Pre-SysNES2: Beta-testing and Submission

Ok: Heres a particle fleet that kicks my Missile fleets ass T3 with Con 4
Fighters:

Coilgun Interceptor

4 x Deuterium Drive (REF)
3 x Pulse Drive
6 x Coilgun (REF)
1 x Barrel Casings
1 x Carbon Armour


Command

4 x Pellet Fusion Core
2 x Deuterium Drive (REF)
1 x Command Deck
1 x Command Staff
1 x Computer Module
1 x Commlinks
1 x Scanners
5 x Jammers (REF)
1 x Radiators
15 x Coilgun (REF)
1 x Barrel Casings
1 x Gas Rockets

Stuff that dies quick:

Carrier

4 x Manifold
1 x Deuterium Drive (REF)
2 x Pellet Fusion Core
1 x Light Sail
13 x Internal Hangers
1 x Gas Rockets

Supply

7 x Burst Drive
2 x Fission Rocket
1 x Habitat Section
1 x Supply Section

This requires that 100 e from fleet costs is shifted over to refinement costs but for the remaining 500e you can refine the coilgun interceptor get 3 of them and 1 of everything else.

Also made a Ion Jet ship based on the same design, so this all works really nice!
 
Carrier needs an IS drive and I'm not sure why the supply ship has them.

But, cool.

Doy!

fix'd less coilgun ships but still, an effective fleet. The supply ship has the jump capability so it can jump somewhere else in the system so it doesn't get shot to pieces...
 
Also, charm drives seem pretty bad compared to the other drives.
I'd agree with this at T3 unless you make a lot of small, independent-drive ships, and I don't think it'll be viable for decently large, dedicated ships until T5 or later so (and/or buffed by whatever G84 is). Inevitably you're going to want to run make the master ship a command ship to stack computers (and you'll need a lot to move even modest mass), EW, Jamming, and Command components into, which gets extremely expensive extremely quickly. For a big-shipped fleet it's just not really viable.

Possibly G16 will be a more efficient version of it.


Sometimes you just need a change of perspective...
 
One important thing to note with Charm Drives is their effectiveness is linearly related to Maths Tech. In fact the exact formula for the IS they put out is 2.5*[#Computers]*[Maths Tech]. I may make it non-linearly related to the maths and number of computers though...
 
AGGRESSOR FLEET MIDWAY

Piggybacking off Kal's Particle fleet, with some twists, Midway uses Charm Drives to dispense with needing a carrier, allowing it to bring far more guns to bear.

T3, CON4, NRG4, Advancer, Poor Safety:

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Thunderbolt class Attack Corvette

1 Charm Drive
5 Deuterium Drive (Refined)
1 Pulse Drive
1 Gas Vents
1 Mag Catapult

Cost: 45e (20e) / 6m / 45v / 0a / 0t / 21s
Size: 33 / Mass: 17 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -5
Init: 2 (10) / Dodge: 6 / Avoid: 0 / Armor: 3 / Shield: 1
Refine: 61e / 15s

Catapult Total Damage: 8

---

Warhawk class Strike Corvette

1 Charm Drive
5 Deuterium Drive (Refined)
3 Pulse Drive
1 Gas Vents
6 Coilguns (Refined)
1 Barrel Casings

Cost: 82e (37e) / 23m / 55v / 0a / 0t / 34s
Size: 38 / Mass: 24 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -5
Init: 2 (10) / Dodge: 6 / Avoid: 5 / Armor: 2 / Shield: 1
Refine: 117e / 29s

Projectile Gun Total Damage: 12
Extra Ammo: 1

---

Hornet class Support Frigate

1 Charm Drive
4 DHe Fusion Core
4 Deuterium Drive (Refined)
1 Recyclers
1 Hibernation Pods
1 Supply Section
1 Command Deck
1 Command Staff
11 Computer Module
1 Commlinks
1 Scanners
4 Jammers
1 EW Broadcasters
1 Salt Sinks
1 Gas Vents
8 Carbon Armor
1 Heavy Cladding

Cost: 231e (104e) / 50m / 104v / 0a / 4t / 82s
Size: 77 / Mass: 77 / IS: 1 / IP: 1
Range: 2 / Power: 1 / Heat: -4
Init: 11 (19) / Dodge: -20 / Avoid: 0 / Armor: 19 / Shield: 1
Refine: 383e / 96s

Init Bonus to Fleet: 8
EW Score: 11
EW Vulnerability: 80
Jammer Int Debuff: 4

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Code:
[b]AGGRESSOR FLEET MIDWAY[/b]

[b][u]
NAME				PRICE	#	COST[/b][/u]
[i]Thunderbolt[/i] class (Ref.)	020e	7x	140e
[i]Warhawk[/i] class (Ref.)		037e	6x	222e
[i]Hornet[/i] class			231e	1x	231e

[b]TOTAL						593/600e[/b]

[b]Other Costs:[/b] 230m / 749v / 0a / 4t / 137s
[b]Refinement Costs:[/b] 878e / 244s
The Hornet chills out across the star system far away from danger providing Fleet Init and allowing for tactical jumps. The Thunderbolts can take shots at range or get into knife-fights with their big guns and rip through armor, while the Warhawks chew through defenses. Both are almost equally hard to kill.

It takes both a strong Dodge and a strong Init to avoid getting hit by these guns regularly at close range, and the best that can be reasonably managed is probably a reduction to around 40% (14 Init, 7 Dodge). It would be possible to rotate out a few of either design for Ion Cannon designs to mix up damage more, as well. The only really good hard counter seems to be shields on a laser fleet, and once you get to T4 you can build some Sapper-equipped EW Corvettes to counter.

This is the first Charm Drive fleet I've been fairly pleased with. Its v cost is very high, but everything else is quite low, making it managable, and it's hard to argue with the performance stats. If you can in-system jump as Kal posits, the flexibility of this is tremendous, as the Corvettes have the IP to get away and make tactical jumps almost at will.

---

The Stats page is ridiculously useful, don't get rid of it.
 
AGGRESSOR FLEET MIDWAY-C

Midway-C is the cheaper-v version of Midway, sacrificing survivability in favor of cost.

T3, CON4, NRG4, Advancer, Poor Safety:

---

Thunderbolt-C class Attack Corvette

1 Charm Drive
5 Deuterium Drive (Refined)
1 Pulse Drive
1 Radiators
1 Mag Catapult

Cost: 43e (19e) / 8m / 12v / 0a / 0t / 20s
Size: 33 / Mass: 17 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -1
Init: 2 (10) / Dodge: 6 / Avoid: 0 / Armor: -7 / Shield: 0
Refine: 57e / 14s

Catapult Total Damage: 8

---

Warhawk-C class Strike Corvette

1 Charm Drive
5 Deuterium Drive (Refined)
3 Pulse Drive
1 Radiators
6 Coilguns (Refined)
1 Barrel Casings

Cost: 81e (36e) / 25m / 17v / 0a / 0t / 34s
Size: 38 / Mass: 24 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -1
Init: 2 (10) / Dodge: 6 / Avoid: 5 / Armor: -8 / Shield: 0
Refine: 117e / 29s

Projectile Gun Total Damage: 12
Extra Ammo: 1

---

Hornet class Support Frigate

1 Charm Drive
4 DHe Fusion Core
4 Deuterium Drive (Refined)
1 Recyclers
1 Hibernation Pods
1 Supply Section
1 Command Deck
1 Command Staff
11 Computer Module
1 Commlinks
1 Scanners
4 Jammers
1 EW Broadcasters
1 Salt Sinks
1 Gas Vents
8 Carbon Armor
1 Heavy Cladding

Cost: 231e (104e) / 50m / 104v / 0a / 4t / 82s
Size: 77 / Mass: 77 / IS: 1 / IP: 1
Range: 2 / Power: 1 / Heat: -4
Init: 11 (19) / Dodge: -20 / Avoid: 0 / Armor: 19 / Shield: 1
Refine: 383e / 96s

Init Bonus to Fleet: 8
EW Score: 11
EW Vulnerability: 80
Jammer Int Debuff: 4

---
Code:
[b]AGGRESSOR FLEET MIDWAY-C[/b]

[b][u]
NAME				PRICE	#	COST[/b][/u]
[i]Thunderbolt-C[/i] class (Ref.)	019e	8x	152e
[i]Warhawk-C[/i] class (Ref.)		036e	6x	216e
[i]Hornet[/i] class			231e	1x	231e

[b]TOTAL						599/600e[/b]

[b]Other Costs:[/b] 264m / 302v / 0a / 4t / 136s
[b]Refinement Costs:[/b] 874e / 243s
Midway-C fields an extra Thunderbolt variant due to modestly declining costs, although every individual ship is easier to kill if hit. v-cost is approximately 2/5 as much as Midway.
 
I haven't figured out what to do with these yet, but they're bulkier versions of the Thunderbolt to get up to 8 IP, if you need an IS-capable interceptor:

1 Charm Drive
7 Deuterium Drive (Refined)
4 Pulse Drive
1 Radiators
1 Mag Catapult
3 Carbon Armor

IP: 8 / Dodge: 6 / Armor: -9 / Cost: 65e (29e) / 15m / 23v

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Its v-powered brother costs almost the same and is somewhat more ridiculous:

1 Charm Drive
7 Deuterium Drive (Refined)
4 Pulse Drive
1 Gas Vents
1 Mag Catapult
3 Carbon Armor

IP: 8 / Dodge: 6 / Armor: 1 / Cost: 67e (30e) / 13m / 77v

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Boils down to whether you want the survivability or the cost.
 
You can almost Refine this (136e or so) under Midway/C while hovering around the 1000e limit, and field them at 42e or so each:

1 Charm Drive
5 Deuterium Drive (Refined)
3 Pulse Drive
1 Gas Vents/Radiators
2 Ion Cannons

7 IP / 6 Dodge like the others. Rotate out some of the other designs and fit it in to do interesting things to people's Init scores.
 
Long story short: People that want excellent particle fleets should have excellent volatiles-mining operations. :p

Well the huge v cost of SymD's first fleet is mainly due to Gas Vents, and the leveraging having absurd v into better performance is kind of the point of Gas Vents. A laser fleet with gas vents would also require a lot of v.
 
Even with T3 Manoeuvring Jets will be providing +2 to the raw dodge. However actual dodge is a non-linear function based on ship size and mass, and it might be that the very poor dodge of a large ship is hardly being budged by the addition of the Jets. With smaller ships you'll see a bigger difference.
 
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