cryovolcanic

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Re: XIV Onslaught loadout ?
« Reply #13 on: January 29, 2024, 03:44:54 PM »

@Demetrious - I enjoyed the writeup. Do you pilot this yourself or let the AI run it?

If you self-pilot, do you have any advice for AI-controlled builds?

I don't see a lot of discussion of AI Onslaughts. Most people who use it seem to prefer it as a player flagship, and it is always a heavy contributor to total damage dealt. People seem to prefer Legion and Conquest for AI capitals.
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Sendrien

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Re: XIV Onslaught loadout ?
« Reply #14 on: January 30, 2024, 12:04:32 PM »

My brother in Ludd what have you done. I make a hobby of collecting regrettable Onslaught fits I find on Reddit and such, and this... is a work of art because it looks like a horrible fit, but it actually works. It has EVERYTHING. Large slot PD. Thumpers. I see this take the field, rearing upwards into the clouds like Cthulu risen, and am struck dumb by it's horrifying, Stygian grandeur.

I'm grinning quite widely as I write this response.  ;D

Out of curiosity, did you actually find the constitution to pilot that obscene loadout? Because in my case, it took me three weeks after theory-crafting that it should work to bring myself to configure my XIV in such a fashion.  ;D ;D ;D
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