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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: Frigates  (Read 4803 times)

Sunfire

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Frigates
« on: April 10, 2012, 11:24:48 AM »

I was wondering why they should not benefit from the nav and sensor bonuses. If they don't won't smaller battles with those bonuses mean that an all frigate fleet is non-viable if the enemy has two destroyers? Also, Medusa's will eat frigates for breakfast, lunch and dinner if the frigates can't get that bonus. I would take one medusa with bonuses over a fleet of four frigates anyday. Just want other people's thoughts on the change.
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Hyph_K31

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Re: Frigates
« Reply #1 on: April 10, 2012, 11:51:35 AM »

Ah, but what if one of those frigates was a player controlled Hyperion/tempest :D
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icepick37

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Re: Frigates
« Reply #2 on: April 10, 2012, 11:54:46 AM »

We'll have to wait and see what it feels like on release.

But I think the entire point is to weaken frigates in the late game. :/  Hopefully they will still be useful.  I love me some frigates.
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Catra

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Re: Frigates
« Reply #3 on: April 10, 2012, 12:06:06 PM »

my brawler can kite a medusa all day with its ~1300 range hypervelocity drivers =P (ITU + sensor), same goes for the hound. for laser guys theres the wolf / tempest / vigilance ( which can increase their beams to ~1000 with optics+ITU+sensor ) and just lol all over anything that isnt equipped with a hypervelocity driver / light/heavy needler.

the issue is that frigates, unlike destroyers, can easily slip into attack range and unload a few volleys and receive almost 0 retaliation fire due to being able to quickly backout and strafe, and being much smaller that a destroyer are much harder to hit, especially at the increased ranges they are firing at.

now that frigates arent going to be receiving said bonuses, they actually have to come closer to their intended targets, so they might actually receive retaliation fire. =P
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icepick37

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Re: Frigates
« Reply #4 on: April 10, 2012, 12:13:49 PM »

Yup. That will probably doom some of the lighter frigates...

Guess they will be relegated to different tactical roles in the late game maybe?  Or maybe they'll all get a little speed boost to compensate?
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BillyRueben

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Re: Frigates
« Reply #5 on: April 10, 2012, 12:16:31 PM »

I think I will like the change since it puts the frigates in to the role that I always pictured them playing: get in, capture stuff, take a pot shot or two, and get out. I just hope we could be some better commands for them. It'd be nice if you could just tell all of your frigates to harass on their own, rather than always being forced to pick a specific target for them. Also, I don't think the fighters need the speed or range buffs; they are already powerful enough with the ability to repair in the middle of combat.
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Iscariot

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Re: Frigates
« Reply #6 on: April 10, 2012, 12:22:32 PM »

Frigates would make a decent escort if they understood that they need to punch out their defensive perimeter a little further. As it stands, they kind of just start getting in the way when they start doing their circling.
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Uomoz

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Re: Frigates
« Reply #7 on: April 10, 2012, 01:24:17 PM »

I think I will like the change since it puts the frigates in to the role that I always pictured them playing: get in, capture stuff, take a pot shot or two, and get out.

This. After this phase I picture them harassing and helping out against other frigates\fighters.

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Nanostrike

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Re: Frigates
« Reply #8 on: April 10, 2012, 01:42:01 PM »

I don't see is as much of a nerf to Frigates as it is an indirect buff to everything else.

Right now, Frigates and Cap Ships are probably the most used.  This kinda gives Destroyers and Cruisers an advantage.
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icepick37

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Re: Frigates
« Reply #9 on: April 10, 2012, 01:52:44 PM »

Yeah, I have steamrolled fleets with just fighters and frigates basically. Seems weird. Not wrong necessarily, but too easy at any rate.
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Iscariot

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Re: Frigates
« Reply #10 on: April 10, 2012, 01:54:45 PM »

Too easy and too widely applicable. You could never do the same thing with capital ships-- but a swarm of broadswords, piranhas, thunders, and wasps will basically ruin the day of anything from a Tri Tachyon attack forces to a system defense fleet.
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Sunfire

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Re: Frigates
« Reply #11 on: April 10, 2012, 05:41:35 PM »

The fighter/bomber nerf is needed, but try to do an all frigate fleet, then run up against a well armed pair of enforcers, or heavan forbid a pair of medusas. those plus their support will eat frigates for breakfast, and maybe it's just me, but I like haveing ships relagated to specific roles. Though that gets me thinking that we haven't seen phase ships yet and frigates could be used to counter those ships. Also, a human controled tempest and hyperion kills just about anything, but that is because we are all amazing compared to the ai.
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Cryten

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Re: Frigates
« Reply #12 on: April 10, 2012, 05:51:42 PM »

I would agree with a player controlled medusa but under AI controll the medusa is very very fragile, once the frigate fleet overloads the medusas shields it just disaperes. Combined with the speed and manuverability of frigates I would bet on the frigates currently vs a medusa at equal point value AI vs AI.
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Iscariot

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Re: Frigates
« Reply #13 on: April 10, 2012, 06:36:58 PM »

I agree with that. Both it and the Hyperion appear to be excellent player crafts, but mediocre in the hands of the AI. I prefer low tech destroyers and cruisers for the AI.
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Temjin

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Re: Frigates
« Reply #14 on: April 10, 2012, 06:53:33 PM »

I find the AI pilots fighters and Tempests the best out of anything. AI-controlled Tempests are an absolute nuisance, and are devastatingly effective on your side.
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