Onslaught (XIV)

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Up to date for latest version, 0.97a.

Built to the specifications of the 14th Domain Battlegroup which founded the Hegemony, this vessel is a prime example of the Domain Navy's 'decisive battle' doctrine, particularly exhibited by a series of radical structural modifications performed using pre-Collapse industrial technology.

A venerable design, the Onslaught-class battleships were first created to serve the Domain Armada long ago, before the development of advanced strike weapons, modern energy weapons, and shield systems.

When first launched from orbital dock, their firepower and burst-speed surely intimidated entire systems. Some even say that they were built to combat non-humans in a long forgotten war. Much later, Orion Shipyards engineers made modifications to the blueprints to include a shield system, upgraded the hyperdrive, and reduced the required crew complement through automation and iterative engineering. Even though more advanced blueprints are available, the Onslaught remains the easiest to manufacture due to the brutal simplicity of its systems.

A ship designed without shields in mind, built to be able to withstand a heavy barrage of enemy fire and strike back while protecting its crew is much loved by its officers and crew. And strike back it can; the Onslaught's unmatched ballistic potential can devastate entire fleets in minutes, its only drawback a logistical dependency on ammunition.

Onslaught crews are proud to serve in the class which forms the backbone of the Hegemony Navy.

–In-Game Description


OnslaughtOnslaught (XIV)

Overview

Acquisition

XIV Onslaught can be occasionally found in Hegemony patrols and occasionally purchased in Hegemony military markets.

Task Force Safeguard contains a unique XIV Battlegroup Onslaught, operated by an AI Core, that can be recovered after defeating the force. This Onslaught doesn't count towards the automated ship limit, but has several D mods that cannot be removed via restoration.

Strategy and tips

This section of the article is transcluded from Onslaught#Strategy and tips.


Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

Generic (but effective) Loadout

Functions against Capital or Destroyer (with high armor)

  1. Kinetic weapon are to be set autofire to steadily dispose of enemy shield
  2. Annihilator rockets are essential in quickly disposing other capital. Activate this once the enemy's flux are halfway full and this will screw your opponents ability to keep their shield up and quickly destroy them
  3. TPC may be used as a complement to finish the job even quicker, but should not activated when you are fighting multiple enemy because it will likely burn your flux
  4. Turn off the kinetic weapon's autofire should your flux get up too high and let flux fall down a bit for venting

Function against anything smaller than a destroyer

  1. Leave the Kinetic weapons on autofire (this will pretty much kill any enemy approaching while conserving your flux)
  2. Devastator cannon will quickly dispatch enemy fighter and can even destroy frigates close enough to you

General Loadout

Onslaught loadout1.png

This loadout can deal both High Explosive and Kinetic damage at reasonable range.

4 Annihilator Rocket Pods, when set on autofire will keep pressure on target and will force it to keep its shield up, allowing you to fire TPCs (Thermal Pulse Cannons) and your other weapons at enemy without fear of retaliation.

Integrated Targeting Unit is here to increase range of your guns, giving you large advantage over cruisers and smaller ships, while keeping range similar to other capital ships. If you don't have Integrated Targeting Unit, consider using Dedicated Targeting Core, which is available from start and provides smaller range bonus. Resistant Flux Conduits cause you to vent faster when you'll use active venting ("V" in default settings) and provides 50% EMP damage resistance, which means you can drop shield and use armour to tank some damage, even if enemy has EMP weapons (Ion Cannons, Ion Beam)

Insulated Engine Assembly is here to give more health to vulnerable engines. They are exposed and this weakness can be exploited easily.

Armored Weapon Mounts make your weapons harder to disable, which combined with 50% EMP damage resistance mentioned earlier, makes for dangerous combination. Trade-off is that your turreted weapons move 25% slower.

High amount of capacitors and vents allows you to stay in combat longer without many problems.

Point Defense weaponry should take care of enemy missiles, torpedoes and unshielded fighters.

If you don't have Heavy Maulers, consider putting Heavy Autocannons for more kinetic damage or Flak Cannons / Dual Flak Cannons if you expect large missile barrages or strong fighter force.

Annihilators are best used against cruisers and other capital ships. You may want to disable the autofire on annihilators (CTRL + 2 in this case) when fighting frigates and destroyers.

Weapon groups that I recommend to use:

  1. TPCs in first weapon group, linked, autofire disabled
  2. Annihilator Missile Pods in second group, alternating, autofire enabled
  3. Both Mark IX Autocannons and Hellbore Cannon, linked, autofire disabled
  4. Heavy Mortars, Heavy Autocannon and Maulers, linked, autofire enabled
  5. All Point Defense weapons, linked, autofire enabled

This weapon group setting allows you, the player to pilot it rather efficiently. You only have to use the TPCs and Large weapons. AI will control the rest of your weaponry.


Changelog

This section of the article is transcluded from Onslaught#Changelog.


  • Patch 0.96a - 0.97a-RC11: Description was changed to remove reference to being the largest ship when first produced, among other minor wording changes.
  • Patch 0.95a: 
    • Reduced arc of side-facing large turrets
    • Added built-in Heavy Ballistics Integration
  • Patch 0.9a: 
    • Increased crew required to 750 (was: 500)
    • Increased maximum crew to 1500 (was 1250)