Honestly, this looks like a different sort of combat to what we usually see in Starsector, where a fleet is built to eliminate the opponent on sight instead of the usual shield tanking combat.
Well the way it works is that missile spam cuts down on that initial enemy fleet very quickly, leaving just some stragglers or, in the case of longer battles, some reinforcements. For a big battle, the enemy starts off with 240 DP while you have 160 DP or 200 DP with Best of the Best, so you're at a numerical disadvantage. So it's best to cut them down quickly so that you're the one with the numerical advantage. Generally speaking for my double Ordos fights, once the initial enemy fleet is killed, I'm really dealing with only around 80 DP's worth of enemy ships at any given time, with the rest caught up in moving from the spawn point toward the front lines. Even though Harpoon spam may not last the whole fight for a big battle, they help you achieve this goal very well for longer fights, which makes them very effective, by making the rest of the fight go more smoothly.
In this case (earlier, smaller battles), Harpoon spam itself will largely kill the enemy fleet without having to have a secondary battery of ballistics, etc., to finish them off. The Gladius, to the extent that it can pick off enemy ships (via its IR Pulse Laser (high delay)), is pretty much all that the fleet has other than Harpoon spam, but that's sufficient here because the big ships will die in the main enemy fleet and then there's usually only frigates left.
Shield tanking combat, where the two sides are exchanging fire and driving up each other's flux, is inefficient because any hit you take on your shields is decreasing your own ability to fight, when you want to maximize that ability to fight to finish off the enemy fleet quickly. So it's best to kill them before they get a chance to hit you. That's why long-range missile spam (Squalls/Harpoons, with some Locusts) paired with long-range ballistics (Mjolnir, Hephaestus, HVD, etc.) is so successful.
This is some nice data! Lately I’ve been thinking of optimizing the early game around leveling up officers and the player character asap, how does buffalo spam affect exp compared to spending a little extra time getting a player afflictor and some kites to level stuff up?
I’ve been meaning to try out exp maximized strats sometime soon.
Officers are pretty bad for XP gain, especially early on. The XP bonus is based on the ratio of the enemy fleet's DP versus your fleet's DP, with some calculations and modifications for stuff like d-mods. For this, your officers count as 7.5 + 3.75*level DP, so a level 1 officer counts as 11.25 DP and a level 6 officer counts as 30 DP. Your player character counts as well, so at level 15 your player character is contributing 63.75 DP to this calculation.
So unless the officer contributes more to your fleet than the equivalent DP's worth of combat ships, it's better to get more ships. In this case a Buffalo2 is only 4 DP, and there's no way an officer will buff it more than several more Buffalo2's. You could get almost 3 Buffalo2's for the DP cost of one level 1 officer, in terms of the XP bonus. So yeah, early on officers are a bad deal.
That's partly why I go for Support Doctrine early on, because they give the ships some of the benefits of officers, but without any cost to the XP bonus. I don't switch over to my endgame fleet with officers and such until I'm level 15, have a full 240 DP fleet, and am preparing to take on [REDACTED].
Slightly unrelated, I disagree that the ‘strongest’ (killing them faster?) player endgame fleets are missile spam fleets. but it’s a very interesting thing to think about. If we still had 0.95 or 0.96 squalls I’d feel that way, but eh. I’m not saying anyone is wrong exactly, I just have an extremely high opinion of a SO hyperion build spam with some player ship piloting to skew the speed even more. I wonder what combo would be fastest.
Nah Safety Overrides in general and the SO Hyperion in particular are extremely overhyped, i.e. a lot of vocal posters will claim that they're very strong, but never present any evidence to back it up. Ever since I started doing systematic, standardized testing of ships and fleet compositions back in version 0.95.1a several years ago, Safety Overrides ships and fleets have always scored
terribly. For example in 0.95.1a, against double Ordos, the SO Hyperion got up to 168 DPS for 15 DP (11.2 DPS per DP), while the Gryphon did 372 DPS for 20 DP (18.6 DPS per DP), some 66% better on a DPS per DP basis. So for example, 5 Gryphons costing 100 DP would do slightly more DPS against double Ordos than 11 SO Hyperions costing 165 DP.
With all the data showing that SO fleets are terrible against Ordos compared with other ships and fleet compositions, the claim then changed from "SO is overpowered" (as a general statement) to "SO is overpowered everywhere except the endgame" which conveniently was where the actual data was collected. Of course nobody who claimed that SO was overpowered has ever presented an actual demonstration, i.e. "here is an example enemy fleet, here is an example player fleet using SO, here are the combat results of that player fleet against the enemy fleet, showing that SO is better than other possible fleet compositions" to back up their claims.
Whereas my claims regarding the combat balance of different ships and fleets have
always been backed up by "if anyone disagrees with these results, they are free to produce their own player fleet and show that it can do better than my results", and I include explanations and videos of how it was done so that anyone who wants to can see if they can improve on it. (It's easy enough to Console Command whatever player fleet you want to test.) After all, it's entirely possible that I'm getting bad results with SO simply because I as a player don't really know how to use it. So it's an opportunity for those who keep claiming that SO is overpowered, i.e. that it needs to be toned down, to put their time where their mouth is and show their superior game knowledge by posting an SO fleet that backs up their claims. But quite tellingly,
no one ever has.
You can look through all the past discussions about Safety Overrides to see this. You will not find a single example from the "SO is overpowered" posters demonstrating that this is actually the case, despite a lot of general claims made about it.
It doesn't mean that SO has no use; SO is useful in niche applications like getting objectives or pursuit battles. But as a general fleet doctrine, it's nowhere near as good as other fleet doctrines, which are nowhere near as good as long range missile/ballistic spam.
Now that I'm doing testing on the early game, it's looking like missile spam is stronger than pretty much everything else, including SO fleets, for the early game as well. This is thanks to the Buffalo2, although other ships like the Falcon (P) and the Venture also fare very well. You can see from the completion time vs player DP graph just how much better missile fleets are compared with SO fleets, using the LP Brawler and SO Hyperion as examples (they are typically the most oft-cited examples of SO). These results are for a fairly early game enemy fleet (a 73-DP pirate fleet), but I've tested the Buffalo2 fleet up to a 270k-credit 364 DP Sindrian Diktat deserter bounty and it still handles it fine, so the player can actually use a Buffalo2 fleet quite far into the game.
I've had a bunch of fun playing around with BM II's. My biggest issue is finding BMII's and the right weapons/hullmods! It certainly took me far longer than you, which was an annoyance, but that was just bad luck on my part I suspect.
Well I just go around the different markets in the core, as well as looking at pirate fleets, for the Buffalo2's. I didn't find them that hard to get, but I kept moving around the core so I went to a lot of markets. That may also be why I found the hullmods so quickly. For the Harpoons, I find that oftentimes there'll be nothing and then I find a bunch of them at once, so I think it's better to stock up on Buffalo2's first in anticipation of a batch of Harpoons. The Buffalo2's can be effective with a bunch of different missiles anyway, just that Harpoons work the best.
The fights that I could win were extremely fast - enemies too large for the fleet were a headache but I could usually use player piloting on my pirate afflictor with fighter cover to pull off some wins after the missiles ran out. The logistics of the buffalo swarm were rough in terms of crew and fuel, holy crud. Not insurmountable, but just expensive and I couldn't refuel well for out-core work at small places.
The missiles running out making the fleet's effectiveness drop off a cliff after the initial punch is also a big problem because I had trouble judging exactly what I could take, and made some mistakes that forced me to retreat. This was a me problem in terms of judgement, but for an ironman playthrough it did cause some, uh, excitement.
Yeah early on I didn't leave core at all (until that SD fleet), unless you count the Alpha cache, so it was easy to pick up crew and have enough fuel. For the missiles, the testing was done assuming upgraded Buffalo2's (full Harpoons, ECCM, EMR, MA, and nowadays, Gladius), so you'll have to weight them at a discount if that's not what you have. Realistically I sort of estimate that each Buffalo2 starts off by being able to take out around its own DP in terms of the enemy fleet, then up to double or triple once upgraded. The testing is with no player-controlled flagship but for the playthrough I'm actually using a flagship Wolf with 2 AMSRM's, plus the initial Hammerhead from Tetra, so there's some anti-shield out in front which pairs really well with Harpoon spam.
My actual progression of killing power was quite slow because of the difficulty in acquiring the right equipment, and because 4 DP * 2 (impressive you got it up to 3 with the retreat strat, that's great thinking!) is still only 8 DP per ship that it can handle, roughly.
While Buffalo2 spam can only handle up to around 2x or possibly 3x of their DP (4 DP each) before they run out of ammo, they can do it far faster than other ships at the same DP, and other ships also have a limit to how much they can shortman as well. For example, testing with the 73-DP pirate fleet, I couldn't beat it with any less than 6 LP Brawlers (36 DP), because with 5 LP Brawlers (30 DP) at some point one of the LP Brawlers get jumped by the SO Eradicator (P) and dies (whereas 6 or more seems to be enough where it won't jump in as frequently and/or I can get reinforcements to jump it in turn). I mean in theory I can send one LP Brawler to distract it while the other 4 take care of the rest of the fleet, and then have all 5 gang up on the Eradicator, but then that takes up a lot of time.
The goal isn't really to see how small of a fleet I can get away with. Referring to the completion time vs fleet DP graph (attached is an updated one), as the player fleet gets smaller, the time it takes to kill a given fleet starts increasing asymptotically toward infinity. The goal is more to identify the "knee" of the graph where this occurs for different ships, and try to stay at or above that knee so that I can do the fights quickly and efficiently. For the Buffalo2, this "knee" occurs at such a low total DP value that yes, while the fleet will fail catastrophically if you go below this point (try to tackle too large of a fleet), if you had used any other ship, they would either also fail catastrophically or take a really long time to complete, in which case it's not a good idea anyway. And of course in practice, I'm not using a pure Buffalo2 fleet but have some anti-shield ships out in front which makes the Buffalo2 Harpoon spam a lot more effective.
Also, I think there's a bit of an expectations thing too. The Buffalo2 is a destroyer but only has the cost of a cheap frigate. So if you're looking at your fleet of Buffalo2 and mentally thinking of them as "well I have a bunch of destroyers and they should be able to take on destroyers/cruisers" it ends up being really easy to overestimate their abilities. But if you mentally consider them as another 4 DP frigate like say a bunch of Cerberuses (Cerberi?) then it's easier to estimate how big an enemy fleet they can take on.
Now, looking ahead, I found a 270k-credit 364 DP Sindrian Diktat deserter bounty in one of my saves, complete with 2 Executors. Testing out Buffalo2 spam against it, 30 Buffalo2's with Gladius (120 base DP), no smods and no officers but using Support Doctrine, the fleet can take it out in 136 seconds, with some of them running out of missiles (but other ones still firing). So it's close to that knee but not at the point of catastrophically failing from lack of ammo. This is just using regular battle without any disengage shenanigans. So as the enemy fleet gets bigger, the Buffalo2's actually become more efficient (can take up to 3x their base 4 DP even using regular battle), likely because the enemy fleet is more dense so the Harpoons have a higher hit rate from having another enemy ship in range when the initial target dies.
By comparison, 10 Gryphons (200 base DP) with the same conditions took out the same fleet in 129 seconds, and 8 Gryphons with Gladius (160 base DP) with the same conditions took out the same fleet in 149 seconds. So the Buffalo2 is around 50% better than the Gryphon from a DPS/DP perspective. However, the Gryphon benefits more from officers, is a lot more survivable, has a lot more longevity, and can fill out the DP max without hitting up against the 30-ship limit. So at some point it becomes better to switch over to Gryphons (and other ships like the Conquest). Until the player hits that point though the Buffalo2 is looking really hard to beat.