Honestly, I have very little difficulty with Lashers, mostly because I when I'm dealing with multiple targets/large groups of missile platforms, I put my primary offense on autofire, switch control over to a missile or fixed-mount control group, and just concentrate on steering and hotswitching my shield position to catch missiles.
I agree that the Hounds can be a bit annoying - their behavior is more suited to when they're not the only opponent left. Still, Salamanders (or just a few fighter wings) eliminate them as a problem. Having played from the start quite a few times recently (playtesting for the recent releases), it's really not *that* bad once you get the hang of it.
But therein lies another issue I have: it is far easier to get through the early-mid game by just mounting a high DPS weapon or two and ramming every enemy that isn't several classes larger than you while holding down M1, both because the AI apparently doesn't know how to handle it and because it finishes fights much faster and more safely than autoresolve.
I have to ask - are you playing on half or full damage? On full, I can perhaps see this working in a 1-1, but it's definitely not optimal. You'll take lots of damage in the process, and may well get killed by a desperation missile salvo.
On the first, yeah, it's probably my fault in that I tend to go solo until I'm at least in a cruiser, because before that point keeping other ships around is essentially just throwing money down the drain, as they seem to be prone to getting themselves killed whenever you don't have overwhelming firepower, to the point where even if I have the crew to man other ships that are with me, I normally order them to retreat right when the battle starts, unless I'm facing absolutely terrible odds and need something to pull attention.
Regarding the second, I do tend to take damage if I screw up even a little bit, but as long as the fight isn't completely imbalanced (say, my frigate versus 2 frigates and a wing of fighters, or my destroyer versus 2 frigates, a carrier, and two wings of fighters), doing a bum-rush on one of the frigates for a quick kill is usually worth the damage I take, because it becomes much easier to kite the remaining enemies when I don't have to be worried about being flanked by something that could do a lot of damage quickly.
Also note that a lot of my builds are expressly designed for this; my typical midgame is a Medusa with a pair of pulse lasers, PD lasers (possibly LR), the percentage-by-size-class range buff (I can't recall the name), nothing in the universals (now replaced with 1 ion cannon, since I figured that a bit more aiming was worth the extra points), and possibly one of the shield stability buffs, with every spare point going into flux dissipation. That will typically let me charge in with shields up, spamming pulse lasers from the moment I get in range, and let the enemy overload their own flux with weapon fire, at which point I drop shields and get in as much damage as possible, raise shields, rinse and repeat until they die. For smaller enemies, this works fairly well, but for obvious reasons it stops being practical for the high-end destroyers and all the cruisers (except mainly Falcons with small escort groups), and against very large fleets (which I don't normally fight anyways at this stage).
So in short, it is a fairly specialized tactic for solo pilots who need to even the odds in battles with small groups of enemies. It lets me get away with fringe-range kiting against whatever is left, or alternately running far away if there are fighters, to let me pick them off first. Good enough to build up a fairly large pile of credits and the occasional prize ship (now, I mothball the good ones instead of selling them off, which I really must thank you for adding in so soon), but rather poor against anything except even odds or groups of weaker enemies. Against the former, I'll often just settle for kiting, but against the latter, it is practically required if you don't want to get picked to pieces (if you're intentionally handicapping yourself by flying solo, that is
)
Might put up a LQ video to show how I use it (and probably how I screw up with it) with a few sim battles.
On a completely unrelated note, Hounds become much less annoying once you're in an Apogee and can just put your shields up and ignore them.
Sorry about the WoT. :|
ed: Well, fuck. Video ended up recording a vertical band about an inch wide somehow. In any case, it was essentially what I was saying above; on full damage the whole time, these were the results using the 'charge in to get early kills' tactic:
-1x Medusa v. 2x Lasher + 1x Vigilance; result: Medusa wins, >95% hull remaining.
-1x Medusa v. 1x Enforcer, 1x Hammerhead, 1x Lasher; result: Medusa wins, >75% hull remaining.
-1x Medusa v. 1x Eagle, 1x Lasher, 1 Talon wing; result: Opfor wins, only Eagle survives. This is the first failure case I talked about, where the enemy just has too steep an advantage to beat in any solo battle, even the other ships are destroyed, because it has a range, flux, and damage advantage.
-1x Medusa v. 1x Condor, 2x Lasher, 1x Talon wing, 1x Gladius wing, 1x Piranhna wing; result: Opfor wings, Condor, 1x Lasher, 1x Talon wing survive. This is the second failure case, where there are too many enemies for the early elimination of one or two to make a serious difference.
All tests were run with the default setups for the Opfor ships, and with:
1x Ion Cannon, 2x Pulse Laser, 5x LR PD Laser, Turret Gyros, range enhancement for the Medusa, with all extra points into flux dissipation.
All tests were done with full damage on.
So essentially that displays what I'm saying: The setup doesn't work if you aren't careful to choose your battles, but if you do, you can get through most of the midgame with it, eventually upgrading to a cruiser, possibly with a few durable escorts. I typically will end up with the Medusa, a Xyphos wing, a drone wing, a carrier, and a few disposable low-tech
meatshields ships for escorts.