GCU Grey Area wrote: ↑Tue, 26. Dec 23, 12:45
Yeah, Shark's a damn fine carrier. Still didn't use full capacity though. Found 50 S was sufficient for my purposes (20 H.Swarm Barracudas & 30 Arc+Gatling interceptor Makos), along with 10 L.Smart interceptor Threshers.
I have fond memories of Baracudas not being able to catch a moving xenon K and forcing me to have the interceptor wing atack the engines so that the Baracuda wing could catch up.
That was the last time I used Baracudas for anything, 160 m/s !?, what a joke of a fighter, and good luck dodging graviton turret fire with that speed.
I need my Shark to be able to deal with 1 I, 5 ks and about 50 escorts, your composition would not last long against that kind of force. Hell, I think that if I send a wing of 20 H.Swarm Barracudas against a single xenon K I would lose about half of them, if not all. Actually, that is a good idea for a test, and I do love Baracudas being blown up
, whats the load up, launchers only or 2 guns and 1 launcher? I plan to clip it and ship it.
GCU Grey Area wrote: ↑Tue, 26. Dec 23, 12:45
Least favourite carrier for me. My carriers rarely get close enough to enemy forces to use their turrets, so the direct firepower of the Raptor's turrets is essentially useless for me. Found it awkward to mod speed to match Rattlesnake & delayed deployment of fighters (due to lack of fast launch tubes) on occasion caused loss of expensively modded Rattlesnakes when their fighter support was late in joining the battle. For my second Split game pretty much ignored the Raptor for IS work & stole a couple of Colossuses from the Argons to use in my demolition fleets instead.
The split are the kings of fleet combat, because of the Raptor + Chimeras combo. But in a split only (ships/tech) playthrough, they will suffer teribly in station demolition, because of the abysmal range of the Rattles.
Issues I've encountered:
- the short range of Rattlesnakes mean that I must do the station defanging personally
- you need to have some forces to deal with incoming xenon capital ships. Well, usually that would be a job for my torpedo Chimera wing, but bombers need protection from enemy interceptors. Not a problem, if my trusty interceptor wing would not go chasing afterwards drones under the turrets of the station.
- again the Rattles, being the glass cannons that they are, with M ship level shielding, can't take much fire from the drones. So, I needed to send the interceptors...and that lead to the "chasing drones" episode. I know that I often show how destroyers can deploy LTs to defend agains drones, but with Rattles, you need to be quick about that, because once they start to take dmg, time is really short.
This was my attempt, it was awfull:
https://youtu.be/Tddm-TzKV_k
PS: no, I could not be bothered to mod my Rattles, in my book, if a destroyer is good, it should be good w/o any mod on them. My demolition Behemoths, for example they don't have a single mod on them, I just take them from the SCA and put plasma on the L turrets and flak on the M turrets, and they're ready to go, and sometimes, I even give them 3 star pilots.
GCU Grey Area wrote: ↑Tue, 26. Dec 23, 12:45
Yep, provides good, consistent results & enjoyable admiral level gameplay; plotting routes & assigning targets for each of my fleet's major assets.
Different playstyles, I want to reduce micro as much as posible, you want micro as much as posible. I find it most enjoyable when the AI does most of the work, you remove the AI from the decision making process as much as posible (not that I blame you, given the status that the destroyers AI is in atm). And while I do also asign targets, having to also plot the routes for individual ships....neah, that is basically admission that the AI is retar..I mean less than optimal.