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For a few points more you can have Claws, and the only thing better than unarmed fighter swarming a target, it's unmanned fighters that swarm a target and make sure it can't fire back...or move...or anything really.
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# ? Sep 23, 2019 04:33 |
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# ? Jun 2, 2024 12:47 |
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If I remember, Thunders also have ion cannons and also have swarmers. Those and Claws pack such a strong punch that it's hard to justify using fighter bays on anything else other than Daggers if we're talking just vanilla.
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# ? Sep 23, 2019 04:55 |
I feel like the issue at that point is just getting the fuckers
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# ? Sep 23, 2019 04:58 |
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Probably my favorite fighter to spam all things being equal is LP Talons
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# ? Sep 23, 2019 05:11 |
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I remember when the Underworld boss Wasps had phase beams, back in Ye Olden Dayes when fighters weren't tied to carriers except to respawn. Those were hilarious fun. I guess tuning them down into merely having heavy burst PD lasers is understandable, but you only get a couple of those squadrons anyway.
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# ? Sep 23, 2019 05:28 |
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NightfallGemini posted:If I remember, Thunders also have ion cannons and also have swarmers. Those and Claws pack such a strong punch that it's hard to justify using fighter bays on anything else other than Daggers if we're talking just vanilla. Notably, Thunders have regular Ion Cannons (as well as LMGs and Swarmers), whereas Claws only have High Delay Ion Cannons - which means a wing of 2 Thunders actually effectively packs only 0.5 fewer ion cannons than a wing of 5 Claws, and combines it with light kinetic and HE damage as well as absolutely ridiculous speed and range at the same OP cost. No shields and fewer fighters, mind, so Claws are likely better in a brawl, but a few Drovers loaded with Thunders is an incredibly effective disabler/harasser force to support your armada. Vayra fucked around with this message at 06:32 on Sep 23, 2019 |
# ? Sep 23, 2019 06:30 |
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Sufficient piranhas with sufficient pilums is always fun too, though it runs the risk of your aggressive or reckless officers getting a broadside of your own munitions
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# ? Sep 23, 2019 06:49 |
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Piranhas are criminally underrated, but Khopesh are also really good. Either combos well with Longbows.
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# ? Sep 23, 2019 07:33 |
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The Good Professor posted:Notably, Thunders have regular Ion Cannons (as well as LMGs and Swarmers), whereas Claws only have High Delay Ion Cannons - which means a wing of 2 Thunders actually effectively packs only 0.5 fewer ion cannons than a wing of 5 Claws, and combines it with light kinetic and HE damage as well as absolutely ridiculous speed and range at the same OP cost. Thunders are nice, but they also require crew and they come in a smaller squad, which makes it easier for AA to shoot them down. Risk vs reward I suppose.
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# ? Sep 23, 2019 07:36 |
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The bladebreakers bomber was really shockingly boring to use with its 30 op cost. Dunno why, but kind of expected more out of it as it just shoots a really boring looking warhead that does okay damage.
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# ? Sep 23, 2019 07:46 |
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Platystemon posted:Piranhas are criminally underrated, but Khopesh are also really good. Khopesh are good too yeah, I like a good mix of them and piranhas together honestly. Longbows aren’t BAD but only having two sabots per run sucks. I usually replace them with the blackrock bombers that fire their kinetic rockets
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# ? Sep 23, 2019 08:05 |
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Kitfox88 posted:Khopesh are good too yeah, I like a good mix of them and piranhas together honestly. You can say that again, that what I usually use and why I like Claws over Thunders for the most part, they make good chaff for screening the way for all those incoming rockets and bomblets.
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# ? Sep 23, 2019 08:12 |
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I wish that Perdition bombers weren’t improvised rubbish because Hammer torpedos combo better with Khopesh rockets than Daggers’ Reapers.
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# ? Sep 23, 2019 08:25 |
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Perditions are hardly garbage, they were ridiculously OP in 0.9 and even with the nerfs they're still strong. I usually recommend Khopeshes, Perditions and Daggers as general purpose bombers - they each have strengths and weaknesses but they're all still reasonably effective against most targets.
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# ? Sep 23, 2019 08:32 |
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Also Daggers haven't had Reapers for like, years :v
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# ? Sep 23, 2019 08:37 |
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One of the mods I run adds a single bomber that mounts a reaper
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# ? Sep 23, 2019 08:38 |
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I think the Cobra is a default fighter.
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# ? Sep 23, 2019 08:39 |
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The Good Professor posted:Also Daggers haven't had Reapers for like, years :v Oh right. Either way, the timing doesn’t line up as well.
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# ? Sep 23, 2019 08:40 |
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What is the fantasy RPG equivalent of all this frigate/bomber/cruiser terminology? I don't have a good grasp of what I should be doing for these ships, combat wise, nor what I can actually fight. Smuggling drugs and organs across the sector is pretty fun though.
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# ? Sep 23, 2019 08:55 |
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Fighters are goblins, bombers are goblins with hand grenades. Frigates are hobgoblins, destroyers are orcs, cruisers are ogres, battleships are giants. Carriers are wizards who summon goblins This is a terrible analogy but it’s what you asked for
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# ? Sep 23, 2019 09:04 |
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TalonDemonKing posted:What is the fantasy RPG equivalent of all this frigate/bomber/cruiser terminology? I don't have a good grasp of what I should be doing for these ships, combat wise, nor what I can actually fight. Uh... it's purely a general size distinction. Roles are independent of that
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# ? Sep 23, 2019 09:10 |
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TalonDemonKing posted:What is the fantasy RPG equivalent of all this frigate/bomber/cruiser terminology? I don't have a good grasp of what I should be doing for these ships, combat wise, nor what I can actually fight. There isn't a direct one, but I guess: "Line" ships are "fighters", usually these will be ships with decent armor and/or shields that you've built with range-boosters, solid mid-to-long range weaponry, and lots of vents to sustain fire. Frigates aren't very good at this, but every other size class can be. "Strike" ships are "assassins", these will be fast ships that you've given weapons that hit hard but might not have great longevity (especially missiles), and are good candidates for Safety Overrides. Fast ships are best in this role, which generally excludes capitals. "Assault" ships are "berserkers", these will probably be the same hulls as line or strike ships but outfitted with close-range weapons and again, possibly given Safety Overrides. They operate in the space between line and strike ships - charge in, do a bunch of damage, and hope they kill their opponents before they run out of flux and armor - but have more longevity than dedicated strike ships. Any size of ship can be good at this. Carriers and ships fitted with long-range missiles are "support", generally you want to keep these behind your battle line so shields, direct-fire guns, and armor aren't as important. These are good candidates for hullmods that don't directly improve combat performance (Expanded Deck Crew on carriers, for ex., also Extreme Modifications if you're running SWP). In vanilla, covering these in as many Pilums (for very slow or fragile ships) or Harpoons (for ones that can sit comfortably just behind your battle line) as possible is rarely a bad choice. There's lots of in-betweens, but generally if you try to figure out which of these a given ship would be good for (most, except dedicated carriers, can fill multiple roles depending on loadout) and then build towards it, you won't be steered wrong. Or, yeah, this: Wafflecopper posted:Fighters are goblins, bombers are goblins with hand grenades. Frigates are hobgoblins, destroyers are orcs, cruisers are ogres, battleships are giants. Carriers are wizards who summon goblins
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# ? Sep 23, 2019 09:15 |
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So I got an elite class conquest off a pirate lord. The mission description said it’s a special flagship and I think it’s got more OP than a regular type but that could just be the skill boost. It’s very cool though and I’m fitting it out with a load out I saw in the tournament which is a pair of mjolnirs and a ton of tac lasers and flak cannons. It’s got a few D-mods but it’s not a big deal. It absolutely styles on a conquest in sims with a steady officer (aggressive got too close and overloaded) so I’ll train up an officer for it. I’ve never made cap fleets before but this thing will form the backbone of my first proper fleet.
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# ? Sep 23, 2019 10:43 |
Jumping back into this after not playing in awhile (or very far). Should I start on easy or normal? I don't wanna get halfway thru a long run and wish I had started on normal and have to restart.
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# ? Sep 23, 2019 18:44 |
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Demiurge4 posted:So I got an elite class conquest off a pirate lord. The mission description said it’s a special flagship and I think it’s got more OP than a regular type but that could just be the skill boost. It’s very cool though and I’m fitting it out with a load out I saw in the tournament which is a pair of mjolnirs and a ton of tac lasers and flak cannons. The AI is too stupid to utilize Conquests effectively imo. Make it your flagship.
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# ? Sep 23, 2019 18:53 |
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Popete posted:Jumping back into this after not playing in awhile (or very far). Should I start on easy or normal? I don't wanna get halfway thru a long run and wish I had started on normal and have to restart.
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# ? Sep 23, 2019 18:55 |
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Rynoto posted:The bladebreakers bomber was really shockingly boring to use with its 30 op cost. Dunno why, but kind of expected more out of it as it just shoots a really boring looking warhead that does okay damage. You want firespray bombers, energy rockets that do EMP damage too. The Lens torpedoes are mostly just good for being energy type too, I think, which means they're universally effective, hence the high OP cost.
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# ? Sep 23, 2019 18:57 |
ErKeL posted:I run a campaign one every patch which can be a year between and I always play normal. I think like you said you'd just be frustrated once you get into a campaign and find it gets weird with half damage. If you've played before you'll be right. Ok thanks, I'll restart since I'm still very early on. I'm pretty bad at this but I'll hopefully figure it out at some point.
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# ? Sep 23, 2019 19:03 |
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Larry Parrish posted:The AI is too stupid to utilize Conquests effectively imo. Make it your flagship. I thought about that but I don't want to pilot a big ship like that myself, I prefer destroyers and frigates personally. Here's a timestamp of the Conquest from the tournament, it does remarkably well through most of the round but gets too close to the Paragon because the AI is bad. I feel like I can avoid most of that by supporting it properly in a fleet engagement. https://www.youtube.com/watch?v=We5vLBIkp7g&t=2611s
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# ? Sep 23, 2019 19:13 |
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this game is extremely disorienting with hrtf enabled
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# ? Sep 23, 2019 19:28 |
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Conquests do fine when picking on smaller ships and running away from other capital ships, which is fitting for a battlecruiser. Just don't expect it to go face to face with an actual battleship, because it will get unceremoniously shredded.
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# ? Sep 23, 2019 20:31 |
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OwlFancier posted:You want firespray bombers, energy rockets that do EMP damage too. Yeah the firesprays are really satisfying to use. Like souped-up khopeshes.
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# ? Sep 23, 2019 21:08 |
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I think they've been nerfed a bit since they used to just delete whatever you shot with them, but they're still a useful thing to have especially in numbers. But then BB stuff in general has been nerfed. The best BB stuff I still think is their autocannon family which are kinetics that have a chance to do extra damage to hull, they can really peel apart stuff en masse. They used to have a fragmentation machinegun as well that had a similar effect but I think it got removed and replaced with a much weaker DME standard variant.
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# ? Sep 23, 2019 21:19 |
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BB's autocannons are pretty much a beefed up version of Blackrock's shard line, but a bit more OP-hungry.
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# ? Sep 23, 2019 21:21 |
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BB ones are also faster and more accurate which makes them much better at punching through to hull with their limited AP ability, but yes they're a lot like shard cannons.
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# ? Sep 23, 2019 21:44 |
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is the attacking ai being able to deploy its ships ahead of the ones fleeing in pursuit missions just something that the ai is able to do, or have i missed a game mechanic somewhere
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# ? Sep 24, 2019 04:06 |
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turn off the TV posted:is the attacking ai being able to deploy its ships ahead of the ones fleeing in pursuit missions just something that the ai is able to do, or have i missed a game mechanic somewhere Double/triple click on the ships you want to deploy and it'll cycle to Deploy left/Deploy right.
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# ? Sep 24, 2019 04:08 |
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Rynoto posted:Double/triple click on the ships you want to deploy and it'll cycle to Deploy left/Deploy right. Note that this only applies to frigates.
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# ? Sep 24, 2019 04:15 |
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Are there any mods that significantly increase the cost of deploying additional ships into a fight, as well as punishing the AI by reducing the size of their fleets? I would love a way to play that keeps fleet sizes small, as that is where I find the game the most fun to play.
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# ? Sep 24, 2019 06:06 |
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# ? Jun 2, 2024 12:47 |
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It sucks poo poo that the AI just gets to have half a dozen maxed out fleets while you can really only ever have one, yeah. It's part of why I hate actually using frigates, once you hit the point where every invasion attempt is just 6 fleets with 3 onslaughts each plus cruisers out the rear end frigates just can't pull their weight in terms of peak efficiency time and taking up a slot on your team so to speak.
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# ? Sep 24, 2019 09:58 |