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Mods / Re: [0.6.1a] The Nomads (v0.9.9)
« on: October 21, 2013, 03:20:04 PM »
Okay so after about four hours of testing these things against pretty much everything out there I've come to a few conclusions about the Fangs
1. The CR cost per fighter is totally out of whack, due to the way the deployment costs are applied even if NONE of them die they're still out of action for days. I'd say if you gave them roughly the cost of a Dagger they'd be closer to the mark but it's hard to say. The downtime is definitely a killer though.
2. This ties into the CR cost - The total combat effect of a wing of Fangs is... really low, at best you're going to get 5 total missiles which may or may not do damage. The missiles themselves seem quite violent -Out of curiosity what IS the listed damage?- but not so violent as to justify how few are fired.
3. The Bomber AI doesn't actually suit the Fang, the formation based bombing run is totally meaningless and actually has the unfortunate side-effect of sometimes leaving the carcass of the ship ontop of the intended target which means it often dies before the missile is fired due to collision damage.
4. Hilariously they can't perform their intended roll in a 1-sided fight, I'm not sure it's a problem per say but it's not uncommon for them to fly about ships un-targeted and doing very little if any damage.
It's a huge shift from a standard bomber which ideally exploits an overload or high flux caused by supporting ships to do its damage which isn't necessarily a bad thing but it definitely lowers their overall value.
Other things unrelated to the Fang -
The Flycatcher's primary competition for Destroyer carriers is the Gemini... I'll be the first person to point out that the Gemini is probably overpowered for its cost of 2 supplies/day but I just can NOT justify ever deploying a Flycatcher.
It's lacking in firepower, flight decks per logistics, and durability. It makes up for it somewhat in speed but I remain unconvinced that speed is required for a carrier
1. The CR cost per fighter is totally out of whack, due to the way the deployment costs are applied even if NONE of them die they're still out of action for days. I'd say if you gave them roughly the cost of a Dagger they'd be closer to the mark but it's hard to say. The downtime is definitely a killer though.
2. This ties into the CR cost - The total combat effect of a wing of Fangs is... really low, at best you're going to get 5 total missiles which may or may not do damage. The missiles themselves seem quite violent -Out of curiosity what IS the listed damage?- but not so violent as to justify how few are fired.
3. The Bomber AI doesn't actually suit the Fang, the formation based bombing run is totally meaningless and actually has the unfortunate side-effect of sometimes leaving the carcass of the ship ontop of the intended target which means it often dies before the missile is fired due to collision damage.
4. Hilariously they can't perform their intended roll in a 1-sided fight, I'm not sure it's a problem per say but it's not uncommon for them to fly about ships un-targeted and doing very little if any damage.
It's a huge shift from a standard bomber which ideally exploits an overload or high flux caused by supporting ships to do its damage which isn't necessarily a bad thing but it definitely lowers their overall value.
Other things unrelated to the Fang -
The Flycatcher's primary competition for Destroyer carriers is the Gemini... I'll be the first person to point out that the Gemini is probably overpowered for its cost of 2 supplies/day but I just can NOT justify ever deploying a Flycatcher.
It's lacking in firepower, flight decks per logistics, and durability. It makes up for it somewhat in speed but I remain unconvinced that speed is required for a carrier