I really don't think firing at fighters with high flux weapons that are unlikely to hit is more understandable than not firing. Firing a weapon and missing is actively worse than not firing so weapons with slow projectile speed/ low rate of fire/wind ups /slow turn rate are really not suited too shooting fighters down the majority of the time. If they're likely to miss, then you're just wasting flux. I think turn rate and projective speed are a bigger factor. Maybe there could be some logic to not shoot at things moving too fast to hit/track?
I think most weapons are fine to shoot at bombers because they move slow and are easy to hit (and its very valuable to shoot them down before they fire), but shooting at fighters/interceptors with big guns can be really detrimental.
I'm also of the opinion that spending lots of flux capacity to clear fighters with inefficient weapons is bad as well. You're basically doing the fighters job for them by running up your own flux. It depends on your loadout and the situation of course, but it's definitely bad to fire some weapons at fighters, even if they hit.
Also, backpedaling to deal with fighters is very frequently the right choice, even for the player. You usually can't just push through fighter swarms to go for the carriers. Fighters are really strong, I don't think the AI is necessarily to blame for having a tough time dealing with them. I don't mind that the AI is not prone to making desperado charges at carriers through fighters, and the player is left to make decisions about aggression. I do wish the player had a bit more control since it is their responsibility to make those decisions though. The AI ignoring my orders is pretty annoying and the control point system can hurt too. I wish there was something in between eliminate and engage. Eliminate is borderline suicidal and engage is more of a suggestion.
Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.
You elaborated where I didn't. Thank you.
That's what I meant by Pyhrric Victory: by firing these flux-intensive weapons at fighters, you lose
even if you hit. If there is nothing else to fire at and you're at 0-flux, I get it, but the fighters are absolutely winning if the ship in question generates more flux trying to kill them than the fighters' weapons themselves. At best, firing these big guns are grossly inefficient when they hit. At worst, you're dumping huge flux/shot and hitting nothing.
Tracking speed/shot speed is something I considered but that's a little more subjective. I do agree that it's probably a better standard than flux/shot but you might get weird edge-cases where the Heavy Blaster is still considered "ok" when it's probably the worst offender out there.
I do like the idea of designating certain weapons as "PD" or not, but unless you can designate a class of weapons or weapons group, that would become tedious. I would love the option, though, because it would make arbitrary rules like the one I suggested irrelevant.
Having big guns shooting fighters would be more understandable if depleting a carriers fighters supply was more of an option. But as it stands, replacements are so frequent it's a losing maneuver. And many fighters don't even get destroyed by big gun hits, just disabled and they limp back to the carrier or take a second shot to kill. And if a fighter causes a big gun to shoot twice, the fighter has already done massive damage.
Agreed. A Heavy Blaster shot on a shielded fighter just overloads it and doesn't actually impact the replacement rate. You're spending a lot of flux for literally no gain.
Well it would appear I'm disagreeing with the majority here since I'd rather have ships fire all of their guns in the general direction of fighters rather than wait for them to come into almost melee range. Yes, you're running up your own flux, but that's soft flux, if fighters come too close, then you're stuck with hard flux and they're even harder to get since they start circling around ships instead of coming in a straight line. A weapon not being accurate matters only if you're targeting a single wing. When there's a huge swarm coming, and your ships start firing everything, most of the shots actually connect. And that then makes the whole fight easier since I won't probably see a ship of mine get instantly nuked by fighters.
The only weapon in vanilla I'd say is a horrible choice to fire at fighters in every scenario is the Antimatter Blaster. Everything else depends on the situation. I get that it would be super useful for mods tho, I'm just talking about vanilla weapons here.
I understand this position, especially if the choice is "do nothing" vs. "do something, even it it's inefficient." Something like a Plasma Cannon probably can hit quite a few fighters that are bunched together. The question I have is whether or not it was worth 1,650 flux to kill 1-2 fighters. How long would it take those same fighters to generate that kind of flux against shields? Likewise, sustained fire from a Heavy Blaster is 720 flux/sec. Whole wings of fighters aren't putting out that kind of damage against shields, soft flux notwithstanding. You are right, though, everything is relative and situational. Firing a Heavy Blaster for a Paragon does not have the same relative "cost" attached to something like say, a Wolf. The former can afford to do so, the latter not so much. However, as a general rule, spending 720 flux/sec is non-trivial even to a Paragon and a poor use of flux to kill fighters.
In the case of having flux-parity between weapons and dissipation, as
Hiruma Kai pointed out, that's a scenario where being able to fire all weapons, regardless of efficiency, is acceptable because there is no opportunity cost. However, I would argue that's the exception that proves the rule. Outside of finely-tuned ships, flux parity is extremely rare and my AI allies are the ones I have issue with using grossly inefficient weaponry to kill fighters. If the AI wouldn't use certain weapons as they backpedal from fighter swarms, they might actually be at flux parity and have a much greater chance of outlasting the swarm rather than punching themselves out and dropping shields. AI using big guns against fighters is a kind of "hyperventilating" where it's a short-term gain but long-term loss and if they had just "remained calm," they would have been fine. If a ship isn't at/near flux parity, which is more likely the case, those big guns are using flux that could otherwise be used for more appropriate/efficient guns from firing. Most of the big guns I listed are killing fighters incidentally or haphazardly anyway, so unless there is virtually no cost involved, the risk/reward is almost always too high.