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  #1  
Old January 26th, 2001, 10:56 PM

Firemane Firemane is offline
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Default Re: On Fighters

Isn't all this posting about "super-anti fighter weapons" and "how much do we despise fighters" sort of a show of envy?

IMHO, fighters are quite well portrayed in SE IV. They are fast and hit hard. No, I don't think that thet should have a "one hit capital ship obliterating" weapon, but neither should capital ships have a "one shot fighter group obliterating" weapon. I see it as kinda shooting at fighters with a thousand pound shell.

On the side of balance, a capital ship with 4 main guns and 4 PD's can take "technically" 8 fighters per turn. It would also force _us_, the mighty space admirals, to broaden our horizons instead of solving the thing with the conventional "mega-weapon" approach... satisfying as it might be.

Force concentration, and dedicating platforms for anti-missile, anti-fighter defense strikes me as a reasonable solution that would take care of the one-shot-one-kill, or any other fighter related business.

For those of you who still live in the 'battleship' age, remember WWII on the pacific.

As far as my experiments went, I have the Cue Kappa on the run with my new 2-shield heavy fighters, my Rommel class light carriers, and my PD Escorts.
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Old January 26th, 2001, 11:16 PM
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Default Re: On Fighters

quote:
Originally posted by Firemane:
IMHO, fighters are quite well portrayed in SE IV. They are fast and hit hard. No, I don't think that thet should have a "one hit capital ship obliterating" weapon, but neither should capital ships have a "one shot fighter group obliterating" weapon



I agree with Firemane entirely. Late game, I usually load dreads with 6PD, BCs with 4PD, and have at least two deadicated PD cruisers in each fleet. fighters and missiles dont touch me, even from the mighty EA. of course, I give up alot of weapon space that way. want to balance fighters? design better capital ships.
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Old January 26th, 2001, 11:26 PM

Nitram Draw Nitram Draw is offline
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Default Re: On Fighters

Do repulser beams work against fighters? I'd love to see a group of fighters pushed to the opposite end of the battle map
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Old January 26th, 2001, 11:56 PM
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Default Re: On Fighters

I believe that fighters and ships are well balanced.
Hey, I heard that Wild Weasel comment. Don't get me started about napalm and bombs and stuff.
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Old January 27th, 2001, 01:42 AM
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Default Re: On Fighters

I think that fighters are a balanced asset to a good game of SE IV. I only wish that I could get the AI players to use them more effectively.

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Old January 27th, 2001, 03:07 AM
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Default Re: On Fighters

quote:
Originally posted by Instar:
I believe that fighters and ships are well balanced.
Hey, I heard that Wild Weasel comment. Don't get me started about napalm and bombs and stuff.



now THATS what fighters need. heck with the rocket pods, how about some one-shot planetary napalm?

and as for your Wild-Weasels, how about a weapon that targets weapon-plats only? they have the SP and SY seeking torps, how about one that seeks WPs? I will have to see if that can be modded in. that way it would hit the defense bases but not the population.

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Old January 27th, 2001, 03:22 AM

SirDarwin SirDarwin is offline
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Default Re: On Fighters

Personally I use fighters for my warp defense, as the limit of units in space doesn't work...I forgot to change it to 2000, so it defaults to 100? (200?) and yet I have approx 1600 units in space, with close to another 1000 in storage.

I use small fighers, with 2 lv2 uranium cannons on them...these Last for a majority of the game, doesn't matter if the AI has PD or not when he comes through a warp point, because it usually doesn't Last longer then a turn, and my fighers don't move
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