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Different Fighters |
Kakashi Hatake Chief Marshal
Joined: October 18, 2009 Posts: 3
| Posted: 2011-09-24 23:43  
what about the idea to add some new fighter layout
like Heavy fighters slower speed but 2 torps as anti dread/station fighter
or mine laying fighters that could mine gates from distance or make a mine field around friendly ships.
and faction gun fighters with faction gun weapon on it like ugto emp
icc railgun kluth plasma gun.
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Blackjack [DBL] Grand Admiral Faster than Light
Joined: February 25, 2011 Posts: 344 From: The land of venomous reptiles.
| Posted: 2011-09-24 23:50  
Kakashi, the fighter already have the faction gun, the normal one not the special purpose ones though.
Fighters used to launch torpedos and missiles too, but this was discontinued due to horrific lag and exploitation of this lag.
You could launch a horde of fighters and missiles at a ship and lag it to uselessness. Not completely disagreeing with it, the torpedo bomber as an anti-heavy is still an intresting idea.
edit; fixed spelling
[ This Message was edited by: Perseverance *FCA* on 2011-09-24 23:51 ]
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Kaepora Fleet Admiral
Joined: February 08, 2011 Posts: 77
| Posted: 2011-09-26 01:30  
Torpedo fighter is a great idea.
Beam fighters for small ships, Projectile fighters for all around usefulness, and Torpedo fighters for hardened targets.
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Flux Capacitor Marshal
Joined: July 30, 2010 Posts: 305 From: the place
| Posted: 2011-09-26 04:29  
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-09-26 04:30  
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On 2011-09-26 04:29, The Flying Dutchman wrote:
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...
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Actually it could work.
Those fighters would then be firing torps from near max range. So you should be able to avoid those torps, unless you were sleeping or caught with your pants down.
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Flux Capacitor Marshal
Joined: July 30, 2010 Posts: 305 From: the place
| Posted: 2011-09-26 06:09  
i predict fighters not firing cause of small desynch
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Blackjack [DBL] Grand Admiral Faster than Light
Joined: February 25, 2011 Posts: 344 From: The land of venomous reptiles.
| Posted: 2011-09-26 21:53  
Quote:
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On 2011-09-26 04:30, Kenny_Naboo[+R] wrote:
Quote:
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On 2011-09-26 04:29, The Flying Dutchman wrote:
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...
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Actually it could work.
Those fighters would then be firing torps from near max range. So you should be able to avoid those torps, unless you were sleeping or caught with your pants down.
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Or if your ship is too slow to dodge torps. Excellent station hunter and the escort ships will be used more.
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2011-09-27 05:51  
great idea. grabbing a station would have to be in a support role, as torpedo fighters would take the pee on a station thats solo.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2011-09-27 06:32  
Fighters are one of the worst causes of CPU usage we have, so not exactly liking the idea of giving them slow moving torps... Plus I have to realisticly ask myself, what do they offer over normal fighters?
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2011-09-27 06:36  
for torpedo fighters to hit anything under station more than 10% of the time torps would need to have some sort of homing ability. And that is not coming anytime soon.
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