
February 22nd, 2003, 04:56 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
I don't like new fighter weapons, Armed Cockpit and Turret guns. I don't like them at all.
When fighter with 1 AC and 2 TG fires on stack of fighters it can kill 2-3 in one shot ! Even if targets have shield. I think it is overkill. It is just does not sound right. Also, it is often to have 1-2 spaces left on fighters, Why not to reinstall small armour for fighters ?
The idea of combat-only movement is a good one IMHO.
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Thanks for the endorsement of Tactical Combat movement. This is a good starting point
In regards to Armed Cockpit and Turret guns these are optional weapons of choice, and they make a good addition to Interceptors and Fighter-Bombers.
In regards to Air to Air fighter Combat if you have 4 carriers loaded per side ( a few escorts optional) with a good combination varieties.
Some examples:
20% small Interceptors: Cock Pit with Bow Cannon, 2 Turret guns, engines with after-burners and a combat sensor.
30% small Fighter-Bomber: Cock Pit with Bow Cannon, 1 turret gun, 1 multi purpose weapon beam and a combat sensor. No after-burners.
20% medium Fighter-Bomber: Same as above with no turret gun but add a shield and ECM.
20% medium Fighter-Bomber: Same as above loose shield and add rockets or (racial) Torpedoes. Note Anti-Mater Torpedoes are different from others. All torpedoes are primarily anti-ship weapons.
10% large Torpedo Bomber: Same as F-B but include a shield.
Please add the above combination and percentages to your Simulation test with 4 or more carriers full for each side or Carriers vs. Planet with about half as much of the other sides in intercepters Fighters. Should make for an enjoyable show.
Note: Cluster Bombers are for a bombing planets and the unarmed cockpit is so it will not to engage in Air to Air. Optional Cock pit choice for a Kamikaze fighter.
Yes, the Point defense is about half that of a ships level 3 Point-Defense; on the Fighters Bow Cannon and less then half for the Turret guns. These values used to be less but the general consensus was to better the attack on Satellites with a little more bloodier fighter duals.
The main purpose different values, is to scale down the effects of fighters versus ships , considering both offensive and defensive stacking. So if we lower beam weapons to benefit Ships now we need to deal with shooting down fighters and Satellites so that gave rise to the Bow and Turret guns which is just basically point-defense. The same applies to armor in regards to defensive stacking. But armor might be back in the next Version.
All these weapons values are changeable put the premise above is still some what true.
TACTICAL FIGHTER MOD is still in it infancy and will start to make more sense with play and some positive changes, so we can make this better for the next release.
[ February 22, 2003, 15:08: Message edited by: JLS ]
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