I guess my question is, do people have some experience with an Onslaught XIV and Onslaught MK I, with specific situations where the Onslaught XIV seems to significantly outperform the Onslaught MK I?
Trying out Onslaught XIV and Onslaught Mk 1 side by side against the Shrouded Dwellers (flagship Doom, 6 Anubises) and against double Ordos (flagship Doom, 3 Gryphons and 2 LP Brawlers), I'm not seeing much of a functional difference between them; they both perform about the same, maybe with the Onslaught Mk 1 slightly better, but not worth the extra 10 DP. I even tried running the simulator with them up against Shrouded Maws simultaneously, one on each side (basically, two one-on-one fights side by side, with the Maws spaced far enough apart that the two fights don't affect each other) and they were about the same. Basically I'm getting similar performance out of both of them so it should really be the same 40 DP as the Onslaught XIV, at least in these two use cases. Maybe the Onslaught Mk 1 is better against Threat, I haven't tried that yet, but against the Shrouded Dwellers and against Ordos, I might as well as take Onslaught XIV. And this is using 0.98a-RC5, i.e. the
pre-nerf version of the Onslaught Mk 1.
The double Ordos fight was pretty interesting. Gryphon missile spam still works, though not as well as before. On one of the fights, a Paladin Brilliant just wiped off every Harpoon as fast as a Gryphon was launching them. What it is, is that missile spam is no longer an
unsupported strategy. That is to say, missile spam needs to have other ships in front for maximum effectiveness. (This is not unlike the Squall nerf where it's still effective, but no longer a one-stop shop, but needs other weapons to follow up for maximum effectiveness.) And so the most surprising thing was that the
LP Brawlers contributed quite a bit to the fight -- after capturing objectives, they more or less became part of the front lines, with them distracting enemy ships and prevent them from having any breathing room (and absorbing Paladin shots and such), with the missile spam behind them doing a lot of the damage. You can see in the attached screenshot that each 6-DP LP Brawler contributed around 4-5% of the total damage, while each 20-DP Gryphon contributed around 7-8% of the total damage. That was fairly consistent throughout the runs. Both Onslaughts made up the middle with me in the Doom running around the battlefield, as usual.
The initial formation was LP Brawler - Gryphon - Onslaught (XIV or Mk 1 depending on spawning position) - Gryphon - Onslaught (the other one) - Gryphon - LP Brawler, with the LP Brawlers capturing objectives on either side and then staying on the flanks but in front, with the Gryphons sort of behind and in between each ship. That central Gryphon was just for symmetry so that both Onslaughts had an equal amount of missile support, since I wanted to stay at 200 DP or less for testing.
Over the course of several runs, the average damage of the Onslaught XIV was:
weapon count total shield armor hull
TPC 2 23302 14724 4131 4447
har pod 4 20107 7146 4736 8225
heph 3 19227 6522 4980 7725
he need 2 16214 14473 344 1397
li need 2 13703 11815 486 1402
HAC 2 12535 11023 362 1150
total 15 105088 65704 15038 24346
While the average damage for the Onslaught Mk 1 was:
weapon count total shield armor hull
he adj 2 33813 12168 4097 17548
heph 3 30135 8436 12712 8987
he need 2 18219 16352 736 1131
HAC 2 15366 13353 532 1481
har pod 2 8547 3148 1946 3453
total 11 106080 53457 20023 32601
(The Heavy Needlers and Heavy Autocannons were in a checkerboard setup instead of range-matched to compare their effectiveness. On some of the runs, the Onslaught XIV also had a couple of Light Autocannons on the sides to see how often it would fire to the sides instead of straight ahead, but I'm ignoring them here; they contributed around 4% of the damage on the runs they were used.)
Basically, the Heavy Adjudicators did more hull damage while the TPC's did more shield damage, which is expected. However, the Onslaught Mk 1 only has 2 instead of 4 medium missile slots for Harpoons (so the Onslaught XIV made up some of the armor/hull damage with the extra Harpoons), plus it lacked the additional small ballistics for more shield damage. So overall, the Onslaught XIV is more anti-shield focused, due to TPC's energy instead of Heavy Adjudicator's frag damage, and due to the extra small ballistics. But the Onslaught Mk 1 seems to be better at finishing, with more armor and hull damage. Again, this was under 0.98a-RC5. With the various nerfs for 0.98a-RC7, the Onslaught XIV will likely be better against Ordos.
If the Threat is more armor/hull, then it makes sense that the Onslaught Mk 1 is more geared toward the Threat compared with other enemies in Starsector. If that's the case, and Alex saying that it's not really meant to be a "hero unit", I wonder if the intent is more for it to be an added boost to fleets trying to fight the Threat, the way the player party gets tag-along NPC's in some RPG's to help with particular battles, instead of a general-purpose ship.