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OwlFancier
Aug 22, 2013

The graviton beam sounds like a phase beam, which is a little shorter ranged but better against hull and armor than the graviton beam, worse against shields though.

Could also be a high intensity laser which is a large-mount phase beam.

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OwlFancier
Aug 22, 2013

I can't vouch for higaaran stuff, but of the vanilla ones I find vulcans to be probably the best overall. Machineguns tend to have trouble hitting their targets, and laser PD tends to have trouble dealing enough damage. Vulcans are accurate (if only by volume) and powerful, their main tradeoff being their short range, which can be somewhat alleviated with upgrades.

Also they will completely wreck poo poo if you get into ramming distance with an unarmored target so they can be used as impromptu finisher weapons.

If you have access to the modded ball lightning gun, that's also pretty magnificent because it just switches off anything it hits and arcs to nearby targets, while also dealing a bit of damage and is both long ranged and accurate.

OwlFancier
Aug 22, 2013

Dezztroy posted:

Yeah, I usually use vlucans, but I find them to not be enough when defending against volleys of missiles, because of their short range.

If you're having trouble with large volleys of missiles then flak is probably your best bet, but that's a medium mount. If you have access to thunderchiefs they will basically invalidate missiles until they run out of ammo.

You can also try tactical lasers with the point defence AI installed, they have a long range and you can use them as primary weapons, best to use them with turret upgrades to make them track better but they make a good solid support weapon on any ship.

OwlFancier
Aug 22, 2013

Wolfgang Pauli posted:

What's the opinion of the thread on Ironclads? Uomoz lets you actually do things earlier, but Ironclads feels like an actual living universe.

Ironclads has a nice low tech feel to it but a lot of the weapons and ships are not the most fun to play with.

OwlFancier
Aug 22, 2013

My corollary to C would be 'unless you have some spare crew/marines, the ship has less than five people on it, you only send in three times as many soldiers as the enemy has crew remaining, and your ship doing the boarding is big and durable'

It's still a gamble but it can get you a pretty great ship, or a big chunk of credits. I'd say the profits outweigh the risks most of the time, as long as you stick to boarding good looking ships and use ships which can survive an explosion, and ideally are cheap to repair.

OwlFancier
Aug 22, 2013

Gobblecoque posted:

I'm not sure which mod adds it, but while starting a new game on the new version of Uomoz with the randomized loadouts, one of my starting ships came with a "Mass Driver", a 17 OP medium weapon that does a crazy 1500 kinetic damage per shot. It will overload frigate shields in 1-2 shots and it does so much raw damage that it wrecks ships that aren't super heavily armored. It's basically a souped up Hypervelocity Driver. I threw it on a Brawler along with a Thunderchief (the super overpowered machinegun flak from Interstellar Federation) and I think I've found my new favorite hilarious Brawler loadout.

If you think that's stupid, try the Hadron Cannon or whatever it's called. Takes about eight seconds to charge and fire, but it will one shot the shields on basically anything smaller than a battlecruiser, and the sheer kinetic impact of it will pick frigates out of the sky in one shot, or cripple a destroyer.

It also costs more than most cruisers.

OwlFancier
Aug 22, 2013

GruntyThrst posted:

Man the big fleets in Uumoz are no loving joke. I saw a Hegemony Defense Fleet with 5 onslaughts, a few battlecruisers, and the usual complement of cruisers and destroyers. How the hell do you deal with that much dakka? :psyduck:

Even more dakka, most fleets in uomoz don't really field optimal loadouts and they don't concentrate their fire very effectively, you can take them on with a smaller force if you focus your own fleet to take out one ship at a time, and make sure you equip your fleet with actual effective guns.

Limited command points can be a problem, but that's a good reason to make your loadouts so that each ship sort of does one thing? That way you can use each ship as a macro-scale version of a specific weapon. Some ships crack shields, some ships shred armor, some ships can sit a mile away and spam EMP beams/railguns.

I also find a carrier with a huge number of fighters will cause a lot of trouble for traditional heavy ship designs, as they generally aren't very good at dealing with a swarm of tiny ships plinking them to death with small guns, also fighters can draw fire like a champ so they're great for stopping the AI from shooting at your actual valuable ships.

OwlFancier
Aug 22, 2013

Arrath posted:

I tend to base my fleets around a heavy slugger capital, a handful of destroyers and frigates to control points and lots of fighter/LRM support. I then fly an Imaginos around and slap the poo poo out of whatever big ship my capital is distracting. Or catch a barrage of my own missiles. Whatev.

The importance of a healthy fighter force can't really be overstated. Left to their own devices they'll distract the entire enemy fleet, slowing their movement around the battlefield as individual ships make evasive maneuvers to dodge bombing runs or turn their shields towards the heavy fighters blasting away with chainguns. Even if you deploy them defensively, escorting your other ships. Since they're replaceable the whole 'escort orders make the AI go :hurr:'* thing doesn't matter so much. It'll chew up supplies like nothing else but that much more PD or plain DPS can turn a hairy fight to your favor.

Missiles are much the same way, they'll distract the enemy ships, sneak some damage in here and there, or outright murder something when you see them coming in and cause a perfectly timed overload.

Now if the super-cheese IF loadout (Anything with lots of medium ballistic slots, fill with Thunderchiefs) I was running for a while was added to the premade list this tactic doesn't work so well, as it'll mulch a fighter wing in a jiffy of shred a bunch of missiles in the blink of an eye. Until I teleport in behind it, anyway. :getin:

*Has anyone else noticed this? If set to escort ships seem to focus more attention on staying *just the right distance* from whatever they're escorting, to the point where they'll turn their back to the Desdonova/missile salvo/screen full of bombs bearing down on them.

Fighters are super great, I agree. I also don't find the supply chewing to be too much of a problem. They take a long time to get back to full complement but they don't generally eat too many supplies in the process, not compared to their usefulness anyway. A moderate quality destroyer will be far harder to keep supplied because they tend to take damage and be expensive to repair/rearm.

Also yeah, escort turns your ships from a combat fleet to a synchronized dance troupe. Though again, a point in fighters' favour is that they don't suffer from this as badly due to being agile enough to actually attack/defend while trying to do beautiful space-ballet.

Missiles I have slightly less luck with, you need a lot of them for them to be regularly effective, I generally don't bother with them much on any ship but mine. Those engine seeking ones can be useful but the AI isn't very good at using the long range explodey types. The reloadable ones however are absolutely amazing and I recommend hoarding as many of those launchers as you can get.

OwlFancier
Aug 22, 2013

I really like Kadur Theocracy ships. They have good armor and weapon mounts, and are really fast for their size. I usually fly a sphinx. Also their tugboat has a super fast burn speed.

OwlFancier
Aug 22, 2013

Tarezax posted:

A while back I decided to drive the Kadur Theocracy tug for my own amusement. Honestly, the tug is pretty amazing - it's essentially a flying brick with pretty lovely maneuverability, but the insanely good burn speed on its Ram Drive combined with its copious armor mass makes for extremely deadly collisions. Its combat lifetime is rather limited, but it's got enough armor to just about solo lighter capital ships like the Conquest before exploding.

Try it out, it's hilarious.

This also, I've yet to be able to do much other than launch other ships out of the sector with the ramming drive, but it's certainly funny, if not necessarily very effective a lot of the time.

Also the tug has some slightly bugged engines, if you try to strafe with it, it'll go from 0 to top speed in about half a second.

OwlFancier
Aug 22, 2013

Brainbread posted:

So much campaign stuff! It'll be nice to get back into the game once thats in.

On a different note, is anyone else comfortable with the amount of supplies that logistics take up? I was finding that getting anywhere with a fleet well... ended up eating through my savings, to the point where it took me forever to actually get to a mid-sized fleet, or just get something other than a bunch of frigates.

On my end, I've taken to halving the cost of Logistics. The repair costs are prohibitive, but that makes sense to me. Just combat got to the point of being... too expensive to be worth it sometimes. I would lose money by fielding ships.

That is sort of intentional I think.

High tech and/or powerful ships cost a lot just to field them, so you should consider bringing low tech and low power ships just because you don't want to have to field your top ships to deal with things that don't warrant them.

It's a major benefit of having a carrier, actually, because fighters mainly priced on the cost of their replacements, if you don't lose them, you don't have to pay much to field them, so even if you don't field the carrier itself, fielding all its fighters can clear a lot of low level threats with limited cost.

OwlFancier
Aug 22, 2013

DatonKallandor posted:

If you have a fast firing missile active ability the Pilums are the scariest missiles in vanilla, mainly because they have a lot of ammo.
The reaper changes from the patch notes are nice, but I think they could take some inspiration from classic WW2 torpedo usage - long reloads, lots of ammo, basically infinite range, unguided and fired in spreads. Something to keep the PD busy and force the other side to dodge (so the opposite of how you use torpedoes right now - point blank and after you've disabled the PD).

I've had some joy putting Pilums (pilae?) on support ships. Anything I wouldn't generally want to field in combat but which I will have in the fleet such as a light carrier or heavy supply ship, I can put Pilums on and it will sit at the back just throwing missiles downrage, I've had a number of really good wins because a volley ended up hitting a ship just as I took its shields down, they hurt like hell if you get hit with them and as you say, they have a lot of ammo so you can keep slinging them all round.

OwlFancier
Aug 22, 2013

It could also help with ships which can only operate for a short time, like frigates.

Another good use for pilums is chasing down fleeing ships. Even if it doesn't kill them, it does pull them out of engine boost by forcing them to engage their shields or PD weapons, allowing you to catch up.

OwlFancier fucked around with this message at 18:22 on Sep 30, 2014

OwlFancier
Aug 22, 2013

DatonKallandor posted:

Cause they've got no reload times they get to reach those numbers (with very few exceptions).

But hey if you like how the no-reload missiles work I don't think we could ever agree on missile design.

I think there's a role for both, but it would probably require maybe a different kind of hardpoint or at least a different pricing scheme.

Having a one shot, high effectiveness, but highly situational weapon is very good for a player, or a sufficiently intelligent AI ship designed to take advantage of it. It makes for a distinctive and different challenge in opposition and a distinctive and interesting option on your side.

Building an entire ship around of course is something of a gamble, which makes many current missiles not very useful as you don't generally want to waste ships on the premise that it might possibly be useful one day.

If low ammo missiles were much cheaper I think they would be a better option, being able to just fire off a couple of missiles at the decisive moment would add a lot of flexibility to a well designed ship as well as a really nice extra boost to a player ship, but you would need a regular complement of weapons to make that viable, and you can't really have that with the current one shot price points.

A missile system with lots of ammo and a long reload time should be classed like a regular weapon, because it gives you sustained firepower like one, it could probably benefit from its own kind of hardpoint, or at least more small ships could do with light hardpoints explicitly for one shot missiles without turning them into missile boats.

Maybe you could get away with just switching the categories around, small missiles would be exclusively one shots and widely available on most hulls, medium missiles could be a bit of both, light missile batteries and heavy one shots, heavy missiles would be what the pilum is now, a solid weapon with a lot of ammo, and maybe the occasional doomsday device like the AM torpedo or something. Rebalance hardpoint availability accordingly.

I'm thinking basically the difference between an F15 and a naval destroyer, both have missiles but one has a lot more ammo for them, and probably a cruise missile launcher too.

OwlFancier fucked around with this message at 18:20 on Oct 1, 2014

OwlFancier
Aug 22, 2013

The 1/2OP single missiles are pretty good, more things in that sort of price range would be nice.

It could make formations more important too, as if the opening few seconds of combat involve an exchange of missiles from most of the ships in the fleet, that would encourage you to have at least one CIWS ship to shield your smaller ships from missile fire.

OwlFancier fucked around with this message at 20:58 on Oct 1, 2014

OwlFancier
Aug 22, 2013

Enforcers are always a bit of a pain, they're durable, well armed with long range weapons, and quite ubiquitous, showing up in a lot of fleets.

They're not great at anything but they're certainly good for their cost and size.

OwlFancier
Aug 22, 2013

I notice that point defences seem unpopular with most of the fleets, which surprised me as I tend to always bring them on most of my ships during campaigns.

OwlFancier
Aug 22, 2013

Grizzwold posted:

Only having watched the first couple videos, it seems like wolfpacks are really effective against larger ships since they can rotate out to vent while the enemy just gets overwhelmed and attrited to death. How true is this, given that it's been a long time since I've actually played the game?

Pretty true.

The thing about starsector in general is that any single ship must cycle between periods of strength and recovery. Ships with energy weapons especially, but any powerful vessel is going to need time to vent shield flux or recharge/reload its main guns, or wait for its special ability to cooldown, or whatever.

So any single vessel will usually have a downtime where it can't really defend itself after a while, being able to capitalise on that is key to victory.

If you pit one ship against multiple the multiple ships can retreat some of their number while the others keep the pressure on. Also, one ship against many is usually a single slow ship against multiple lighter, faster ships, so this makes it hard for the single ship to capitalise on the retreat of the small ones. Essentially a smaller, lighter ship can often control the pace of combat.

The only ways for a big, powerful ship to kill a smaller one is to massively outrange it, thereby getting free hits before the small ship can close in and forcing it to retreat early, or to hit it with massive damage all at once and blow it out of the water before it can react. Both of these are things that large ships can do if player controlled but the AI generally can't use all its weapons optimally for alpha strike potential, so it's a little bit worse at it than the player.

The other option is to get into a big melee with lots of ships on both sides which means that no side can control the battle properly, in which case your big ship's ability to spray fire everywhere is more useful because small ships are usually going to be in the range of someone when they come to fight you. Interlocking fields of fire are very good against the directional shielding of most ships and the better armor and gun redundancy of big ships fare better here, because they can take a few hits while lighter ships generally can't. Most of your losses in combat will probably come from being in the middle of a hectic fight and taking a shot to the engine, spinning out of control, and getting dogpiled by everything else in the melee.

The rest will come from some tiny torpedo bomber or light frigate getting behind you and unloading some bullshit into you at point blank while you swear profusely at the monitor because the back end of your ship got vaporised by a reaper torpedo.

Of course this all gets somewhat broken by the enforcer swarm because they are actually quite heavy ships with lots of guns while still being cheap and light enough to spam and retreat. Which is sort of the entire point of the really old ship designs, they're super cheap and durable for their class and they pack a lot of firepower on as long as they don't run out of ammo.

OwlFancier fucked around with this message at 21:44 on Oct 11, 2014

OwlFancier
Aug 22, 2013

Z the IVth posted:

I can't quite get the hang of driving the fast ships. I find the controls too sensitive and I end up slewing all over the place. I can do the "hit" or the "run", but not both. Any tips on what I'm doing wrong?

Edit - Is there a way to do custom skirmish missions? I.e. I select both fleets before the match?

A ship doesn't have to be fast to be hit and run focused, you can do it just as well with a heavily armed but slow cruiser, as long as it has a good shield and maybe a burn drive.

Hit and run is more a function of blowing your load all at once and wrecking something, then holding off for your flux to wind down without getting ganked. You can do it with a normal ship if you have support to fall back on.

OwlFancier
Aug 22, 2013

Z the IVth posted:

I can drive the slow ships fine. It's controlling the fast ships that i have a problem with. I keep getting ridiculous oversteer and either i concentrate on moving and my shots go wild, or concentrate on aiming and I get wasted.

Do you know if you hold down shift, the ship will orient to your mouse cursor? That makes steering much easier.

OwlFancier
Aug 22, 2013

Are there any plans to include space stations in the combat section of the game?

Because about the only thing that could make that better is if you could do it inside a stage from R-Type.

Obviously I would have to fly a hound with an antimatter blaster in the front in that case.

OwlFancier
Aug 22, 2013

Zudgemud posted:

I know that at least the total conversion mod "Vacuum" has stationfights, even though stations are basically enormous, deadly and slow brickships.


Hounds can't fit energy weapons :v:

Yeah I couldn't remember if they had a universal mount or not. Replace with another fast, small, fragile ship with energy mounts.

OwlFancier
Aug 22, 2013

Pooned posted:

On that note, when do I start to get Destroyer schematics? Right now I'm only getting frigates and fighters. I really want to start making bigger ships!

When you start fighting destroyers. The schematics I believe are linked to the ships you destroy in battle, or at least the difficulty of the encounter.

OwlFancier
Aug 22, 2013

Well that was sudden.

OwlFancier
Aug 22, 2013

Huh, that's neat, you now see a bunch of "D" class ships, which come with hull mods which presumably degrade their function, like busted engines and power grids.

OwlFancier
Aug 22, 2013

McGiggins posted:

If I'm reading this right, can I now have an infinite fleet of Lashers that cost me nothing to fly with as long as I don't use them, while still driving away large fleets and effectively allowing me to pick every fight as I see fit?


:(

I don't know, my wolf still costs me 0.2 supplies when not damaged. Maybe that's crew upkeep costs or something.

OwlFancier
Aug 22, 2013

There is a destroyed weapon mounts modification for some D class ships.

OwlFancier
Aug 22, 2013

DatonKallandor posted:

I gotta say I like the fact that crew still needs supplies less and less. The whole "constant upkeep" idea is already mostly gone, might as well kill it entirely. Then it's a nice and easy to play with "are you fighting and/or getting damaged? Then you use supplies till you're back to top shape".

I dunno, some constant upkeep is important I think, being able to vary it by running skeleton crews, or undercrewing some ships is enough, I think.

OwlFancier
Aug 22, 2013

Bhodi posted:

I made that mistake as well, until I remembered/discovered that:

* over-crewing your ship provides no performance bonuses
* all crew casualties (and promotions) happen to the lowest ranking crew first AKA the redshirt principle
* a ship ranking requires a full skeleton crew of that rank or higher

So optimally, take a skeleton crew of your highest ranked (elite, preferably) plus one ranked lower ranked potential combat deaths and promotion possibilities.

So in my frigate pack, My skeleton crew is around 75, so I take 75 elites plus 15-20 veterans. Which use half of the "maximum crewed" value in supplies.

That's essentially how I do it as well, your crew above the skeleton level is basically a damage buffer for long campaigns.

I do wish fully crewing a ship had some benefits though.

OwlFancier
Aug 22, 2013

So uh, I wanted to add a good all round light combat vessel to supplement my armed freighter/carrier gemini, so I went and bought a brawler.

I didn't have much to equip it with, so I went through whatever I had in stock trying to find a decent loadout.

I tried it with four light dual MGs, all pointing forward.

Turns out I have built some sort of horrifying spaceborne buzzsaw which requires no flux, and very little OP, so I can deck out the ship with armor and engine upgrades.

I now have a ship that can outrun most things, and can kill an eagle by just flying directly at it, facetanking its opening volley with its shields, then overloading its shields in a hail of machinegun fire in about one second, and slowly grinding away its armor until it loses the ability to fight back.

Know what's even better?

The brawler comes with accelerated ammo feeders as its unique ability. :getin:

OwlFancier
Aug 22, 2013

Triarii posted:

What I would like is some kind of repair/manufacturing ship that makes frigates replaceable like fighters, so they can get destroyed during combat but they'll stick around in your fleet and can be repaired back up for some supplies. Maybe make it cruiser-sized, and then have a battleship-sized one that can repair destroyers too.

I'm really hoping that stuff like the planet infrastructure and abilities listed in the top right of the trade screen will become something we can eventually develop ourselves.

And that construction rigs can eventually be used to build maybe space stations and possibly some ships.

OwlFancier
Aug 22, 2013

DatonKallandor posted:

It is so ridiculously hard to get a large energy mount compared to how easy it is to get large ballistic slots. I want to try the newly non-Onslaught specific Thermal Pulse Cannons! But there's nothing with large energy to put them on.

Uhh, really?

The sunder destroyer comes with one and they've available, albeit often damaged, from most black market dealers. It's the one that looks like a tuning fork.

A large ballistic mount only comes on some large and slow capital ships.

OwlFancier
Aug 22, 2013

andrew smash posted:

Is there any reason to pick up capital ships in the campaign mode, aside from carriers for fighter support? I just like zipping around in my murderboat rather than slow rear end capital ships.

You can use a tug, augmented engines, and navigation skills to bring them up to a very workable burn level.

OwlFancier
Aug 22, 2013

Still, I see a fair few intact sunders in most developed shipyards. I guessed the D one probably wouldn't have full weapon mounts but I've yet to see anything except an onslaught which requires full hegemony/sindrian rep to buy which mounts a large ballistic.

OwlFancier
Aug 22, 2013

If they do improve the ship variant system, it'd be nice if we could get some changes to the weapon hardpoints too. Some with more or fewer, some with bigger or smaller, or different types.

OwlFancier
Aug 22, 2013

scalded schlong posted:

For people playing Uomoz's Sector on the previous version, are there any ships worth modifying? Most of them just let you change the ship's aggressiveness but surely there must be some that let you change up the ship layout? I mostly tool around in hitech ships, I don't know if it's all lowtech ships that get the most interesting changes or something.

There are several but I tended to use mid tech ships. Generally if a ship says it's a derivative or variant of another, you can move between them, a lot of the improvised ships are buildable from other hulls.

DatonKallandor posted:

They're sort of doing that now - the Gemini variants have different mounts (the pirate one is ballistic) and I think the Mules are different too.

Oh? I didn't know there were different Geminis. If there was one with energy/universal mounts and a better flux dissipation I might buy it.

OwlFancier
Aug 22, 2013

Bold Robot posted:

How are you guys outfitting your Wolves? I've been rolling with the standard graviton/tac laser/harpoon build, curious if anyone has found anything better.

Also, is it just me or does the AI seem like it has gotten worse about not getting in between you and your target?

Depends what you're fighting, if you're planning on taking on a small fleet with it, beams are agonizingly slow against anything with shields. I generally like to take something with a bit of bang to it like a blaster.

OwlFancier
Aug 22, 2013



I know medusas are good, but this seems a little excessive?

OwlFancier
Aug 22, 2013

I've been playing with that turned off given the apparent nosedive in difficulty in the latest patch.

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OwlFancier
Aug 22, 2013

Drone_Fragger posted:

Every time I think about getting a combat freighter I slap myself then go "wait, that's the dumbest thing I've ever heard" because 2 combat freighters =/= 1 x real combat ship + 1 x real freighter.

If pirates and the like actively hunted your ships (ie, they can specifically target your freighters or force them into battles) it'd be much more risky having really fragile freighters but currently you can just not deploy them and not risk them in the slightest, while your actual combat ships just go to town and murder everything.

Also re cruisers feeling anaemic: I think a big problem is that the enforcer is basically a miniature cruiser which is arguably just as good as a cruiser in most aspects given that it has more useful mounts than the eagle, venture and the.. falcon(the tiny eagle, I forget the name because it's worthless) do. I think the only way they can make cruisers more attractive is by nerfing the poo poo out of the enforcer (make it 3 x medium 2 x small ballistic or something), and maybe make the medusa even more tricky to field.

The Venture is a pretty good combat freighter, comes with a flight deck, lots of missiles, fast missile systems, good mounts for flak defence, and 500 cargo capacity.

It can be a missile cruiser, a freighter, and a carrier, as well as a pretty good anti-fighter ship, it's also very cheap to field. Only problem is it's slow.

I also, strange as it may seem, recommend the Dram, because with some mods it's fast enough to serve as a serviceable pursuit ship against fleeing freighters.

OwlFancier fucked around with this message at 21:03 on Oct 27, 2014

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