Does the Buffalo herd require topping off on fuel and supplies when returning to the core?
I may be persuaded that the Buffalo Mk 2 is the king of the early game with the caveats that you're playing in a small sector without any plans at colonizing. I am less confident that the gains in DPS efficiency outweigh the loss in economic and exploration efficiency to the extent that it is a clearly superior option. DPS may be a less appropriate KPI for the early game than the late game.
The Buff 2s are 2 fuel/ly with a 30 unit tank. So 10 of them, a fuel tanker, salvage rig?, and some cargo capacity... That's quite a logistics tax. Is it so obviously better to kill things 15% faster if your overhead is 20% higher?
That's a good question. It's a bit involved to try to model the resource consumption, since there are multiple parts to it. You have the supply and crew salary cost which is on a per day (or per month) basis. You have fuel cost which is only while in hyperspace and is on a per light year basis. So if you're traveling more, naturally your fuel cost is higher, but if you're spending more of your time within a system, then your supply/salary cost is higher. And if you're fighting, you have to consider the supplies for deployment, and possibly crew loss as well.
Then there's also that the bigger your fleet, the less XP bonus you get and the slower you level, so there's an incentive to keep it small (even aside from the supply/salary/fuel cost). Also, there's the actual human player time to consider as well. So there are multiple quantities which the player is trying to maximize or minimize.
There isn't a single formula for all this since each player has their own preferences for what they consider important. However, we can take an example using the level 4 Sindrian Diktat deserter bounty. For that one, my fleet was 2 Shepherds, a Valkyrie, a Wolf, a Hammerhead, a Falcon (P), and 7 Buffalo2's, with some d-mods sprinkled in the fleet. The bounty was 5.4 light years away from my staging area (Salamanca in Yma). I had 885 crew even though the fleet only needed 785 crew. Based on this fleet:
* The bounty was 153k credits.
* I gained 222 supplies, 221 fuel, 33 heavy machinery, 347 metal, and 14225 credit's worth of weapons from the fight (including salvaging the debris), plus 7554 credits from the fight itself.
* It took 9 days one-way to reach the fleet from my starting point (and presumably the same on the way back), consuming 24 supplies and 168 fuel, so that's 48 supplies and 336 fuel in total. The total salary cost for the 18 days would be 5310 credits (assuming 30-day months).
* The cost to recover after the battle was 44 supplies (thanks to d-mods).
* So, my total expenditures was 92 supplies, 336 fuel, and 5310 credits.
* Thus, my net for this bounty was +130 supplies, -115 fuel, +33 heavy machinery, +347 metal, +14225 credits' worth of weapons, and +155244 credits (bounty + fight - salary), along with +319322 XP (which includes the SP bonus).
Out of that, the 115 fuel at 25 credits a pop amounts to 2875 credits. Considering that the extra supplies etc. that I gained could be sold at nearby Qaras (which has a shortage of them) would net me an overall total of over 200k credits gained for the bounty, the ~3k in fuel cost is pretty much negligible. While it means you do have to pay more attention to fuel than otherwise, the actual cost is fairly low. Overall my total expenditures in upkeep amounted to around 23k credits when I pulled in over 200k credits. Even if you add in an extra Phaeton or whatever the upkeep is still going to be small compared with what you take in.
Maybe one might think the upkeep is still too high. Well, if you work out the math for the upkeep (supplies + crew salary + fuel cost) of other ships, even if you assume the Buffalo2 is using Converted Hangar and Militarized Subsystems (so, 100 crew), then from the time vs DP graph, if you put in any other ship with the same upkeep, you will end up with either a longer battle time (which also means increased chance of one of your ships dying), or less XP gained, or both. Given that credits are much easier to come by than XP or player time, I think the upkeep is the least important thing to worry about when it means more XP and faster (and easier) battles.
Right, when missile spam fleets win, they win. It's a very safe strategy as long as the user is judging fights correctly (which I was not!).
Yeah part of the impetus for doing this testing is to investigate just where the point of catastrophic failure is, since it's more relevant for a missile-based fleet than other fleets. The goal is to find the time vs DP graph for multiple fleets to get an idea of just how big a Buffalo2 fleet you'd need to handle each enemy fleet, as guidance for whether or not the player should go after a given enemy fleet.
Your combat prowess is offset by low speed and massive campaign map signature radius. 20 burn mitigates that, free Emergency Burn solves it. Oversized ships with High Resolution Sensors (Circe/Colossus are cruisers, Atlas MkII are capitals) are also helpful.
Funny thing, later on, I always put High Resolution Sensors on my Atlases for the extra sight range in the campaign. Don't know if it's just me.
Actually, that wasn't what I meant. I meant for leveling up both yourself and all your officers to the maximum. An EXP maximized strategy of leveling up both yourself and officers in the quickest amount of overall combined time.
This will almost certainly be to use Support Doctrine while you're fighting regular faction fleets, then when you're getting ready to take on [REDACTED], get some officers, keep them at level 1 while they gain enough XP to max out their levels (to whatever you want), then level them up all at once as you switch to your [REDACTED]-farming fleet.
It would probably have to involve some sort of Afflictor P/Afflictor strategy, since the ship with your highest DP in your fleet provides a huge debuff to how much bonus EXP it can earn, supposedly -
That's only if 6 * the biggest ship's DP is bigger than your fleet's DP. This basically only applies if you're using ships like [BROCCOLI REDACTED] or Paragon or something, otherwise your fleet's normal DP is bigger and is the one that gets applied. This was meant to tank the XP gain of players who tried to solo the game in a big "hero ship". A bit unnecessary since even those ships perform better if there are little ships around them helping out.
the goal is to get as close to the max of 500% bonus modified EXP in this strategy's case, with as high of a base exp as possible. Things like star forts, big pirate fleets, deserter fleets, maybe the respawnable Sindrian/Lion's Guard fleets would come in clutch here, unsure.
If you're relying on faction fleets, you'll likely have to pull in multiple fleets. Faction fleets, at least in terms of bounties in 0.95.1a (I haven't catalogued them in more recent versions), only got up to around 500-750 DP in terms of the XP bonus calculations. Divide that by 6 for +500% XP bonus and it mean your fleet's DP for the XP bonus would need to be around 83-125 DP. Your player character always counts, so once you are at level 15 you'd have to subtract 63.75 DP from that. This leaves very little DP for ships and almost certainly means no officers.
Hence Ordos fleets are generally your best bet for XP gain, since they average around 1100 DP for XP bonus purposes, so you have 183 DP to work with or 367 DP if you're going after double Ordos.
I would probably put all officers into Omens with 'no weapons' (Still has their EMP arc emitter though...) which makes the omen count as if it was only worth 6/4 = 2? (rounded up? unsure) DP for EXP purposes, and then myself in an AMB/Reaper Afflictor.
Along with Omens, I've thought about Dooms using purely mines, which is basically the same idea. Never really took the time to test them out though, especially under AI control. The calculations don't round until near the end, as far as I'm aware, so they would be worth 1.5 DP for XP bonus purposes as long as they have no weapons.
D-mods also make the ships cheaper in XP DP, so that's an advantage that the Buffalo2 has, since a lot of d-mods don't really affect its combat potential.
I'm not sure which is fastest to get yourself + 10 officers to maximum levels and was just curious.
The officer(s) that join you in battle get the same base XP that you do, split amongst all of them. So if you get 100k XP, if there's one officer then he gets 100k XP, if there's two officers then each get 50k XP, etc. So it's basically "free" once you want to have officers.
SO is overhyped for killing the highest overall quantity of Remnant DP in 1 single battle, that award seems to go Onslaught with some Manticore/Sunder backup and a Medusa.
If you're talking about fighting a lot of Remnant DP, those are actually endurance battles for which SO is not suited. That would be something like the
Big game hunting thread by chandl34 which got up to 2349 DP in a single round, or
10 Ordos (3740 DP) over multiple rounds by Sinigr, There are a number of ships and fleets that you can use for them; I never got into that very much except for my
5-Ordos run because I don't have the patience for them. They take a long time to do heh.
However, for raw speed I feel confident that a min-maxed SO fleet would come out on top. As in, a very unrealistic 'completely completed' fleet of mercenaries, level 6 officers etc, completely ignoring how long it takes to get all of that set up. (I'm not entirely sure what type of SO fleet would be the fastest, exactly, but I'm willing to test it out if this was desired info. However, it doesn't look like this is desired info, because of what I'm going to say next.)
Actually, my
3-minute double Ordos is just this fleet (i.e. going for raw speed, fastest completion time according to Detailed Combat Results), which assumes 240 DP player fleet, level 6 officers, and no restrictions other than no Omega weapons. (Something like mass Resonators and AMSRM/Cryoblasters or something would be kind of unrealistic heh.) So what I ended up with was player-controlled flagship Doom, two Conquests in the middle acting as the main tanks and pincers, Gryphons around them for the Squall/Harpoon spam, and then a couple of LP Brawlers to pick off stragglers so that I don't have to send the main ships after them. Technically "double Ordos" is a bit vague since full Ordos fleets can spawn with all sorts of sizes, from around 300 to around 470 DP each, averaging a bit less than 400 DP. So it's more accurate to say that, assuming 45 seconds of initial travel time before the two fleets meet each other, this fleet can take out 361 DP per minute of Ordos ships (to prevent people from gaming the term "double Ordos" to pick two very small Ordos fleets to fight). If you can beat this rate with an SO fleet, or any other fleet, really, that's be great to see.
I created this fleet using Console Commands; how hard it is to actually acquire this fleet is immaterial. Although, there's nothing special about it that would be hard to get. The Zig is in every playthrough so that's perfectly allowable, but Omega weapons depend on the playthrough and hence I didn't use them.
Bolded "The most powerful player fleets" for emphasis. I have discussions with a few players for what the strongest "kill everything real fast with minimal effort when min-maxed" fleet is a good amount, so I skimmed the linked thread and didn't feel convinced in the times shown. Now I went and read it a bit more. It looks like the purpose wasn't to make THE fastest non-zig/omega weapon 2 ~370 DP ordo clearing fleet, but a fleet that is both easy to acquire and is the fastest, in that context, at farming 2 ordos.
That's the second link, which is indeed about how to farm Ordos at near +500% XP. It's not the fastest in terms of raw completion time, but it's the fastest in terms of XP gain per minute. I think since then I've also toyed with using Neural Link to get rid of one of the officers for more XP bonus, but also locks me into flagship Onslaught instead of Doom. I've also toyed with level 4 officers instead of level 5 since the 5th skill doesn't really contribute that much to the overall DPS. Since the fleet kills double Ordos (and by extension, nearly everything else) so quickly, another way to get more XP is to kill my ships until they get Unreliable Subsystems, since they got plenty of PPT, and d-mods decrease the XP DP cost of ships. So there are a couple of ways to increase XP gain further that I didn't really touch on but that more or less forms the basis for the fleet.
Endgame optimized SO spam effectively hard requires you to get a bunch of officers, if only so you have TA on it but you probably need others like helmsmanship etc, and further likely requires you to get some mercenaries as well. I think min-maxed 100% 'complete' SO spam would out-speed 100% 'complete' max speed missile spam in clearing out two big ordos of remnant,
Well it's for testing purposes so just create it using Console Commands rather than try to get it in a playthrough. When I tested SO Hyperion spam (and others) I just increased the officer limit in settings.json and copied a bunch of officers by editing the save file to not have to deal with mercenaries nor leveling up each officer with the correct skills. The saves that I use for testing are a different set than the saves I use for my actual playthroughs.
though saying that if Derelict Operations was maximized with support doctrine
Derelict Operations *was* one thing that I didn't use, mostly because I don't think it's particularly realistic to get the exact 5 d-mods that affect your ships the least on all your ships in an actual playthrough. I mean it's technically possible but not realistic. It's possible that I can improve on the time using it but I never bothered to try.
I wonder though, if anyone did tests with 120 automated DP worth of Gamma Core Sentries all with Gorgon missiles for a 'quick and somewhat easy' setup?
Actually one of the things on my list of things to test is Fulgent with Harpoon spam, because it also has a medium energy with coherer so there might be something there to back up the missiles.
Since you brought it up, I personally don't think SO is particularly overpowered for any particular part of the game, but I think it's overpowered in that it's too good at min-maxing close assault roles. It 'excludes' a lot of build variety due to how good it is on certain ships.
Well generally speaking, close assault roles become pretty suicidal past the early game, because the enemy ships will heavily punish any ship that gets into range. You can see even against the 73-DP pirate fleet, the LP Brawler and SO Hyperion took
a lot of damage compared with other ships, even though it's just some d-modded pirates. So even though SO doubles flux dissipation, most of that goes into absorbing damage, not dealing damage.
Even worse, since incoming damage is in the form of hard flux, the ship has a limited amount of flux before it fluxes out; flux capacity rather than dissipation starts becoming the limiting factor for SO ships. So you're having to put OP in a lot of different areas to make it work.
Now, the player can certainly do well with SO ships, because the player is much better than the AI at battlefield positioning and gauging when to take damage on shields versus armor/hull. But once it gets to how good SO is in the hands of the player, then the proper comparison is with other ships that the player could use, and in that case, I'd say it's phase ships and certain other ships (like the Onslaught) that perform the best.
Anyway, though, if you're able to make SO perform well against double Ordos, or any other enemy, really, I'd like to see it.
I'm amused that the best fighter is one you've got to have Ordos on farm for in order to have sufficient numbers on your Buffalo.
Yeah, me too
although that was against the d-modded pirates. Against the SD test fleet (and probably every other fleet from there on out) the anti-shield fighters i.e. Gladius, Broadsword, Thunder have performed better, probably because the enemy fleets have more shields to go through. Gladius is the cheapest and it has IR Pulse Laser (high delay) for a bit of weak anti-hull damage so it has tended to work the best.
So, do buffalos do enough damage to reduce enemy ship count enough they can clean up at the end against hand designed player ships expecting missile and fighter spam?
Yeah I figure offhandedly a good counter to Buffalo2 Harpoon spam with be Enforcers with 4 (Dual) Flaks, a Heavy Mauler, and 4 Harpoons of their own. But then that raises other issues. It's probably good against Harpoon spam but not much else, so it'd likely lose to something else. But that something else would likely lose to Harpoon spam. So you end up with the tournament winner being based more on just how the fleets were seeded initially, i.e. luck, as opposed to the knowledge and skill of the players in setting up their fleets. So it ends up not being a good way to "measure" how good players are at crafting their fleets, especially when there are fleets which are "all or nothing" like Buffalo2 Harpoon spam, when it really comes down to luck.
A couple of other ships could possibly do well in terms of missile spam. The Venture actually does pretty well, because Fast Missile Racks really puts a lot of Harpoons out on the field quickly, as does the Falcon (P), and Gryphon obviously. I think it'd really depend on what the tournament rules are. Don't think I'd have the time to look into it though.
Oh, the speed thing! As a semi-related addendum, it took me quite a while to get ECCM running on my BMII try, and the difference in effectiveness is massive. I had some instances where without the fighters (talons in my case, no gladius to be found) I would have been in deep trouble because of several hounds (random SO variants) that could kite away from non-boosted harpoons with ease. Truly a required hullmod for the spam to be effective against frigates.
Huh I didn't notice, but I got it in June in the first playthrough and May in the second one, so I got it fairly quickly so it didn't matter. On the other hand, since I pilot a Wolf I probably just hunted down any stray frigates myself anyway so it didn't matter too much.
I will say that I find it amusing to see Buffalo Mk. II's and their Harpoon/Gladii spam wiping the floor against much stronger fleets, especially given how easy these converted freighters are to acquire in the early game. That said, I think what puts a damper on this fleet composition are the fuel and crew costs, with the 2 fuel/LY and 40 + 40 + 20 required crew making Buffalos very costly at any given DP (e.g. for 40 DP, 10 Buffalos is 20 fuel/LY and 1000 crew, whereas 4 Hammerheads is 8 fuel/LY and 200 crew).
Perhaps 40 DP of Buffalo2's has a higher upkeep than 40 DP of Hammerheads, but if 40 DP of Buffalo2's can do more, then you can use less Buffalo2's to do the same thing as the Hammerheads, making the upkeep lower. The upkeep of ships should be compared based on equal
capability, not equal DP. From the completion time vs DP graph, thus far the Buffalo2 is the furthest bottom and left out of all ships thus far tested, meaning that less DP of them can finish the enemy fleet in less time than others, so less DP of them should be used comparison with other ships. I haven't tested Hammerheads yet though, although I don't really have any particular instinct as to what build might work the best for them in the early game.