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Vengarr
Jun 17, 2010

Smashed before noon
Sabots having to detonate closer to the target ship would be a good nerf. It would give PD more time to intercept the missile before it pops off.

I run escort destroyers with Integrated PD AI and beam weapons to instantly vaporize missiles as soon as they leave the tube. It works well, but vanilla has a dire lack of dedicated escort ships. And those suited for escort duty tend to be low-tech.

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my dad
Oct 17, 2012

this shall be humorous
Sabots can detonate from inside the firing ship's shield coverage, which makes them brutal in knife-fights.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Vengarr posted:

...I run escort destroyers with Integrated PD AI and beam weapons to instantly vaporize missiles as soon as they leave the tube. It works well, but vanilla has a dire lack of dedicated escort ships. And those suited for escort duty tend to be low-tech.

I like Omens for that

Vengarr
Jun 17, 2010

Smashed before noon

BitBasher posted:

I like Omens for that

Destroyers are usually better suited as escorts than frigates. Medium/Large PD is several times more effective than Small. Peak Performance time is longer, they’re more durable etc.

Omens are still nice, but for reasons other than pure escort. Mainly all that hullmod utility.

OwlFancier
Aug 22, 2013

There isn't much PD better than the bug zapper though. Also omens I find are particularly survivable if you slap the full shield mod suite on them. Endurance is a bit low though yeah.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Omen PPT isn't too bad with Wolfpack Tactics and the right officer. I'm not certain whether the damage bonus applies to their ship system or not, but if it does then that's just gravy.

qnqnx
Nov 14, 2010

Sandweed posted:

You need to colonize at least 2-3 planets.

One ruin restores the degraded templates so you can use it in the deconstructor for imprinting.
There is one that deconstructs ships and then you can imprint the ship on an empty Template giving you to 2 charges. This let's you clone a ship you don't have the BP for.
One lets you slot a template and build ships.
There is also the rift lab but that one is not related to the templates.

IMO just keep the templates with ships already imprinted in your inventory and use them when you find a orbital lab to print a ship with, this ship will get a free built in mod that does not count against the max. I got a Doom and an Astral with expanded missile racks for free and it's honestly pretty great.

EDIT: Also if you restore the industry and then shut it down it's gone forever i think.

I found a constellation with two good planets with industrial ruins in one system and a third good planet with these ruins in another in my latest sector. Got exactly the lab, deconstructor and forge and started experimenting with buying capital ships, deconstructing them and reconstructing and I can say, reprinting the ships is pretty worth it if you put Alpha cores in the deconstructor and forge. That is one free logistic hullmod plus a few more free hullmods (and you can add story point mods on top) at the cost of the printed out ships coming out with a lot of d-mods (I've seen between 4 to 6 or 7 d-mods) including one specific to printed ships that between other nasty debuffs also increases malfunction chances at all times. But these can be all restored away.
Plus, you get two ship printing charges per deconstructed ship, at least for capitals.

Vengarr
Jun 17, 2010

Smashed before noon

OwlFancier posted:

There isn't much PD better than the bug zapper though. Also omens I find are particularly survivable if you slap the full shield mod suite on them. Endurance is a bit low though yeah.

True, but the 500 SU range means they have a limited window to intercept depending on where the missile is coming from relative to their position behind/next to the capital ship. You can get 1000+ laser PD with advanced optics. Just vaporize poo poo.

Escort frigates are very nice for cruiser squadrons and battlecruisers since they can usually keep up better. An escort Enforcer is viable for protecting an Onslaught; a Conquest, not so much.

E: reminds me, I wish there was a way to group up ships and say “right, you all operate as one unit” without resorting to escort orders.

OwlFancier
Aug 22, 2013

One reason I like omens is you can kit them out for a lot of things at the same time, because the ship system does so much of the work you can slap any gun or missile on them and they will perform well, with mods you can put some variety of miniaturized blaster in there (or an AM blaster if you want) and they are very versatile ships. Phase blasters and autoblasters work great, and the system damage is quite good too for a frigate, so you basically have ships with very good damage and EMP and great shielding and speed and EW capability. So while there are better specialized ships out there I would still rather have omens than most things for escorts because their mobility and the fact you can bring two of them for the price of a destroyer means I just find them more useful.

The only thing I would bring destroyers for normally is maybe like a hammerhead if I want something capable of taking more hits and also doing more damage to larger ships for its weight. But for screening and PD/anti light ship work I would definitely take omens most of the time. I do like beam PD but I normally put it on large ships because of the extra targeting system range making it more effective (the further out it reaches the better the turrets can turn to keep on target, which is a downside of tac laser PD)

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Vengarr posted:

Destroyers are usually better suited as escorts than frigates. Medium/Large PD is several times more effective than Small. Peak Performance time is longer, they’re more durable etc.

Omens are still nice, but for reasons other than pure escort. Mainly all that hullmod utility.

If it was literally any ship other than the Omen I would agree with you, but:

OwlFancier posted:

There isn't much PD better than the bug zapper though. Also omens I find are particularly survivable if you slap the full shield mod suite on them. Endurance is a bit low though yeah.

I normally kit a couple omens specifically for defensive work, and they work well all the way through the end game because their ship system is stellar, especially with an appropriate officer.

Jinx
Sep 9, 2001

Violence and Bloodshed
Sabots are lovely and both the Shrike and Fury boost system allows you to fling them further and faster than they would normally travel. Basically a Fury with two heavy blasters and a medium sabot will obliterate anything cruiser sized or smaller rather quickly. Either fling the sabots ahead of you while boost into your target, or hide them in your shields if the enemy is close. Ideally the enemy should be at 50% flux then the sabots hit them, and you should be able to overload anything except other high tech ships with officers. An officer with the systems skill really makes the Fury a blue bully that leaps around the battlefield obliterating everything. Mobility is key in battles, especially against other high tech fleets and REDACTED.

In terms of mods, I heartily recommend tahlan's mod because oppressing entire fleets with the Great Houses Dun Scaith is literally the most fun you can have with your pants on. Also the relic ships and weapons are interesting - the karma cruiser with a project cashmere can easily obliterate most battleships while actually requiring skill to use.

Even if you want to play pure vanilla - I highly recommend installing console commands and the QoL mods (like the lite UI, special pips, combat statistics, etc).

FrickenMoron
May 6, 2009

Good game!
I got up to derelict fleet this time in my game and decided to outfit my entire fleet with luddic path brawlers. We will go out in a blaze of glory every fight.

MesoTroniK
May 20, 2014

Nalesh posted:

Getting Dadao withdrawal pretty hard, other bombers just don't do it for me.

Heh, curious what about them do you enjoy so much friend?

toasterwarrior
Nov 11, 2011
The payload a Dadao drops is magnificent, it's pretty much a A10 Warthog in space.

EDIT: And unlike an ArmaA Ilorin, the badass doesn't feel overpowered because it doesn't launch rockets that come at you from the front *and* wrap around to the flanks, *and* doesn't linger around to blast you with its arm cannon.

toasterwarrior fucked around with this message at 07:36 on May 1, 2021

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.

MesoTroniK posted:

Heh, curious what about them do you enjoy so much friend?

That they just throw the kitchen sink at enemies.

Refried Noodle
Feb 23, 2012

I found a conquest with degraded shields and compromised hull. This is early, I’m on my first cruiser with two frigates and some support ships. Is this worth keeping and using?

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Conquest is very common and pretty mediocre for a capital. Not worth the cost early.

Zudgemud
Mar 1, 2009
Grimey Drawer

Refried Noodle posted:

I found a conquest with degraded shields and compromised hull. This is early, I’m on my first cruiser with two frigates and some support ships. Is this worth keeping and using?

If you keep it remember that it is a battlecruiser though, not a battleship. So it is good at laying up big gun broadsides at smaller craft and annihilate those, not at slugging it out with durable cruisers or equal sized ships.

Refried Noodle
Feb 23, 2012

Thanks! It’s hard to say no to something cool for free, especially when I don’t know the ship.

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !
This newbie found a derelict Astral-class CV drifting in an Asteroid field....

https://i.imgur.com/fOxOxLT.mp4

:black101:

Besides, what's a good way to start my own colonies? I settled on a nice class V planet not far from the inner sectors and got food production started. So I guess I want a mining colony next? Should I settle on one of the hellish volcano planets that have good ore, or pick something with lower yield but less hazard?

Also how are these little independent fleets, like the Scavengers, interacting with my colony? Are they buying my food stores?

Hammerstein fucked around with this message at 10:28 on May 1, 2021

my dad
Oct 17, 2012

this shall be humorous
Higher yields are better in the short (not much you pay upkeep for, ore export money is good) and long (providing all the ore your heavy industries need, reducing other planets' upkeep) term, lower upkeep is better in the midterm (upkeep will overtake your export income as the planet grows if it's a really hostile world)


e: Those fleets are there to show that the abstracted trade simulated in the background through the supply and demand system is happening. If a trade convoy headed to your planet gets blown up, the system gets a shortage of the types of goods they were carrying. If you're on good terms with the independents, the scavengers are basically a bonus friendly fleet to get involved in the fighting if your system is under attack. They'll try to scavenge wrecks before you do, tho.

my dad fucked around with this message at 10:39 on May 1, 2021

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

my dad posted:

They'll try to scavenge wrecks before you do, tho.

That just leads to more wrecks.

Edit: it's interesting how the way things work in the game leads to ...skewed perspective.
"Oh, you sent a legion of ravening, coruscating battleships with the intent of genociding my colonies but got vapourised in orbit? So silly!"
Vs
"Oh, you so much as touch a frigate wreck in my system? EAT PLASMA FIRE!"

Atopian fucked around with this message at 11:37 on May 1, 2021

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Refried Noodle posted:

Thanks! It’s hard to say no to something cool for free, especially when I don’t know the ship.

It might not be an optimal ship, but it is a really fun ship. I say go for it. If it turns out to be too expensive to run, sell it or leave it at a station somewhere. You're not going to ruin your save by taking it for a spin.

Vengarr
Jun 17, 2010

Smashed before noon

BitBasher posted:

If it was literally any ship other than the Omen I would agree with you, but:


I normally kit a couple omens specifically for defensive work, and they work well all the way through the end game because their ship system is stellar, especially with an appropriate officer.

Dedicated escorts really shine in longer fleet engagements. If you can defeat the enemy in the 180 seconds the Omen gets, did you really need to kit it for defense? You could have given them strike weapons, assigned them to follow a brawling DD or CE, and won even faster.

I did come to the realization that all the destroyers I really like as dedicated escorts come from mods. In vanilla there’s pretty much just the Enforcer, which is okay but ballistic-only.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
The virtue of the enforcer, like the venture, is that it takes significantly longer than it is worth to kill.

If you deployed one and it died in any normal sort of fight, it was generally a good trade.

Edit: unrelated question: what fighter for a makeshift hangar on a Falcon(P)?

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Dang I wish I hadn't played the new update before Vayra's was updated.

toasterwarrior
Nov 11, 2011
Speaking of escorts, for those living the SO cruiser lifestyle, do you find it better to continue running a wolfpack with like, two SO destroyers or cruisers accompanying your flagship, or do you prefer those DP/officer slots in the main battleline, holding poo poo down while you rely on onboard escort fighters or something? I've gotten unlucky in bagging my preferred Osmond for a DD-tier flagship this run so I've been running with the same frigate since start, and admittedly having actual backup in the form of two fellow frigates has been pretty good in terms of doing effective flanking maneuvers that don't leave me overly exposed.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

MesoTroniK posted:

Heh, curious what about them do you enjoy so much friend?

The fact that most of it's strike is unguided makes it feel really like a real torpedo bomber. It also isn't OP and the visuals are fantastic. Best bomber.

Sandweed
Sep 7, 2006

All your friends are me.

Kadur has some real nice fighters, but most of their ships are kinda bad.

Back Hack
Jan 17, 2010


Sandweed posted:

Kadur has some real nice fighters, but most of their ships are kinda bad.

Yeah kinda, they have a very specific gimmick of being armored battering rams, but they more than make up for it with their weaponry.

OwlFancier
Aug 22, 2013

The main thing that stops me using kadur ships is the fuel costs. Cos I spend most of the game flying long distance it would just mean too much refueling. I already try to slap efficiency mods on things to cut fuel costs.

The guns are great though, mainstay of the fleet in most games. Also yeah some really useful fighters. I kitted out an oppressor with kadur guns, covered it in hauberks and mounted three chemrals in the front and two wings of those jezail platforms, the thing just drifts around spraying bullets everywhere at long range.

OwlFancier fucked around with this message at 19:25 on May 1, 2021

Zane
Nov 14, 2007

Back Hack posted:

Yeah kinda, they have a very specific gimmick of being armored battering rams, but they more than make up for it with their weaponry.
it's true that you don't typically want to put a kadur eagle or falcon in with a heterogeneous fleet. they'll just get themselves into trouble with their burn drives. put those kinds of ships in with a pure kadur fleet with a collective rush strategy, however, and they will probably fare better.

Zane fucked around with this message at 19:29 on May 1, 2021

RuckusRouser
Sep 28, 2015

Theres a lot of close ups of landing gear

I don't particularly enjoy the whole neutrino detector thing for finding Research Labs and the like in outer areas of systems. Is there a setting in the .json I can adjust to give my sensors the ability to pickup all nonfleets in the entire system when I use a sensor burst?

I want it to work normally towards fleets though

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
You can change the detection range in \data\campaign\procgen\salvage_entity_gen_data.csv

RuckusRouser
Sep 28, 2015

Theres a lot of close ups of landing gear

Garfu posted:

You can change the detection range in \data\campaign\procgen\salvage_entity_gen_data.csv

Can't thank you enough for this

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


Atopian posted:


Edit: unrelated question: what fighter for a makeshift hangar on a Falcon(P)?

Tanky support ships assuming you are going for a big boi tempest build. You want to replace them as little as possible. Xiphos are a good vanilla option since they have shields and EMP damage from a second angle is always a threat.

Vengarr
Jun 17, 2010

Smashed before noon
Isn’t that a lot of OP to tie up in the fighters? The Xiphos is real good, but still.

LegoMan
Mar 17, 2002

ting ting ting

College Slice

RuckusRouser posted:

I don't particularly enjoy the whole neutrino detector thing for finding Research Labs and the like in outer areas of systems. Is there a setting in the .json I can adjust to give my sensors the ability to pickup all nonfleets in the entire system when I use a sensor burst?

I want it to work normally towards fleets though

A better solution was already posted but for a slightly less cheaty method you can download a mod that removes false readings from the detector

Vengarr
Jun 17, 2010

Smashed before noon

LegoMan posted:

A better solution was already posted but for a slightly less cheaty method you can download a mod that removes false readings from the detector

God. Yes please. Do you have a link? I don’t see it in the mod index.

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LegoMan
Mar 17, 2002

ting ting ting

College Slice
https://fractalsoftworks.com/forum/index.php?topic=16940.0

it works despite being for an earlier version just change the mod_info file line to

"gameVersion": "0.95a-RC15", (or whatever RC you have I guess we're on 15 now?)

LegoMan fucked around with this message at 01:11 on May 2, 2021

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