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Author Topic: Prometheus mights need a nerf. (Update)  (Read 1331 times)

majk

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Prometheus mights need a nerf. (Update)
« on: March 12, 2024, 03:01:34 PM »

The basic Prometheus is a capital tanker with 10k hull and 1.2k armor.
This was a joke before .97, but now you can slap some extra armor + hull on it for a super cheap 10dp destroyer anchor.
If you use 3-4 prometheus tankers and fill the rest of your fleet with destroyers with escort package, you can make short work on anything in the game, i know it sounds hilarious, but i tried it vs. Remnants and it works wonders, try this fleet:

3-4x prometheus (+armor, hull, itu, and whatever kinetics you can slap on it)
3-4x monitor       (to put in front of radiants or other heavy hitters gunning for prometheus)
?x Sunders      (HILs and some spare Tach lances)
?x Enforcer      (4x HVD and dual flak for pd)
Destroyers get ITU and escort package
The amount of Sunders and Enforcers depends on weather you took Support doctrine or Direlic Operations.
You might think, that HVDs are poor dps, but when you can focus 40 of them over long range, it's more than enough.
This setup surprisingly melts anything, has enough range to match capitals and destroyers with escort package are WAY more manuverable than said capitals and to top it all off, you have enough pd to delete any fighters/missiles in your way. It's so much fun!

Update:
I am not saying that it's an optimal build, just pointing a fact, that this supposedly pure civilian tanker that i managed to unironicaly use in Remnant fights and win.
Prometheus is not there to provide firepower, other than plink shields with railguns, provide escort package bonus to destroyers and not die.
« Last Edit: March 13, 2024, 04:42:09 AM by majk »
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BigBrainEnergy

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Re: Prometheus mights need a nerf.
« Reply #1 on: March 12, 2024, 03:32:13 PM »

While that is an interesting fleet composition, I'm not convinced it's really strong enough to warrant a nerf. So far the strongest fleets have continued to be capital spam taking on upwards of 5 ordos. Something like this take more thought due to the mixed nature of the fleet, and they can't take on as many enemies due to ppt limitations. The fact that the prometheus has the stats to enable an odd fleet like this is probably a good thing, unless it somehow is letting people speedrun ordo farming too early compared to other strategies, which I suspect is not the case.

This setup surprisingly melts anything, has enough range to match capitals and destroyers with escort package are WAY more manuverable than said capitals and to top it all off, you have enough pd to delete any fighters/missiles in your way. It's so much fun!

But I guess you're just being hyperbolic, because yeah, it does sound fun.
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TL;DR deez nuts

Killer of Fate

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Re: Prometheus mights need a nerf.
« Reply #2 on: March 12, 2024, 03:39:06 PM »

considering how rarely we actually see civilian ships in combat, it's not impossible that something might have slipped under the balancing radar.
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Thaago

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Re: Prometheus mights need a nerf.
« Reply #3 on: March 12, 2024, 05:05:01 PM »

This kind of thing is very fun! I'm using a few Atlas Mk II's as a similar concept in a pirate themed run. They are much more expensive at 24 DP, but at the same time they bring a lot more than 14 DP (24-10) worth of firepower compared to the Prometheus, so I think they are worth it.
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Lawrence Master-blaster

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Re: Prometheus mights need a nerf.
« Reply #4 on: March 13, 2024, 12:55:37 AM »

Even ignoring Monitor gaming, SD/DO spam gaming and sheer faith in Ludd that it will all actually work together and not come apart at the seams with the first blow: Prometheus loses 20% CR per deployment and recovers 2% CR per day, which means 10 days of twiddling your thumbs between fights, ~7 with Efficiency Overhaul (Although I imagine you lose ships with this fleet anyway so you need to wait for repairs/recovery in the first place)

So even if it is as effective as you claim while providing no evidence whatsoever, it's not exactly overpowered.
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Killer of Fate

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Re: Prometheus mights need a nerf.
« Reply #5 on: March 13, 2024, 02:20:10 AM »

This kind of thing is very fun! I'm using a few Atlas Mk II's as a similar concept in a pirate themed run. They are much more expensive at 24 DP, but at the same time they bring a lot more than 14 DP (24-10) worth of firepower compared to the Prometheus, so I think they are worth it.
I dont think they re referring to Prometheus MKII... This is a normal Prometheus. Worth 10 DP for 1700 armour. Beating a Venture at -4 dp. Minus missiles, I guess. But whatever.
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Seanchaidh

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Re: Prometheus mights need a nerf.
« Reply #6 on: March 13, 2024, 02:30:54 AM »

I don't see how this is significantly better than just bringing a proper capital ship or two with a destroyer escort; they tend to have credible long range firepower as well. what makes 200 DP of escort package destroyers better than 240 DP of e.g. conquests and escort package destroyers? i have no doubt it can work just fine, but where's the problem?
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Killer of Fate

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Re: Prometheus mights need a nerf.
« Reply #7 on: March 13, 2024, 02:34:37 AM »

I don't see how this is significantly better than just bringing a proper capital ship or two with a destroyer escort; they tend to have credible long range firepower as well. what makes 200 DP of escort package destroyers better than 240 DP of e.g. conquests and escort package destroyers? i have no doubt it can work just fine, but where's the problem?
on paper... A 10 DP Hammerhead dies after 0.00001 seconds of trying to hold a line against a Radiant. A Prometheus??? I dunno... 20 seconds? A high estimate. Unless Cyclones land... Maybe it's not that bad. I mean, Reapers exist solely to blow up this kind of garbage out of orbit. The thing is costs... Paying 10 DP for 1700 armour, 10k hull durability and on top of that it doesn't count towards the leadership skills cuz of civ-grade hull.
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Thaago

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Re: Prometheus mights need a nerf.
« Reply #8 on: March 13, 2024, 03:33:25 AM »

This kind of thing is very fun! I'm using a few Atlas Mk II's as a similar concept in a pirate themed run. They are much more expensive at 24 DP, but at the same time they bring a lot more than 14 DP (24-10) worth of firepower compared to the Prometheus, so I think they are worth it.
I dont think they re referring to Prometheus MKII... This is a normal Prometheus. Worth 10 DP for 1700 armour. Beating a Venture at -4 dp. Minus missiles, I guess. But whatever.

I know. A regular prometheus is 10 DP. An Atlas Mk II is 24 and carries 2 large missiles and many ballistics backed by ammo feeder. The difference in OP (14) is a nice price to pay for almost a conquest's worth of extra firepower.
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Amoebka

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Re: Prometheus mights need a nerf.
« Reply #9 on: March 13, 2024, 03:46:02 AM »

It doesn't count for leadership skills, because it doesn't actually benefit from most of them. Most skills buff combat ships only.
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Draba

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Re: Prometheus mights need a nerf.
« Reply #10 on: March 13, 2024, 04:44:45 AM »

I don't see how this is significantly better than just bringing a proper capital ship or two with a destroyer escort; they tend to have credible long range firepower as well. what makes 200 DP of escort package destroyers better than 240 DP of e.g. conquests and escort package destroyers? i have no doubt it can work just fine, but where's the problem?
Same here, it's cheap but it also doesn't do much so don't think it's very strong.
Massive, clumsy target with bad shields and medium hull (cruiser level but a big chunk of hull durability comes from officers and Prometheus definitely isn't worth one).

on paper... A 10 DP Hammerhead dies after 0.00001 seconds of trying to hold a line against a Radiant. A Prometheus??? I dunno... 20 seconds? A high estimate. Unless Cyclones land... Maybe it's not that bad. I mean, Reapers exist solely to blow up this kind of garbage out of orbit. The thing is costs... Paying 10 DP for 1700 armour, 10k hull durability and on top of that it doesn't count towards the leadership skills cuz of civ-grade hull.
Hammerhead is a smaller, agile target that also has better shields with a few caps and escort package.
Prometheus hull can take quite a few hits ofc, but in plenty of situations Hammerhead will draw more fire before dying.
If it wasn't moving forward when Radiant jumps it can easily survive by moving behind allies, Prometheus generally won't. (autopulse variant with reapers instantly kills both ofc, harder to hit Hammerhead with reapers though)

Update:
I am not saying that it's an optimal build, just pointing a fact, that this supposedly pure civilian tanker that i managed to unironicaly use in Remnant fights and win.
That's a good thing IMO, being able to do something new just adds more ways to play.
Doesn't seem overpowered to me, and having the option for your logistics ships to help out in combat in lean fleets could be interesting.
« Last Edit: March 13, 2024, 04:50:03 AM by Draba »
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majk

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Re: Prometheus mights need a nerf.
« Reply #11 on: March 13, 2024, 04:49:41 AM »

This kind of thing is very fun! I'm using a few Atlas Mk II's as a similar concept in a pirate themed run. They are much more expensive at 24 DP, but at the same time they bring a lot more than 14 DP (24-10) worth of firepower compared to the Prometheus, so I think they are worth it.
I dont think they re referring to Prometheus MKII... This is a normal Prometheus. Worth 10 DP for 1700 armour. Beating a Venture at -4 dp. Minus missiles, I guess. But whatever.

I know. A regular prometheus is 10 DP. An Atlas Mk II is 24 and carries 2 large missiles and many ballistics backed by ammo feeder. The difference in OP (14) is a nice price to pay for almost a conquest's worth of extra firepower.
Atlas mk.II gets melted way too fast vs. remnants, armored up prom can actualy take some hits and you can field 2 support doctrine enforcers for the 14dp you saved.
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Sinigr

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Re: Prometheus mights need a nerf. (Update)
« Reply #12 on: March 13, 2024, 06:19:40 AM »

i tried it vs. Remnants and it works wonders
Video with those Remnants please, I need to see that!
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

coldiceEVO

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Re: Prometheus mights need a nerf. (Update)
« Reply #13 on: March 15, 2024, 06:17:35 AM »

I see no issue with that. Get civ logistic ship involved in combat and turn them into slowly moving buff beacon and post risk to logistics.
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Alski

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Re: Prometheus mights need a nerf.
« Reply #14 on: March 18, 2024, 11:54:08 AM »

This kind of thing is very fun! I'm using a few Atlas Mk II's as a similar concept in a pirate themed run. They are much more expensive at 24 DP, but at the same time they bring a lot more than 14 DP (24-10) worth of firepower compared to the Prometheus, so I think they are worth it.

2 Mjolnirs, 2 large missiles of your choice and a bunch of PD so you still have plenty of OP to play with. Thats how I fitted mine last time I played with them. Ran a fleet of 4 with some scarabs & TT brawlers as support.
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