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Author Topic: Switch Odyssey’s Medium Missiles to Synergy  (Read 714 times)

ILuvLegion

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Switch Odyssey’s Medium Missiles to Synergy
« on: December 31, 2024, 06:53:52 AM »

I was just looking at the Odyssey again, and I realized that there are literally zero medium energy mounts on the ship. I suspect that this was a deliberate decision to differentiate the Odyssey from the Aurora and Fury (which are both heavily reliant on medium Energy mounts), which I suppose I can understand.

However, I think that switching the three medium missile mounts on the Odyssey to be synergy instead would allow for more builds of the ship. For example, a build that exploits the fact that two of the medium mounts are farther forward in the hull than the two large energies to pair up longer ranged Autopulse lasers with shorter ranged heavy blasters. Or a beam based build that adds two Gravitrons for better shield pressure.

I don’t expect builds that use medium energies instead of medium missiles to outperform current Odyssey builds (which is part of why I feel comfortable suggesting this change). But I do think that this change would allow for more builds for the Odyssey, without noticeably increasing its power.
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Megas

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #1 on: December 31, 2024, 07:04:09 AM »

Cannot mount small missiles in medium synergies (like Salamander or 1 or 2 OP missiles, or Omega's AMSRM).  However, I would not mind the rear missile turned into synergy so Odyssey can try firing guns from both broadsides like Conquest can.  Currently, it only makes sense to use guns on the left side and missiles on the right.
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Killer of Fate

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #2 on: December 31, 2024, 07:30:19 AM »

we have so many ships with medium energy. I enjoy Odyssey being a large energy Fury with a Sabot spam and large missile launcher.
The only thing that confuses me about that ship is the large synergy slot.
I wouldn't like this change. Odyssey isn't meant to be that adaptive in its performance... And it would also encourage boring beam spam of Graviton, Graviton, Graviton, Tachyon Lance, Tachyon Lance. Rather than something interesting like Autopulse + HIL and 2 Sabots + Harpoon... And then complexity is expressed via what fighters you pick... Or you can scale it up to 2 Plasma Cannons.

3 Synergy slots would feel less like an actual choice to give the player. And more like a noob trap. Cause generally you wouldn't have enough flux to run them and missiles would be better if it comes to getting value from those large energy slots
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prav

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #3 on: December 31, 2024, 08:15:46 AM »

Make the smalls synergy.
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Ptirodaktill

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #4 on: December 31, 2024, 08:23:49 AM »

 The only help Odyssey need is AI rework. Also, once you get omega MRM try them in medium missile mounts with beams in large.
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kaoseth

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #5 on: December 31, 2024, 09:02:34 AM »

I feel that the only thing the Odyssey needs is for it's front most small energy turret on the nose to change to medium.  The missiles can remain missiles. 
 
You should be running double plasma or double tach lance.  That plus some point defense will reach the max flux it can support.  Double autopulse + S-slot E-mags is a bit too energy efficient for it. 
 
Close in, plasma kills faster than S-slot-E-mags, far away double tach sniping to strong to pass up.   
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FooF

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #6 on: December 31, 2024, 10:22:39 PM »

I'm generally for this, if only to increase build variety. As it is, I can't justify not using double Plasma. I wouldn't care if the rear-right Medium stayed as a Missile but the two Top Left Mediums could be Synergy. I wouldn't mind throwing a Phase Lance and a HBL in there because I find the Odyssey's primary side to be rather weak on PD.
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PixiCode

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #7 on: December 31, 2024, 10:44:04 PM »

I'm generally for this, if only to increase build variety. As it is, I can't justify not using double Plasma. I wouldn't care if the rear-right Medium stayed as a Missile but the two Top Left Mediums could be Synergy. I wouldn't mind throwing a Phase Lance and a HBL in there because I find the Odyssey's primary side to be rather weak on PD.

I feel S-mod Magazine and officer damage buffs makes double autopulser a competitive setup with double plasma. I've had some decent success with even no S-mods AI-piloted autopulse odyssey in particular, though player-driven plasma is arguably the most potent outfit. Anyway, about autopulser, It performs a bit better at quickly wiping small targets, Locust can be used to work with 2 Typhoons and once you buff autopulser so much it starts dealing good damage into hull through even the heaviest of armor.

Making the mediums synergies is a cool idea though. I think there's room on the Odyssey balance wise for something like that, I could see some neat builds. I wouldn't say I particularly care-

And yeah, it's very strange that the odyssey has a large synergy on the opposite side of the large energies. You can do a funny 'reverse' broadside Odyssey using 2 rift torpedoes in the energies and then an energy in the synergy, or you could do a horrible all-energy setup meant to shoot both left and right, but uh. I feel like that's horrible?
« Last Edit: December 31, 2024, 10:47:19 PM by PixiCode »
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eert5rty7u8i9i7u6yrewqdef

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #8 on: December 31, 2024, 10:49:57 PM »

Make the smalls synergy.
"Give the Odyssey 12 synergies so I can Reaper broadside like a true pirate." -prav most sane balance discusser.
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Bungee_man

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #9 on: December 31, 2024, 11:36:48 PM »

I don't see any build where I'd have the spare flux to put energy weapons up front. Two plasma cannons is the only real build unless you've got the superhuman reflexes to juggle shield management, piloting, missile firing, and APL bursts, and once you've got those installed, build design becomes a question of what missiles will come in clutch, and what hullmods you can afford without touching your vents or eating too far into your capacitors.

It wouldn't hurt anything, sure, but I'm generally of the opinion that a mount that can't really be used for XYZ weapon type shouldn't just throw the option in. Watsonian reasoning is that versatility is expensive, and there's no reason to spend the extra money. Doylist reasoning is that having an option to do X when not doing X is always better feels like an oversight. That said, I'm not dead set on this, and if it'd be useful for the handful of dual autopulse gigachads, that's perfectly fine.
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PixiCode

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #10 on: January 01, 2025, 01:37:35 AM »

I don't see any build where I'd have the spare flux to put energy weapons up front. Two plasma cannons is the only real build unless you've got the superhuman reflexes to juggle shield management, piloting, missile firing, and APL bursts

You don't need superhuman reflexes to juggle that stuff - and if you turn the missile slots to synergy slots, you basically remove the missile firing from the equation if you use something like locust and use energy mediums. At worst, you can pause, at best it's not as difficult as you're suggesting. OP savings on APL or similar support weapons make room for aux thrusters, which when paired with helmsmanship gives more freedom in aiming without needing to just aim your butt at the enemy all the time. Odyssey's flux grid is actually relatively decent - the build I attached here is not using ordnance expertise. With a 3rd s-mod you could use more expensive flight decks or something.

The AI won't be using plasma like the player can with reverse aim to use plasma jet to retreat, which also makes APL builds for the AI more attractive.

Note, I'm not like, married to this idea. If it never happens, that's fine, I still like the Odyssey. Just discussing.
« Last Edit: January 01, 2025, 01:40:24 AM by PixiCode »
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Popel

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #11 on: January 01, 2025, 01:51:11 AM »

Hmmm Odyssey... Cheery on cake :)

I do believe that ship is already special, but... I can be still more special by making Left Large slot side Hybrid and right Large slot Composite :3
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Bungee_man

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #12 on: January 01, 2025, 03:54:19 AM »

You don't need superhuman reflexes to juggle that stuff - and if you turn the missile slots to synergy slots, you basically remove the missile firing from the equation if you use something like locust and use energy mediums. At worst, you can pause, at best it's not as difficult as you're suggesting. OP savings on APL or similar support weapons make room for aux thrusters, which when paired with helmsmanship gives more freedom in aiming without needing to just aim your butt at the enemy all the time. Odyssey's flux grid is actually relatively decent - the build I attached here is not using ordnance expertise. With a 3rd s-mod you could use more expensive flight decks or something.

What would the role of this build be? I'm generally talking about the Odyssey for player flagship stuff, which I think I'm fairly good with (as a benchmark, I can beat one of those Nexerelin special faction fleets with a vanilla Odyssey, kitted out as described). It has to tank a lot of damage to close in and get back out, while pounding down the enemy shield with PCs, and maybe a reaper or Locust burst to supplement.

The dual ion pulsers up front would definitely make for some cool synergy with E-mags and an APL, but trying to pilot that thing in a many-versus-one brawl of the kind that I'm used to using these ships for seems crazy. You've got to manage the locust, sabots, IPs, and APL, while presumably using targeting to keep the HIL on your current target as a suppression weapon. You mention the AI, but aside from that one guy who somehow managed to get five of them to take on five ordos, I don't really see people using them as anything other than a flagship.

I can see rushing in, having the IPs and APL grouped, and hammering any one target in a fleet battle, then hoping to finish it off with the HIL and an assist from the Sabot to knock the shield down, but that's doing a lot at once, potentially while other enemies get in and try to surround your now fresh-out-of-ammo ship, which is still facing its target.
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Lawrence Master-blaster

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #13 on: January 01, 2025, 06:46:09 AM »

I don't see any build where I'd have the spare flux to put energy weapons up front. Two plasma cannons is the only real build

Well yes, because you don't have two medium energies to work with. Medium missiles lack sustain so the two large energies need to do pretty much everything on the ship, which means your only real option is Plasma Cannons.

But if you DID have two medium energies then all-beam Odyssey suddenly becomes possible with two Gravitons and Autopulse Odyssey suddenly has two extra mounts to dump excess flux into.

Or how about something crazy like 2x Heavy Blaster, 2x Paladin?
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PixiCode

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Re: Switch Odyssey’s Medium Missiles to Synergy
« Reply #14 on: January 01, 2025, 10:45:53 AM »

The dual ion pulsers up front would definitely make for some cool synergy with E-mags and an APL, but trying to pilot that thing in a many-versus-one brawl of the kind that I'm used to using these ships for seems crazy. You've got to manage the locust, sabots, IPs, and APL, while presumably using targeting to keep the HIL on your current target as a suppression weapon. You mention the AI, but aside from that one guy who somehow managed to get five of them to take on five ordos, I don't really see people using them as anything other than a flagship

Why does the Odyssey playstyle require a ‘many versus one’ build? You can pilot an odyssey in a context where you’re the one doing many versus one. Since the enemy can only deploy up to 240 DP at a time like the player, you could deploying more smaller ships, outnumbering the enemy and using mobility to outmaneuver the enemy. Good example would be say 16 omens (add or remove omens to fix DP), 3 scarabs, 7 Medusas, 1 odyssey. Omens are nice and fast, cheap and can stack their damage onto one target thanks to emp arc emitter. 3 scarabs mixed in would be good for quickly killing the odd frigate or even destroyer faster than the omens can. The Medusas are fast and durable enough to help your odyssey takes its 900+900+1,500 burst dps onto a target. No need to think about when to fire off your weapons, you could pilot the odyssey like this with all weapons on auto fire besides the sabot. Locust has enough ammo you don’t need to conserve ammo unless you’re doing some sort of hyper carry odyssey build where you deliberately designed your fleet so that the odyssey you pilot does all the heavy lifting. For that, you’re probably better off with a plasma build like you’ve been saying.

Also I also messed around with AI piloted odyssey a bit. It’s against a small ordo but it’s also using no smods, level 5 officers only and only 1 elite per officer, no mercenaries, besides iirc my character who’s got more elite skills.

I don’t know if I would’ve used autopulsers here - like I’ve been saying they’re best when you use officers and smods to shore up their weaknesses. Since these weren’t using damage skills or smods I opted not to use Autopulser, but in retrospect maybe that would’ve been a good idea just with normal expand magazine? I’m not sure.

Support Doctrine Odysseys fleet
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« Last Edit: January 01, 2025, 10:54:11 AM by PixiCode »
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