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Fighters overpowered?
Peny
Trainee
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.
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
:shadow1:
Ah well.
Still scripts don't have anything to do with too tough, nearly invisible, ships.
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.
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 ;)