And have more armor, which HAG really struggles against.
Not really. Keep in mind that [REDACTED] have elite Impact Mitigation as a guaranteed skill if there's any core onboard -- and 80% of the ships will have cores, as of 0.96a-RC9 when I last did stats on [REDACTED] fleets (and they're prioritized toward the bigger ships). That reduces incoming damage to armor by 25% (including hit strength), which is effectively the same as increasing armor by 33%. So a 1500-armor Radiant effectively has 2000 armor. An Apex effectively has 1467 armor, just a bit shy of a Dominator. That affects the residual armor as well -- so a Radiant's residual armor is effectively 100 when you're hitting its hull. That Railgun that you keep talking about is doing around 56 DPS against a Radiant's hull, for 150 flux per second. Good luck. If it has an alpha core (about 40% of the fleet), it will also have Damage Control as a guaranteed skill. And alpha cores on capital ships have Polarized Armor. And as far as I can tell, [REDACTED] capital ships are guaranteed to have alpha cores onboard (or at least...I haven't found one with anything but an alpha core). So [REDACTED] ships do pretty well on armor/hull.
Now, a human faction fleet's ship
could have Impact Mitigation too, but you're looking at what, maybe half of the fleet will have officers, if even that much? And the chance of the officer rolling Impact Mitigation might be around 50-50 or so? So yes, a faction fleet's ship
might be tough to kill too, but for [REDACTED] the
vast majority of ships will be buffed, and virtually guaranteed for the bigger ones. So no I don't really think faction ships have more armor than [REDACTED].
High alpha damage is the only thing Large ballistics do that smaller weapons can't. There's BRF for the rest, which not-so-subtly gives both RG and HAC 900 base range.
It should be pretty obvious from context that I'm talking about high
anti-armor/hull DPS. I even discussed why in my first post in this thread. I usually advocate anti-shield for small and medium ballistics and anti-armor/hull for large ballistics
because small/medium kinetics can match large kinetics and hit strength doesn't matter against shields, whereas there's nothing good in small/medium for anti-armor/hull. A ship with large ballistic will generally have lots of small/medium ballistics as well, so thus it makes sense for each size to specialize in their relative strengths. That's why I eliminated Gauss, Mark9, and Storm Needler from consideration in the first place. (I haven't really tested the new Storm Needler yet though.)
You're going to suffer terrible efficiency losses if you're relying on kinetics for anti-hull. Even the Railgun loses over half its DPS against [REDACTED] hull, and if you're arguing that [REDACTED] have little armor, well, then Railguns do even worse elsewhere.
Citation needed. See above and below.
Kinetics won't work well for anti-hull. Medium ballistic you're basically going to use Heavy Mortar or Heavy Mauler or Thumper for anti-hull? Small ballistics are a waste against hull. Missiles, you have maybe Locust (but that competes with Squall) or Swarmer (but that competes with Harpoons), where else can you get high anti-armor/hull DPS weapons? Whereas there are plenty of armor-breakers. PCL, Harpoons, Reapers, Daggers, etc., and just that generally speaking, armor doesn't take that long to go through compared with hull (or shields depending on the enemy). It's far easier to equip an anti-armor weapon than a good anti-hull weapon, hence why putting Hellbore on the large ballistic is such a waste.
It's pretty cheeky of you to ask for a citation when my comments are based on
having tried out and conducted standardized testing on different weapon loadouts against multiple types of enemies, specifically looking for the weapon loadouts (and hullmods, skills, etc.) which maximizes the ship's overall damage output and thus minimizes the overall battle completion time, and posting about them. That's mainly for double Ordos but I've also tested against deserter bounties, pirates, stations, etc., just didn't bother posting the results since it takes time and since I don't think they're as generally useful. This includes:
(0.95.1a) Dominator (XIV) - Mjolnir + Mark9
(0.96a) Conquest - 2x Mjolnir
(0.96a) Onslaught XIV - 3x HAG
(0.96a) Onslaught XIV (player) - Center Mjolnir, sides HAG
(0.96a) Atlas2 - Mjolnir + HAG
(0.97a) Manticore - Mjolnir
Some of them were a bit close between Mjolnir and HAG (i.e. it could probably have gone either way). But it's always between those two. I have yet to find a ship with a large ballistic where, after trying out all sorts of different weapon loadouts, the conclusion is "the best weapon loadout is if I put a Hellbore in the large ballistic slot". And you have yet to give a single example where the Hellbore is the best thing to put in the large ballistic slot, i.e. "this ship, with a Hellbore in the large ballistic slot, will perform better than if any other weapon were put in that slot". Yet you're asking for citations from other posters.
Granted, there are some ships that I haven't formally examined yet (such as the Retribution and the Invictus, and I tested the Legion and Prometheus2 but didn't finish them, other than knowing that both Mjolnir and HAG perform well), so it's
possible that there's one out there where using a Hellbore really is the best choice. But I haven't seen one yet and in terms of general advice, Mjolnir and HAG have performed the best.
If you can aim it, Hellbore is the most reliable armor cracker. Big if, i know. The +33% speed skill helps.
Hellbore's accuracy is
terrible. Testing the HAG and Hellbore side-by-side on Atlas2's,
against a Hegemony deserter bounty (288k reward), running it 5 times, the stats were:
Weapon Hits Fired HitRate
Hephaestus 3421 6494 52.7%
Hellbore 284 681 41.7%
This is with the officers having elite Ballistic Mastery, Gunnery Implants, Combat Endurance (100% CR), and the ships having Advanced Turret Gyros and Armored Weapon Mounts. Even with that, the Hellbore misses nearly 3 out of every 5 shots. More importantly, the HAG hits 26% more often than the Hellbore. So when you take hit rates into account, in this case, it basically amounts to comparing HAG at 253 DPS versus Hellbore at 104 DPS. If you're waiting on the large ballistic to open up a hole in the armor for the rest of your weapons, HAG will actually be faster for a large number of armor values.
Yes, i am in fact arguing that, and i have the math to prove it; 50 damage is about the cutoff where weapons deal good DPS against any residual you'd meet, while intact armor doesn't really have one - you'll always lose a big chunk of damage on armor.
Linking to an unannotated Google spreadsheet filled with a bunch of numbers proves hardly anything. Again, you're forcing the reader to decipher what you mean instead of making it clear. 50 damage as a cutoff looks entirely arbitrary when the numbers gradually change. But let's just use it as an example. 50 damage means:
* Against a Radiant (equiv 2000 armor with IM), it will do 33% of its DPS
* Against a Nova (equiv 1333 armor with IM), it will do 43% of its DPS
* Against an Apex (equiv 1467 armor with IM), it will do 41% of its DPS
* Against a Brilliant (equiv 1200 armor with IM), it will do 45% of its DPS
These ships collectively make up almost 2/3 of the hull of a [REDACTED] fleet, and are the most dangerous. It's doing less than half the damage to hull, and you say it'll work for anti-hull, while HAG -- which does over 75% of its DPS against hull in the same case -- is supposed to struggle. Uh huh.
I do have an example but it requires a Cryoblaster and bringing Omega weapons into balance discussion is taboo I assume? It's one of my favourite ways to build an AI Onslaught though since getting it to angle itself so 2 HephAGs and multiple small kinetics to fire on the same target is really inconsistent and relies more on the enemy ship drifting to the left or right. You also get have your TPCs always on target which is a nice bonus.
While you can certainly discuss Omega weapons, it's hard to make general statements and builds around them since it's random as to which ones and how many you get on a given playthrough. Thus it's very playthrough-specific and not general advice. Having said that, I do testing with Omega weapons too (to plan out for which ones I should aim for); generally speaking, I find the Resonator, Cryoblaster, and Rift Torpedo to be the most powerful ones, but it really depends on the particular fleet ships that you're using.
On Manticore Mjolnir+3 light autocannons is going against Heph+3 railguns. Heph version needs 5 more OP but uses 20 less flux/s.
Yeah it's possible that HAG + 3 Railguns will work better. It comes down more to testing actual hit rates and AI behavior instead of on-paper calculations. I won't know until I do more runs but they're pretty close. (Realistically, if even repeated tests can't determine a clear winner, then it really just boils down to, both work well, it doesn't matter.)
I find that generally speaking, ships with lots of small/mediums (such as Onslaught) will favor HAG, while ships with fewer small/mediums (like Conquest) will favor Mjolnir, most likely because the small/mediums can take all of the anti-shield needs thus letting the large ballistic specialize to HE instead of Mjolnir's general damage. Mjolnir is less flux-efficient but it also hits shields well which
seems to be better at pushing back the AI. The Manticore seems to be "in between" so it's hard to tell. Whereas testing Manticores with Hellbores, they just die as soon as anything comes near them -- they simply don't have enough offensive power. Which I was surprised by because I thought the Manticore would've been the poster boy for Hellbore due to its low flux. But it turns out that severely overfluxing the Manticore, whether due to Mjolnir or HAG, makes it perform better.