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Fighters overpowered?

Hello to everyone here in the forum, and big thanks for the ingame mod, it is terrific ^^

This is my first post here so I will try to add something sensible here. I have been "lurking" on these forums for quite a while since I'm a big bab5 fan, but havent had the need to comment yet.

In my opinion the fighter weapon ranges need to be nerfed to few kilometers or just fading in damage progressively over range like pbc in normal campaign, why? Well my reasoning to it is that with their superior range and damage to over 10k is very dangerous to capital ships, the small fighters easily dodge the incoming turret fire, unless the turret is a railgun or a laser.

For example, I decided to pick the Q'quan (my favorite ship) and fly a mission with it, it was the one where you need to hijack some ore for miners. When I arrived at the waypointed station I noticed a Maas freighter and a thunderbolt as a escort, I didnt hesitate to open fire on the freighter which was soon reduced to scrap, thinking that the turrets will take care of the thunderbolt, how wrong I was :rolleyes: The fighter had disabled my fighter bay in a matter of seconds since it was equipped with a weapon link, when it really started showering my ship with quad shots of the 40mm my hull integrity was deteriorating rapidly and my it dodged the turret fire easily, only after few minutes when my hull was nearing critical and most systems were disabled and my turrets still unable to hit it I desperately started accelerating towards it, luckily the gamble worked, the thunderbolt tried to make a strafing pass over my ship, coming as near as 2kilometers - The turret fire caught it and destroyed it.
The following 5 Minutes I was just sitting still while autorepair worked the systems online, hull was reduced to mere 40% integrity, luckily there was only 1 escort.

Now I know narn ships are supposed to excel badly in comparison to all other ships implemented in game but I'd think one heavy cruiser, regardless how crappy it is, would still match against more than 2 thunderbolts/starfurys.

Though I might have understood some canon facts, and maybe I am exaggerating it since the thunderbolt did have a weapon link, but I know it is very near impossible to hit a strafing fighter that is over 10k away, at least ingame.

Comments

  • I can tell you the Nial fighters are WAY too tough. Or are they supposed to laugh at an enraged whitestar less than a kilometer away shooting madly at them. Never getting below 98% hull integrity? I had this bit of fun in the mission at Hoffer's Gap where the bad guys try to blow up the reactor. I beat it by taking out the dreadnought before it launched. I defy anyone to do it another way. I'm done frothing at the mouth now.

    :shadow1:
  • Took me AGES to come across the same solution, and I tried every single ship type along the way. I didn't help that the first time I took out the dreadnaught the mission script refused to recognise that I'd save Hoffer's gap, and I assumed I had to wait until the Nial launched for it to work. Second time I was just P****d, and took it out on the dreadnaught - and THEN the script worked!

    Ah well.
  • Warlord IIWarlord II Earthforce Officer
    In my knowledge there isn't any additional scripts in InGame it just replaces all I-War ships etc. with our own. All script is the original campaign scripts. Though I don't currently have the time to play it so I can't be sure.

    Still scripts don't have anything to do with too tough, nearly invisible, ships.
  • Oh yes I recall the nials, but I had thought they would have nerfed them to the ingame mod, it probably will be fixed when we get the working skirmish generator, otherwise capital ships have no chances of survival against a single nial, even if they manage to hit them somehow, though I think the range is at least a little justified since minbaris have the range, and its hard to hit on small targets with beams. The minbari pilots must be elite of the elite in the beginning to so effectively strip Earth fleets from fighters so fast, or they have a computer guidance to assist with aiming more likely. Toobad that sort of thing is way hard to add into Iwar2, otherwise we would have probably gotten a shadow battlecrab allready ;)
  • Warlord IIWarlord II Earthforce Officer
    Warlord goes to his Battlecrab and slices some soldiers of light...

    In I-War 2 you can't have computer assisted player beams. So with Minbari Nial and Flyer it's pretty impossible to hit fighters. Same with Battlecrab and all ships that have only beam weapons.

    I tried playing with Nial against 2 Hyperions and 5 Starfurys. They killed me but maybe I moved too slowly. Too much scripting and too little combat training I guess. Though it would have been impossible to kill those Starfurys anyways.
  • Yeah its a pity, it would be fun to fly around in a battlecrab and slice stuff in bits.

    Just a thought - isnt there a flag to nonplayer weapons so they only fire at a highlighted targets? I'm not sure but I think turret fighters only fire at chosen target when you give the weapons free command. Imo firing your weapons in iwd2 isnt as important as concentrating on manouverability, if it could be twiddled with so it wouldnt fire constantly like nonplayer beam weapons do, at least when they get a lock on, then maybe.. *shrug*


    P.S. I realize this should have been put into the ingame thread but didnt want to interrupt the ongoing discussion about download issues ;)
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