...What? No, it's really not. The drones - and the earlier HEF - got added on top of an already excellent ship.
It's just how I see the DP of Tempest right now. I didn't 100% mean that the Tempest's DP was balanced by its system in the past, though I appreciate your correction. So, my correction; it currently it feels that the Tempest's DP budget weighs the drone system for part of its cost.
I can't believe I forgot about it again, but the TT Brawler exists, for 5 DP. The tempest has turrets and better speed which should help a lot, but the TT Brawler has better flux capacity, same shields,
slightly worse mobility (+125 speed system is nutty, but 100 top speed base is meh), better armor, better flux dissipation, 10 more OP... is the tempest really worth 3 more DP than TT Brawler? It
feels like the system/drones (I also incorrectly lump the system and drones together sometimes when in flow of thought, sorry) are a big part of the tempest's DP, but they almost may as well not exist in battle.
That's more the kind of thing I meant. Scarab is just the big thing to compare to since they cost the same DP.
...Um, no? That is literally why my variant includes PD!
(Now, if you're basing that statement off of testing LRPD on larger ships, then maybe I could understand your perspective; one LRPD on a cruiser isn't going to kill anything. It works on the Tempest because the Tempest is fast - faced with high flux and an incoming missile, it'll back off, which buys the LRPD time to get the kill. You do still need some PD, though, otherwise the AI gets stupid; I've seen PD-less Tempests manage to die to missiles that would've been zero threat to a player.)
Being blunt, I actually didn't catch that you put a LRPD on the tempest, oopsies. However, LRPD has a few key issues. You're right that the tempest can back off during incoming missiles and the AI does tend to prioritize backing off while missiles are incoming, but LRPD's (relatively) slow beam speed makes switching targets a notable DPS loss. Burst PD mostly fixes that issue but it's even more expensive, which isn't a good idea with a heavy blaster build. Giving it a LRPD is a good idea, probably about the best thing to put there since you can't use an emotional support mining laser + the LRPD will kill the occasional missile but for how much fire a heavy blaster tempest will draw it's a bit unfortunate. Other high tech frigates have a similar kind of problem but they can either teleport or have better shields to tank with. Tempest has... had, its drones.
On the note of the TT brawler from earlier - it can't really use point defense which is a problem, but fitting the tempest with point defense is sort of a struggle as well.
Well, yeah, the Omen has the best shields of any frigate that's not a Monitor with its system active. The problem with the Omen is that the AI doesn't understand that its hull/armor is basically non-existent; if an Omen gets to high flux it will sometimes try turning its shield off... and then it just dies. The Tempest is significantly more durable (roughly 2/3 more armor and hull), and significantly faster; the combination means that a Tempest will live through situations that the Omen wouldn't. I do like Omens... but by endgame they've gotten filtered out of my fleet while the Tempests just keep working.
Omen does do that occasionally though most omen deaths I see are from big unlucky bursts, like a 5 autopulser radiant deciding that omen must die or a tachyon burst. Front shield conversion seems to help prevent death from dropping shields a lot, though I noticed omens are way more likely to drop shields in aggressive in-your-face fleets. Might try S-modded accelerated shield to see if that helps one day.
omens are almost hilariously bad against persean league, so that's something to consider. Their EMP Arc emitter doesn't handle the swarm of DEMs very well.
Again, I'm curious what Scarab build you're using; my experience with the things is that sometimes they're great, and sometimes they turn their system on and hover around out of range of things and burn PPT without accomplishing anything and then I have to give them retreat orders in the middle of the battle. (Or, occasionally, they dive in with system active, and then can't get out fast enough once the system turns off.) They're basically phase ships with shields, usage-wise.
For me, though, the purpose of the Tempest is that it's something that I can use in normal fights for point captures and killing off enemy frigates, that won't get itself killed and will continue to be useful throughout the fight. (This is, in fact, my general design practice: if each ship in my fleet can fend for itself, then I mostly don't need to worry about orders and can just get to blowing things up with my flagship. Is this the 'optimal' strategy? Perhaps not; I'm not using massed Gryphons. But it works, and more importantly, is fun for me.)
I
think the most popular way of using a scarab is using SO on it for high kill speed fleets, using a lot of ir pulse lasers, designed for high aggression fleets. 3-5 ir pulsers, 0-1 amblaster, 0-1 ion cannon.
I've stopped using SO for most ships besides a select few, though. Centurions and Enforcers, mostly. I have four different builds I use for Scarab. They all use hardsubs, stab shield, hard shield. Generally, these scarabs are best given any personality besides timid or reckless. Reckless non-SO scarabs don't do well ignoring other nearby enemies, they aren't SO Glimmers after all. I usually go for steady or aggressive.
Unofficered: 2 IR pulse laser, 1 ion cannon/PDLaser, 2 swarmers. Vents > Caps if ion, Caps > Vents if pd. Use mining laser on rear mount as emotional support for the ion cannon build. Unstable Injector. UI encourages the scarab to get closer and get stuff done.
Officered, no story points:
Default - Same as unofficered but replacing UI with ITU paired with Gunnery, Helms and Combat Endurance. Should have sysex too of course. The extra range helps the scarab get in more shots overall.
HSA - 3-4 BPD, 0-1 Ion Cannon. HSA, ITU, Extend or Front Shield. No vents, only caps. Same skills as default. Extremely aggressive frigate and destroyer hunter-killer that doubles as fighter and missile removal, high risk. DPS plummets if it uses magazine shots on missiles or frigates, but usually kills them unless it's a sabot. So just hope they don't have sabots, lol.
Story Points builds:
Similar builds above, but using Elite Point Defense and 2-3 s-mods. More guns, more vents, more power, HSA build actually likely to stop sabots. I still haven't figured out what sort of story points builds I like the most, they are all very potent and have a few different variations. I put together this clip to showcase the potential of the HSA story point version.
The 'default' Elite Point Defense build (IPDAI ir pulse lasers) is doubly effective against the persean league but is good versus any kind of fleet that isn't red motes.
EDIT: A build I haven't really tried yet but would also probably work well, is a 2 AMB Scarab with helmsmanship and/or UI. Maybe with S-mod EMR Annihilator Rockets. To make the rockets fire less often. Specifically for that, because I wish small annihilator rockets had a much longer refire rate.