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Author Topic: Ammo for Fighters  (Read 2581 times)

Regoso

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Ammo for Fighters
« on: November 26, 2017, 05:38:40 PM »

Just a small suggestion, Ammo for fighters.  Once they run out of ammo they go back to the carrier same as bombers. Yes i know this well probably require custom guns for fighters but that shouldn't be a huge deal breaker tbh. It would have the added benefit of being able to balance Fighters a little easier in the future.
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Igncom1

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Re: Ammo for Fighters
« Reply #1 on: November 26, 2017, 09:03:25 PM »

I suppose that would make more sense.

At the very least most of our ships can be abstracted as having some kind of large magazine where all our bullets get stored but a fighter would be working with very limited space for such a thing.

It would also make energy weapon fighters more valuable as they would only be using their on-board flux reactors for their weapons.
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Sunders are the best ship in the game.

Megas

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Re: Ammo for Fighters
« Reply #2 on: November 27, 2017, 06:15:55 AM »

Just a small suggestion, Ammo for fighters.  Once they run out of ammo they go back to the carrier same as bombers. Yes i know this well probably require custom guns for fighters but that shouldn't be a huge deal breaker tbh. It would have the added benefit of being able to balance Fighters a little easier in the future.
Useless for interceptors like Talons.  The optimal way to use Talons is for them to die quickly after they launch their dual Swarmers, but replacement was min-maxed so much that Talons stream out non-stop faster than ammo can recharge.  I want Talons (and sometimes Thunders) to die after they launch their two-shot Swarmers so I can get another two-shot of Swarmers quickly.

Broadswords only advantage over Longbows is unlimited ammo.  I guess flares are okay if combined with bombers...

Warthogs are probably the only fighter affected by this suggestion.

I am not fond of the idea.  I am not fond of fighters getting unlimited Swarmers while playerships do not.
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DatonKallandor

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Re: Ammo for Fighters
« Reply #3 on: November 27, 2017, 02:21:39 PM »

I'm running a mod with clip based ballistics, which also affects fighters quite naturally and it works out well. Especially the types of fighters that aren't supposed to be big-ship killers are impacted the most when fighting them, while staying quite useful in an escort role and against frigates. Turns out it's also a big nerf to talons, but that's perfectly alright - they get to keep their insane burst but aren't endless swarms of death.
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Regoso

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Re: Ammo for Fighters
« Reply #4 on: November 28, 2017, 07:34:20 PM »

Useless for interceptors like Talons.  The optimal way to use Talons is for them to die quickly after they launch their dual Swarmers, but replacement was min-maxed so much that Talons stream out non-stop faster than ammo can recharge.  I want Talons (and sometimes Thunders) to die after they launch their two-shot Swarmers so I can get another two-shot of Swarmers quickly.

Broadswords only advantage over Longbows is unlimited ammo.  I guess flares are okay if combined with bombers...

Warthogs are probably the only fighter affected by this suggestion.

I am not fond of the idea.  I am not fond of fighters getting unlimited Swarmers while playerships do not.
This would indeed change the optimal way of using alot of the fighters but on the same hand is that a bad thing. Should your talon pilots want to insta die after firing there missles just because its the optimal way of using there life.  As for the broadsword comment this change would include custom fighter weapons so things would very much be rebalanced (aka why does a longbow have a normal version of the sabot(which is super strong). O and fighters already get unlimited ammo as you your self pointed out "The optimal way to use Talons is for them to die quickly after they launch their dual Swarmers" this change would require them to atleast go back to the ship once there missles and ammo is dry.  This would also make it look like there are real ppl in thos fighters instead of fighting to the death like they do now maybe once they hit like 40-45%HP they return to the carrier as well.  This would give you a nice aesthetic of ships coming and going form your carrier. heck if you wanted to you could have it were fighters that return get "repaired and rearmed" faster as incentive for carrier players to "play" the game.

Example: lets say the talon only has 5-10 secs of ammo on its pew pew gun and 4 anti-air rockets(maybe lesser version of swarmers).  It gets in range with its AA rockets it fires them. Flak is going off all around it.  But the other talons seem to be taking the brunt of the dmg its almost out of ammo on its gun and it take a glacing hit from a duel flak its hurting now the pilot realizes hes about to die so he books it back to the carrier.

This would create a living battle field for fighters with kind of little small moments of life for them.  You could see a fighter limping back to the carrier and think damn little buddy you must have been threw hell and back.
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Megas

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Re: Ammo for Fighters
« Reply #5 on: November 28, 2017, 08:07:47 PM »

Quote
This would indeed change the optimal way of using alot of the fighters but on the same hand is that a bad thing
Maybe.  It would bring more inconsistency why the same weapon on fighters is not the same as on bigger ships.  I do not agree with the limited ammo (for weapons that normally have unlimited ammo) suggestion at all.

Longbow on the bomber is one shot.  That shot had better be strong to be worth it for the bomber to drain replacement rate on its way back.

Thunders used to have Harpoons, and there were AI problems with them in earlier versions.  That was solved by replacing the Harpoon with unlimited LMG and repurposing them into super-fast interceptor instead of multirole fighter.
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zaimoni

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Re: Ammo for Fighters
« Reply #6 on: November 29, 2017, 10:17:44 AM »

Thunders used to have Harpoons, and there were AI problems with them in earlier versions.  That was solved by replacing the Harpoon with unlimited LMG and repurposing them into super-fast interceptor instead of multirole fighter.
Potentially early-game easy mode.  A Heron stacked with three Thunders can solo-snuff 3-4 "trash" pirate leftovers in Nexerilin (fighter strike orders, appropriately skilled officer).

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