in this thread i will give what i hope is a well-reasoned brief on the state of fighters in the new patch, what works and what doesn't, etc.
fighter roles:
what should a fighter be able to do? it's a wide question but at least for me, fighters generally fill three roles:
-fighters are a fast pursuit role. in numbers, they should be able to gang-up and swarm on fast frigates that play the edges of the battle.
-interceptors: fighters need the staying power, speed and sensors to break up enemy fighter and bomber groups to protect larger ships from the effect of these craft
-close escort: fighters can run a close escort of friendly ships and act as extra damage or lend their PD against missile threats.
all three of these appear in the game of course, however they are only marginally effective in 2 of the three (pursuit, escort) at the moment due to recent changes.
to achieve this, fighters require three things:
tactical speed. remember that you are limiting your fleet's burn quite a bit just by using them at all, considering you need a burn 9 carrier (or well, several) to deploy them. tactically, most of them should be faster than anything else. fluffwise, they have no FTL engine, so ton-for-ton they should have the largest percentage of weight dedicated to raw engine output.
survivability: they need to have a chance of closing to close range to use their weapons, either by raw armor or by evasion.
weapons: once they get there, they need to be able to destroy or otherwise incapacitate a frigate or destroyer. strike bombers of course can destroy larger craft.
a note on standoff:
currently there are no fighters built for standoff; all of them (including the strike bombers, even) are built for what is essentially an assault role. they close, they shoot, they get damaged, they rearm, repeat. i would like to see some fighters built that are built around spinal guns and are long-range harassment, which at least would resolve the problem of them getting slaughtered by anything with a few vulcan cannons to knock together. obviously, these would be vulnerable to interception, relatively slow, etc.
IMO, fighters should fit into 3 categories
fighters: fast, agile space superiority fighters that can quickly intercept and chew up harassers, bombers, and other fighters. almost all current vanilla wings fit this category.
harassment: built around spinal guns, hover at long range and provide difficult-to-hit supporting fire. vulnerable to long range return fire and interceptors. no examples ingame.
strike bombers: built for runs on slow, nigh-immobile targets like dominator/onslaught. piranhas and daggers are the only ones currently in the game.
first, i will go over the positives:
-fighters are 'immortal' though you do lose crew this is usually inconsequential. the fact that even after a battle with 'heavy casualties' you lose almost nothing as long as you don't lose all of your carriers is a large advantage.
-IMO, they look very cool. massed dagger runs and the mingling of lines at the front of the combat look really neat.
now, the pitfalls
-fighters often spend 70% of their time travelling from the carrier (where they were respawning) to the combat and then immediately dying again once they get there, making their presence in combat very tenuous.
-fighters have exclusively short range weapons (the longest, i believe being the xyphos pulse laser, which has 600 range)
-fighters are rather flimsy, with few exceptions
-fighter damage is relatively low, for a number of reasons, excluding daggers of course
now, all of this was true in .65 as well, however the new patch has added a new brand of gruesome attrition to fighters in particular, and this can be narrowed down really to the addition of officers, whose stat buffs even when at a sub-20 level is incredibly powerful. I'll go over that here.
officer stat buffs, or how nearly every ship in the game got enormously more powerful, except fighters, many times in ways that directly counter fighters:
weapon preprioception: or how weapon ranges got much higher, and weapons got much more accurate:
this one is probably the one that had the most impact. officers with gunnery implants are not uncommon, and gunnery implants drastically increases range and accuracy of even long range, relatively inaccurate guns. fighters commonly die to heavy maulers, the space equivalent of a 16-inch gun. the hail of (relatively accurate) long-range fire that comes out of a single line destroyer/cruiser is a problem, let alone a line of them. to have ANY effect on your average line battle you must really swarm, and the attrition rates are usually truly horrific.
helmsmanship: or how things fighters could barely catch in the first place are now far, far faster:
another issue. as i pointed out above, fighters are bound to pursue because of their short range weapons, unfortunately this is no longer possible against most frigates with helmsmanship. fighters fill a natural role of fast pursuit, especially necessary against graviton/tactical laser kite frigates. unfortunately, they are incredibly vulnerable to the lasers of the things they are supposed to be able to catch, and also cannot really catch them either. this leaves beam-kite frigates (and even some destroyers) almost uncounterable; if you cannot catch them with anything you have, your fighters will not be of any help.
ordinance expertise: or how everything got far more lethal, except fighters
not much to say here, even xyphos get slaughtered by nonspecialized damage now. raw damage output on a large number of enemy ships is far, far higher.
besides officers, there are a few other problems:
flight decks or: this really wasn't a problem, but now it is
the number of flight decks on your average carrier was not really a problem in .65x because fighters were far more effective, however the new patch brings a new battlefield, brimming with large numbers of ships with large stat bonuses. in order for fighters to work in this new battlespace, incredible numbers of fighters are needed; where before i needed maybe 1 deck for every three wings, casualties are much higher and come much faster now. getting 1 deck/1 wing is the ideal, however 1 deck is the norm for destroyer, and 2 for cruiser. in order to actually kill a destroyer, i'd need far more than 1 wing, and for a cruiser, especially a line cruiser, 4-8. it's obvious then that trying even to reach 1deck/2wings is probably a losing battle, considering each time you face another destroyer or cruiser you will need more ships than the enemy will to field enough decks to reliably engage them. you can of course choose to deploy a lower number of decks, however that means that probably within 30 seconds of the combat really beginning you will have lost as many fighter wings as you don't have flight decks for, meaning you're probably just wasting CR and fleetspace fielding them.
fighters do not dodge enough: they make some small lateral movements, but nothing like what they need to evade the long-range fire currently on the field. they need to dodge more, or have a dodge% chance added. even high-tech fighters are no longer survivable, even past their own guns range. fighters who are not even engaged with the enemy frequently die to random artillery fire from passing ships.
fighters miss too much: even at relatively close range they do not adjust for their momentum correctly. in older versions, this was not a problem as they had some hope of surviving when in the proximity of enemy ships, and you could count on a swarm of them to kill things. since that is no longer a thing, they really need a buff to their aiming (note: this is when they have an elite crew)
specific fighters, specific problems:
thunders: release harpoons into shields pointlessly. as far as i remember, this is a new behavior: one of the reasons they were so dangerous in .65x was that they would hold their harpoons until they were on the unshielded flank or the enemy was overloaded, then fire them all as a group, usually achieving a kill. now they fire harmlessly into shields at max range, significantly reducing their effectiveness.
piranhas: these might have once been effective in like .5x or something: these things have gotten worse and worse, and are now almost unusable. the combination of slow advance in straight line, relatively low yield bombs, the fact that it can't hit anything it's supposed to (even dominators just burn drive out of the way!) incredibly weak to being shot, general slowness, etc make them UNUSABLE. please make these things "launch and leave" or up their speed, or the bomb yield, or SOMETHING!
daggers: still the best strike bomber, not that there's any competition. they seem reticent sometimes to fire their reapers, even when they have a good shot. i think you should up the range they fire at on average, as they for some reason will fly directly into the target and get wasted when they don't have to.
alright, now that the list of complaints is over (finally) i can move onto the solutions. solutions you say? sure.
officer problems: someone suggested this in my other thread, add a new officer type, the CAG, who can attach to fighters and adds a strong, but singular and unique bonus.
some of the ones i can think of
-dodge: adds a dodge chance
-sharpshooter: adds a large range bonus
-turnaround: adds a huge bonus to refit time
-hot dog: speed bonus
these are just examples really, but it makes sense that fighters would have officers too, and that they should be relatively unique (as just applying the regular officer bonuses doesn't really make sense and wouldn't help them that much anyway due to percentages working like they do)
flight decks: CAGs may in part resolve this, however i think the solution to this problem is just to buff flight deck numbers across the board. destroyer should be 2, heron should be 3 or 4, astral (which is supposed to be a supercarrier, but only has 6 decks, that is not nearly enough to justify the cost in supplies, lowering your burn, etc.) should probably have 10. maybe more.
speed and survivability: speed really is life for fighters, so a across-the-board speed buff isn't out of the question, besides that though, they need to weave and evade more. getting hit by long-range artillery guns like heavy maulers probably should not be common.
aim: i assume it would be easy to buff their accuracy. the AI seems to adjust really well already for momentum, as long as it's told to.
other solutions are of course welcome.
discuss.