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Author Topic: Endgame / Ordo-hunting fleets that use the Eagle?  (Read 11936 times)

Vanshilar

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #75 on: February 25, 2025, 01:22:13 AM »

The first and weakest reason I have is that the speed of completing a battle isn’t the only metric possible to grade the quality of a ship. I’m ignoring the idea of sub-240 DP for this not because I think that’s ‘wrong’ or ‘right,’ it just makes grading things simpler. There’s ease of setting up the strategy, the ease of executing the battle with minimal losses, the speed of completing the battle and the endurance/total ships it can destroy.

There are so many problems with this. First, other than the 3rd one, what does any of this have to do with "How do I kill capitals and cruisers quickly and efficiently?" which is what I was responding to? The subject here is whether or not capital spam is the fastest way to kill capitals and cruisers and you're bringing in some vague "quality" metric of a ship. Second, there's no particularly intricate strategy here -- as seen in my videos, I basically spread my ships out in a line, surround the enemy fleet in a U-shaped formation, and then gradually work my way up to the spawn point and/or until the enemy fleet is dead. This isn't rocket science. I'm talking about a simple, single metric and you're bringing in all sorts of other metrics which you make no effort to actually provide any information about. How do you propose to measure or evaluate "ease of setting up a strategy" or "endurance/total ships it can destroy?"

The ease of execution requires piloting a Doom - easy for you and me, but not everyone may manage that or even enjoy that,

No, I don't buy this logic, for multiple reasons. First, arguing that results are "only because the player is using ship X" is a bad path to go down in terms of discussion, because that can be said of any testing or battle comparison, unless the player is testing a no-player flagship fight, which is demonstrably worse than one where the player pilots a ship. As soon as we go down that path, then no testing result can be extrapolated beyond the test itself, if it can be invalidated by someone making that claim. If you don't buy this, then state a testing methodology that is simultaneously immune to someone saying "it's only because the player is using ship X" and also immune to "well no player flagship was used so we already know the results are suboptimal and not that relevant."

Second, how I use the Doom is fairly straightforward to do and doesn't require that much practice for any reasonably competent player, i.e. one that's expecting to fight the most difficult content currently available in the game.

Third, I don't pilot the Doom particularly well; I make mistakes in pretty much every fight, obvious in my videos, and the fleet as a whole (as well as my testing times) needs to be forgiving enough to account for that. I don't bother to try to practice for split-second timing or perfect placement or whatever, I'm more interested in fleet composition and so forth. I'm pretty sure that a better player could easily post better times than me.

Fourth, regardless of the player flagship, the point is that the same testing methodology is used regardless of which ship is being tested. So all of them will benefit more or less the same.

and I don’t know if you ever tested the endurance of the fleet.

Why would I bother, especially when high-endurance fleets tend to have pretty slow rates of killing enemy ships?

I’d say it wins as best for practical campaign use, but I’m not sure it wins in raw power (endurance). That’s probably good enough to call it the best for most people. But since it’s a single player game the ‘meta’ needs to have what the goal is established

So you're arguing for people to consider the endurance of a player fleet, and yet you admit that it's less practical. Then why is it a useful metric, i.e. why should somebody care about it? You have to go through some contortions to get more than 3 Ordos to attack you at once in the first place, so triple Ordos is already the realistic limit that any player fleet has to be able to do. I do double Ordos because I already get pretty close to +500% XP bonus at double Ordos, so I don't see much reason to bother with triple Ordos. To me, how a fleet performs against double Ordos is the most useful to know.

The second reason I disagree is that the Doom is player piloted.

Doesn't matter here, the player-piloted Doom is being used for all ships being tested. I'm not using the Doom as an exemplar of a cruiser, I'm using it as the flagship for the fleet alongside whatever ship is being tested.

The third reason I disagree is that the Gryphon is a missile ship. Missiles inherently ignore allied collision, again ignoring the big weakness that Cruisers have that hold them back. Heron and Mora do too but carriers got other issues hehe. FalconP also fits this bill but isn’t the Gryphon so I guess it isn’t spoken about as much nowadays.

Gryphon is used here on the flanks (to capture the objectives) and as reinforcements. I ended up using them for flankers for testing because frigates have too many issues with the Eliminate bug where ordering them to Eliminate will sometimes make them back away from the target ship, thus messing up the test and I have to start the battle over.

The reinforcements come in over halfway through, i.e. despite being 17% of the DP, they only do around 5-10% of the total damage because they come in late. They're a minor contributor to the fight.

Meanwhile Falcon, Eagle, Eradicator, Dominator, Apogee, Fury, they all have that key issue I mentioned earlier and that’s the cruisers most people mean when they talk about cruisers. Aurora almost fits this, but it’s a really expensive ship with good stats for its DP so it suffers that issue less than these other cruisers.

People keep making these claims. As I said, I haven't seen anyone give any evidence of it. And I'm not seeing it in my testing. I do make use of Rally Civilian Craft which keeps them in formation better but I tend to do that regardless of ship nowadays because the leash range for the other commands are just so obnoxiously large as to be pretty much worthless.

With all the above in mind, I’d argue your 3 onslaughts vs 5 dominators comparison is just that - 5 dominators and 3 onslaughts.

Yes, that's exactly what I said, to wit:

Quote
Testing flagship Doom + 2 Gryphons on the flanks + ships being tested in the middle + 2 Gryphons as additional deploy, against double Ordos

(emphasis added.)

The player fleet formation is that the flagship Doom is in front somewhere (moving back and forth among the enemy ships basically, occasionally backing off to vent), a Gryphon is on the left end and a Gryphon is on the right end, and whatever ship is being tested is in the middle spread out in a line. Then I grab the objectives, 2 more Gryphons are deployed. So this is specifically testing how well the ship performs when it's making up the middle core of the fleet.

And the results thus far are that cruisers are fairly consistently having a slight edge in battle completion times over capitals. 5 Dominator XIV's do slightly better than 3 Onslaught XIV's. I stuck Shield Shunt on the Dominator XIV's and the battle time dropped to 199 seconds on the only run I did with it. I tried multiple runs with Onslaught XIV's (also Shield Shunted) and the lowest I got was 206 seconds. 4 Champions do slightly better than 2 Executors, at 189 seconds versus 194 seconds (the remaining DP was filled up by a 3rd Gryphon on the initial deploy, so one flank had two Gryphons while the other had one). So I'm not seeing any evidence that capital spam is the way to go. Putting one or two capitals in the middle? Sure, that's why I had 2 Conquests in the middle for my 3-minute Ordos run. But spamming capitals? I haven't seen any evidence for it.

Thus far my testing results are:

Code
Time	Ships in middle
187 5 Eagle XIV + 1 Gryphon (3 HVD, Heavy Blaster, 2 IR Autolance, 3 IR Pulse Laser, 2 Harpoon)
189 4 Champion + 1 Gryphon (Hydra, HIL, 2 HVD, 4 Tactical Laser)
194 2 Executor + 1 Gryphon (Squall, Locust, 2 HIL, 5 HVD, 4 IR Autolance)
199 5 Dominator XIV (2 Hephaestus, 3 Harpoon Pod, 2 Heavy Autocannon, 3 Light Needler)
206 3 Onslaught XIV (2 TPC, Hephaestus, 2 Devastator (or 2 Hephaestus on the sides, tested both), 4 Harpoon Pod, 3 Heavy Autocannon, 2 HVD, 2 Light Needler)

That's right, back to the OP of this thread, as of right now the fastest completion time I have (other than Gryphon/Conquest spam in various combinations, which come in at 3 minutes or less) is actually a bunch of Eagle XIV's. That's 5 Eagle XIV's in the middle together in a line, with 2 Gryphons on one end and 1 Gryphon on the other, then adding in 2 SO Gryphons once the objectives are captured. This beat out all non-Gryphon non-Conquest ships in the middle. Legion (not the XIV) should end up in the 190's or so, trying to decide what fighter might best complement Flashes with them.

The Eagle's generous flux means that it doesn't have to back off for flux much, especially when each of them has 3 HVD's and 2 IR Autolances for long-range action, as well as some Harpoons to help kill the initial enemy fleet. If any enemy ships get close, they run into a Heavy Blaster as well as 3 IR Pulse Lasers to make sure their shields go down fast. Realistically though, that didn't happen often; the 5 Eagles on average took less than 8k shield damage and less than 100 armor damage each (and none took any hull damage) across the entire double Ordos fight. With a flux capacity of 14111 each (I only bothered to put 3 points into capacity), they had plenty to absorb any incidental ships that got too close.

The Eagle, being relatively cheap as a cruiser, means that you can have multiple ones with overlapping arcs of fire to support each other. For example, in this case, whatever ships are in the middle are covering a line that is roughly 6000 su wide. 5 Eagles and a Gryphon means 6 ships so they're around 1000 su away from each other. With elite Ballistic Mastery and Gunnery Implants, their HVD's have a range of 1650 su and their IR Autolances have a range of 1550 (they didn't have Advanced Optics), so they can cover each other with a lot of room (550 su on average) to spare, not to mention it's hard for any ship to slip past them. Whereas if it's 3 Onslaught XIV's, for instance, then each Onslaught has to cover 2000 su so they're around 2000 su away from each other. So while they have farther range at 1850 su, and greater firepower individually, they can't cover each other as easily so each Onslaught is relying on being able to take care of whatever clump of enemy ships is in front of it without fluxing out or getting rushed too much.

So yeah. I'm not seeing any evidence showing capital spam as the most effective strategy. Sure, it's probably better to have one or two of them, but beyond that it's looking like it's better to have some other ships to round out the fleet rather than spamming more of them. A line of cruisers will do just fine.

I'll note though as I did above, this is looking at how fast the player fleet kills the enemy fleet. In terms of XP considerations, though, I tend to end up a bit more capital heavy -- flagship Doom, 3 Conquests, 2 Gryphons -- and not max out the officer levels, to maximize my XP bonus. The difference in completion time is small compared with the additional XP bonus I get from one less officer.

Cruiser/capital gap also gets worse when you compare Champion/Apogee to Executor.

Dominator did better than Onslaught. Onslaught, even when shield shunted and set to Reckless, with Auxiliary Thrusters, simply spent too much time turning and not advancing. Dominator turned faster and also had a smaller forward arc to worry about in the first place since there's more of them meaning it didn't have to turn as much.

5 Dominators meant 10 Hephaestus, 15 Harpoon Pod, 10 Heavy Autocannon, and 15 Light Needler. 3 Onslaughts meant 6 TPC, 3 Hephaestus (or you can include the side ones if you want, but in testing they didn't contribute much), (EDIT: also 12 Harpoon Pod,) 9 Heavy Autocannon, 6 HVD, and 6 Light Needlers. So 5 Dominators bring more DPS both in anti-shield and in anti-armor/hull.

Similarly, 4 Champions did better than 2 Executors (note that in both cases, there was an extra Gryphon on one side). On paper the Executor should do more due to the extra medium slots. In practice the HIL being on hardpoints meant they didn't fire as much -- people claim the Dominator's hardpoints make them not work well and yet the Dominator turns twice as fast as the Executor. The Champion's 4 Tactical Lasers also did a significant fraction of the damage, since they could turn quickly. They needed the HIL to break through armor, but the 4 Tactical Lasers did around 3/4 the damage to hull as the HIL. So they helped quite a bit in finishing off enemy ships.

In both cases the difference was slight but measurable; I did multiple runs with both the Onslaught XIV and the Executor and they could never match nor beat the time of the Dominator XIV nor the Champion, even though it was just a few seconds. Whereas for example the best Champion run took 189 seconds but the second best Champion run took 190 seconds.
« Last Edit: March 05, 2025, 10:26:29 AM by Vanshilar »
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majk

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #76 on: February 25, 2025, 04:41:59 AM »

Have you tried SO Eagle + LP brawler?

Derelict operations + support doctrine + best of the best and just slap 10 Eagles and as many lp brawlers as you can.

This pretty much murders single red beacon fleets in no time.
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Draba

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #77 on: February 25, 2025, 06:18:29 AM »

people claim the Dominator's hardpoints make them not work well and yet the Dominator turns twice as fast as the Executor
Executor has capital range beams and 50 speed, target distance is higher (so angle is lower).
It also has extremely good shields, that plus better range mean it generally doesn't get in the positions that cause the Dominator to wiggle.
They aren't comparable, Dominator is much worse with the hardpoints so that's the most noticeable one.


5 Dominators meant 10 Hephaestus, 15 Harpoon Pod, 10 Heavy Autocannon, and 15 Light Needler. 3 Onslaughts meant 6 TPC, 3 Hephaestus (or you can include the side ones if you want, but in testing they didn't contribute much), 9 Heavy Autocannon, 6 HVD, and 6 Light Needlers. So 5 Dominators bring more DPS both in anti-shield and in anti-armor/hull.
- ignore 3x4 M reapers, in turrets with good arcs
- ignore 3x2 L ballistics with integration, in turrets with wide arcs
- ignore TPC burst, ignore smags + possible storm needler
- give HVD to Onslaught, in a synthetic firepower comparison a Dominator that wasn't gimped
- ignore range(!)

Don't see why would you include this comparison, even if you just want to look at raw stats it's misleading at best.


In both cases the difference was slight but measurable; I did multiple runs with both the Onslaught XIV and the Executor and they could never match nor beat the time of the Dominator XIV nor the Champion, even though it was just a few seconds. Whereas for example the best Champion run took 189 seconds but the second best Champion run took 190 seconds.
Again, I don't doubt that with that specific setup those cruisers have a few seconds on those capitals.
In my experience at every stage of the game fleets using Onslaught/Executor instead of Dominator/Champion have an easier time against the same opponent and are much more consistent with less babysitting.
Once you include escort destroyers it's one step beyond no contest for capitals.
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Pimpio

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #78 on: February 25, 2025, 08:07:39 AM »


Vanshilar, I just want to say that I greatly appreciate your efforts and you make me a lot better player.
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SCC

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #79 on: February 25, 2025, 08:30:16 AM »

Code
Time	Ships in middle
187 5 Eagle XIV + 1 Gryphon (3 HVD, Heavy Blaster, 2 IR Autolance, 3 IR Pulse Laser, 2 Harpoon)
189 4 Champion + 1 Gryphon (Hydra, HIL, 2 HVD, 4 Tactical Laser)
194 2 Executor + 1 Gryphon (Squall, Locust, 2 HIL, 5 HVD, 4 IR Autolance)
199 5 Dominator XIV (2 Hephaestus, 3 Harpoon Pod, 2 Heavy Autocannon, 3 Light Needler)
206 3 Onslaught XIV (2 TPC, Hephaestus, 2 Devastator (or 2 Hephaestus on the sides, tested both), 4 Harpoon Pod, 3 Heavy Autocannon, 2 HVD, 2 Light Needler)
It would be nice to see some videos of that!

Thaago

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #80 on: February 25, 2025, 10:57:59 AM »

What an interesting build with the IR Pulses! That's a new one for me, though I see the logic. Did they end up contributing much?

[Edit]
On a purely anecdotal basis, I can report that in a current bounty fight I'm struggling to win, it is the blasted enemy Eagles that are stopping me. Enough mobility I can't pin them down with flankers or go around them to get at the other ships; enough shields that me in a Medusa can't burst through to do chip damage before I'm pushed back; the one with dual phase lances keeps popping my wolves; they keep blobbing up into a group of 3 with interlocking arcs, often with a few enforcers for good measure, but those are ships I can whittle away with in-out strikes, while the Eagles are too tough. When the enemy onslaughts are just in a group of two I can ion the engines and then start whittling them down, but if the Eagles get there I can't stay.

So from a single data point completely at odds with the question that the OP asked, Eagles are pretty good enemies! :P
« Last Edit: February 25, 2025, 11:33:58 AM by Thaago »
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Mishrak

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #81 on: February 25, 2025, 01:25:36 PM »

Code
Time	Ships in middle
187 5 Eagle XIV + 1 Gryphon (3 HVD, Heavy Blaster, 2 IR Autolance, 3 IR Pulse Laser, 2 Harpoon)
189 4 Champion + 1 Gryphon (Hydra, HIL, 2 HVD, 4 Tactical Laser)
194 2 Executor + 1 Gryphon (Squall, Locust, 2 HIL, 5 HVD, 4 IR Autolance)
199 5 Dominator XIV (2 Hephaestus, 3 Harpoon Pod, 2 Heavy Autocannon, 3 Light Needler)
206 3 Onslaught XIV (2 TPC, Hephaestus, 2 Devastator (or 2 Hephaestus on the sides, tested both), 4 Harpoon Pod, 3 Heavy Autocannon, 2 HVD, 2 Light Needler)
It would be nice to see some videos of that!

Nice to see that regardless of whatever you have occupying the Ordos, the kill times are all very similar.

It doesn't really do anything to make a case that any of these are that much better than the other, overall.  When you have a flagship that's disrupting the AI and annihilating exposed hulls with point and click mines, everything is gonna die.
« Last Edit: February 25, 2025, 01:27:35 PM by Mishrak »
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Thaago

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #82 on: February 25, 2025, 01:51:21 PM »

For the context of this thread, an ordo-hunting fleet, isn't this the exact situation that should be tested right now? Presumably if the player is ordo-hunting, they have something that can seal-club the ordos, and the rest of the fleet is backup/distraction/fire support to enable that clubbing. If the eagle works, it works.

I have a different question though: on the Champions, a Hydra?! Being used effectively?! Le gasp!
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Mishrak

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #83 on: February 25, 2025, 01:59:39 PM »

For the context of this thread, an ordo-hunting fleet, isn't this the exact situation that should be tested right now? Presumably if the player is ordo-hunting, they have something that can seal-club the ordos, and the rest of the fleet is backup/distraction/fire support to enable that clubbing. If the eagle works, it works.

The point I'm trying to make is that it has nothing to do with the Eagle.  The concept works regardless of what you put in there (within reason) because the Doom is doing all the work.
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TheLaughingDead

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #84 on: February 25, 2025, 02:06:50 PM »

I see what you are saying Mishrak, but I think the point Thaago is making is that actually it does have something to do with the Eagles in that they serve as a suitable tank/distraction for the Doom to work.
A better point of comparison would be, what if all that DP went to Hounds? And the answer is that they would perform worse than the Eagles. In that light, the Eagle is a more efficient option than a lot of the game's ships by virtue that a lot of the game's ships can't withstand ordos long enough for a Doom to wipe them (at least, I would say so).
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PixiCode

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #85 on: February 25, 2025, 04:10:55 PM »

Thank you for taking the time to respond to my post, it helped me realize a few things.

...and you're bringing in some vague "quality" metric of a ship. Second, there's no particularly intricate strategy here -- as seen in my videos, I basically spread my ships out in a line, surround the enemy fleet in a U-shaped formation, and then gradually work my way up to the spawn point and/or until the enemy fleet is dead. This isn't rocket science. I'm talking about a simple, single metric and you're bringing in all sorts of other metrics which you make no effort to actually provide any information about. How do you propose to measure or evaluate "ease of setting up a strategy" or "endurance/total ships it can destroy?"
  • Ease of setting up the strategy - Knowledge checks like weapon linking, any 'required' story points, any 'required' officers, any specific weapons needed. The biggest things are just story points and officers required, if a strategy needs 140 story points and 25 mercenaries or something, the ease of setting up is horrific and awful. Referencing my SO video for that, to be clear. It's horrible for ease of setting up in a campaign without cheats.
  • Ease of executing the battle with minimal losses - Some fleets might rely on player flagship piloting to prevent losses or kill quickly, some fleets might require careful positioning to avoid say a sudden Radiant-induced loss or a Tesseract or whatever. While others are so easy to execute you can capture points, deploy 240 dp, AFK and win with 0 losses consistently. Consistency is the name here, the more consistent it is the better it is. I’m sure your other cruiser fleets as you explained are easy to make consistent, just explaining why this is a valuable metric beyond accessibility.
  • Speed of completing the battle - This actually has two metrics, real time required to win and game time required to win. I haven't ever really talked about the real time required to win anywhere but now that you asked for more besides 'vague metrics' the idea struck me. If we aren't allowed to disable bullet time then piloting any phase ship makes the real time awkward. Something worth mentioning, though probably fine to ignore since bullet time can be disabled either with a mod or maybe a setting, not sure about setting.
  • Endurance/total ships it can destroy - This also answers your 'why would I bother' question. Besides just worrying about time for CR repairs between battles, figuring a total quantity of ships destroyed in one continuous battle can show how hard you have to stress a strategy before it breaks, which can be useful for grading how good something is considering there's not much of any bigger threat lurking around yet and I find it fun to consider. However I realize I've been over-stressing this too much which is a mistake on my part.

The ease of execution requires piloting a Doom - easy for you and me, but not everyone may manage that or even enjoy that,

No, I don't buy this logic, for multiple reasons. First...
I didn't say the results are only because of the Doom. I listed it as one component of several. It was poor phrasing on my part but when I mentioned the power of the piloted Doom (or rather, all player-piloted phase) my biggest thought was trying to hedge the Doom away from a statement like "Cruisers are best because the Doom is a cruiser" since it's an outlier. As a side note, Player can phase and go where they please which was where my stress on 'Doom ignores this cruiser weakness' that I've been discussing. Gryphons are also an outlier since they use missiles so it doesn't matter if you spam them they will be able to largely ignore firing lines. Heron and Mora would be one if wings were higher impact, hehe.

To be clear, if player piloted Doom, Gryphons or anything make X fleet better than Y fleet, but Y fleet is better than X if both fleets are without that strong thing whatever it happens to be, I don't think Y is better than X. Maybe besides omega weapons as they're limited so you can't rely on getting specific weapons, there's no actual reason to avoid a strong combo.

Another mistake in my post, I give fleet advice often enough that I've learned to avoid giving any advice that relies on piloting to keep the strategy from taking losses. Using the Doom DP on a ship that has less room for error seems to be more consistent in that case. But, that isn't a useful mindset to have if discussing meta which was my mistake. I put too much emphasis on using flagship piloting difficulty as a metric but that isn't relevant here.

You have to go through some contortions to get more than 3 Ordos to attack you at once in the first place, so triple Ordos is already the realistic limit that any player fleet has to be able to do. I do double Ordos because I already get pretty close to +500% XP bonus at double Ordos
289% has a way to go before hitting 500%, but I entirely overlooked that these gryphon fleets can do 3 ordos fine. I just did a 3 ordo battle mostly AFK to remind myself and check on Conquest missile ammo during the battle as a shortcut, so certainly piloting a Doom along with your test fleets would make it a breeze.

So in summary, my post over-values the wrong things for defining what a meta is and I wasted your time. Sorry. But again thanks for helping me out.
« Last Edit: February 25, 2025, 04:38:59 PM by PixiCode »
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Draba

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #86 on: February 25, 2025, 05:14:37 PM »

For the context of this thread, an ordo-hunting fleet, isn't this the exact situation that should be tested right now? Presumably if the player is ordo-hunting, they have something that can seal-club the ordos, and the rest of the fleet is backup/distraction/fire support to enable that clubbing. If the eagle works, it works.
To be fair at that point you could just take the Ziggurat and go absolute ham.
Since you are doing most of the damage and spend most of the time phased there won't be much real time difference between kites and Eagles.
The 1 video I remember had Doom with 300+ pro rata DP, don't think these times say too much beyond flagship Doom being extremely hard on the enemy AI (duh).
Kinda pointless to put ~100 DP of whatever in the middle.

Fourth, regardless of the player flagship, the point is that the same testing methodology is used regardless of which ship is being tested. So all of them will benefit more or less the same.
Using some the cheatiest ships in the game (Doom, Gryphon) means the rest of the fleet just has to hang around and take potshots at the overfluxed enemy turning shields away from them.
They don't even have to try too hard since Gryphons/mines will win either way. That does benefit some ships much more than others.
« Last Edit: February 25, 2025, 05:49:14 PM by Draba »
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Bungee_man

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #87 on: February 25, 2025, 05:40:05 PM »

I do like endurance as a metric. It shows a strategy's robustness very well; that a victory isn't just a fluke, and doesn't depend on any number of finicky variables.

On the subject of builds/goals, is the consensus that Eagles are tanky distractions? That would imply a fleet built around a very aggressive player flagship, or some similarly aggressive ship build meant to do the damage. I've seen heavy blasters in a number of configurations - is it worth the flux? I'd imagine shields are taken care of with the kinetics, and bursting down armor/hull is done with phase lances.
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PixiCode

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #88 on: February 25, 2025, 05:46:24 PM »

I do like endurance as a metric. It shows a strategy's robustness very well; that a victory isn't just a fluke, and doesn't depend on any number of finicky variables.

Well, ‘endurance’ (total quantity of DP destroyed in one battle) doesn’t mean it’s more consistent than a fleet that kills some amount less but still a lot of them. Especially with the idea of using limited ammo weapons like missiles, you could argue it makes them more consistent until they run out of missiles. Add on how there’s not anything that I know of that matches the clear speed Vanshilar’s fleets showcase while having, I assume, perfectly fine consistency and it’s a very potent practical meta. Maybe possibly a frigate dies every now and then but that’s practically law in starsector ;p

I like endurance for reasons that don’t really matter besides personal enjoyment. Technically it can show that the fleet is ‘particularly strong’ since it’s doing so much at once, but it also unfairly biases things with no ammo/ppt limit (usually) so meh.

« Last Edit: February 25, 2025, 06:12:52 PM by PixiCode »
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Draba

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Re: Endgame / Ordo-hunting fleets that use the Eagle?
« Reply #89 on: February 25, 2025, 06:15:08 PM »

On the subject of builds/goals, is the consensus that Eagles are tanky distractions? That would imply a fleet built around a very aggressive player flagship, or some similarly aggressive ship build meant to do the damage. I've seen heavy blasters in a number of configurations - is it worth the flux? I'd imagine shields are taken care of with the kinetics, and bursting down armor/hull is done with phase lances.

Yeah Eagle does stand out a bit from the cruiser lineup:
Among the standard shooty cruisers Eagle can be kinda-sorta ok, with 3x phase lance+HAC or arbalest and its shield+flux+mobility combo adds lots of meat to a fleet against all types of targets.
It's consistent and makes it hard for the enemy to attack, but still doesn't feel like it's worth bringing (fights are very slow this way).

HACs or arbalests front, phase lances behind. Autolances or even pulse lasers also work very well, just bring heph/HIL/maulers for them.
Heavy blaster can kinda-sorta work since with 3 autolances you can't use enough flux and can't get through armor alone, but all autolance will generally do more.
Phase lances/pulse lasers can get smod armored mounts and end up with much better pressure/tankiness.
« Last Edit: February 25, 2025, 06:22:50 PM by Draba »
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