Using Capital Ship's gun placements

And Kol's insidious near 12.5 dps guns

I just thought I had to post this to get any corrections necessary. Is Sins an RTS or is it a war game simulation, or both??

The Kol has strong left and back autocannons, doing some 11 dps each. Right side holds hangar and 7 dps autocannon.

First, I managed to place the Kol such that its front, left and back guns are all firing. Tried the same neutral world militia a few times, and the outcomes are drastically different. Using the front, left and back guns all at once let me cut down the militia in much less time (maybe less than 50% of "front guns only" time).

Second, the left and back autocannons do 11 dps, very close to the 12.5 dps (or less) required to keep enemy shield mitigation steady. (That is, doing 12.5 dps will never raise shield mitigation at all). The left autocannon (11 dps) took out a LRM in about the same time the front guns (6 + 8.25 + 9 = 23.25 dps) did!

Yes, it takes a lot of micro of the cap ship's positioning. But the results were nothing short of spectacular.

4,470 views 7 replies
Reply #1 Top

Also confirmed in the Illum vs. Assailant thread, it seems the "steps" of the mitigation formula can make weaker weapons actually stronger. Something for IC to look at, I think.

In a future patch, I would also like some kind of a visual display / chart showing the firing arcs and DPS distribution of ships. Not that big a deal but would help, as your example points out.

Reply #2 Top

Positioning your ships to maximize their firepower is definitely a very good strategy.  Knowing where the weapon ports on your capital ships are is good knowledge to have.  The important ones (for TEC) are Akkan, Marza, and Kol.  You seem to know Kol well enough.  Marza has the advantage of being entirely forward facing, so all its weapons can batter the same target at once.  The Akkan has some on its port and some starboard, so trying to get it between enemies is a good maneuver.  For other factions, capital ship weapons aren't nearly as important.  Part of the issue is that the evacuator and progenitor are so good that they're almost by default the first choice for their respective factions, and they deal so little damage it's not worth your time to fiddle with them.  By the time heavy hitters come out, it's usually more important to position them for defense rather than offense.

Reply #3 Top

Agreed - in 1.05 when I played TEC I almost always went Kol first, and often targetted it manually to maximise damage when first expanding. Once there is a fleet is support I didn't bother so much...

Haven't done it since then as I now play Vassari a lot more and if I do go TEC I get the Marza first anyway...

Reply #4 Top

The Progenitor has high DPS, only second to the Radiance.

Reply #5 Top

the Evacuator is weak???

oh abilities arent counted NM

Reply #6 Top

oops my first double post

Reply #7 Top

This is a good strategy and as was addressed in my thread, microing your placements can make a huge difference.  I have had one three illuminators clear a desert planet (the one without kodiaks of course).  One illuminator can easily defeat three LRM's if maneuvered properly.  The primary reason for this is the side cannons and the damage distribution that effects mitigation less.

As far as the Kol goes, yes it is awesome.  You can just throw it into the middle of the first few worlds you find and win without any trouble.

 

(Oh and for the record, Marzas are best once you have to actually go to war.  That is once you hit a contested world and actually start fighting an opponent rather than just militia.  Kols are the best to begin with while Marzas are the best second one with Dunovs after that.)