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Author Topic: The current state of fighters and carriers  (Read 12110 times)

Bummelei

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The current state of fighters and carriers
« on: November 05, 2024, 11:37:53 PM »

I recently started a new game and was curious about how carriers were doing, so I decided to spend the current run testing them.
Some of the results pleasantly surprised me, while others simply upset me. I don't want to turn this thread into whining (I'm brilliant at that), but I'd like to speak out and hear your opinion.

FIGHTERS:

Talon - perhaps the biggest revelation for me was these little mosquitoes, it always seemed to me that they overload the replacement rate due to their fragility and large losses, but surprisingly they don't have any problems with this, and despite their weapons, they confidently saw through lightly armored targets and are even quite capable of melting heavy armor in large quantities (the active heron system is especially helpful in this). Thanks to converted hangars, their low cost in credits and OP, you can fill the entire battlefield with them, the increased cost of DP doesn't seem so terrible (although they are not very effective against remnants and doritos).

Wasp - for the same +1 DP, they are a more specialized interceptor for destroying missiles and fighters, they are very good in their niche, but they have huge problems with the replacement rate, which is why they often get stuck at 30% after several strafes.

Gladius - despite my skepticism, a very good fighter, the only problems of which are the too high similarity to Broadswords and its high price (12,000 on the black market, 20,000 from arms dealers). Slightly better speed, slightly better kill potential, better hit strength against armor, but less survivability and fewer numbers in the wing, overall a very solid option.

Broadsword - the love of my life: tough, numerous, cheap, versatile, kinetic. There was not a single situation when I was dissatisfied with them, they work like clockwork.

Sparks - not as good as they once were, suffer from replacement rate drain (hereinafter simply RR) as much as Wasps, as does the next one on the list. I'm sure they can be replaced with Wasps without noticing much of a difference. Today they are not such a desirable reward as before.

Claw - this thing is cursed, there is not a single situation in which a person in their right mind would want to take this abomination. Complete lack of survivability, complete lack of damage, this could be explained by the presence of EMP, but the existence of shields and its constant misses reduce it to zero. It does not matter whether you use it in tandem with other fighters as a support, or just throw them alone, they are just a waste of OP sparkling with white flares. If the only reason for their worthless state is EMP, then you need to reduce the chance of ion arc without reducing damage (pull it up to at least 60 from 25 as it is now) and increase the turn speed so that the Claw can fire more accurately. It will not get worse from such changes, they will still die like flies, but at the same time doing at least something (or as an option, introduce a new system temporarily increasing the rate of fire with damage).

Lux - almost completely forgotten by everyone, average, not too outstanding, does not like heavy losses, but has a large number in the wing, is durable enough and has high hit strength due to which it deals damage to armored opponents. If it gains critical mass, the RR problem goes away, but the main problem is their rarity, which is why this is not the easiest task.

Thunder - loses to Talon in damage, it would seem that it should be "thunder" for frigates and other small targets, a real apex predator, but no, its kill potential is simply non-existent. But after long-term use, I noticed its strange behavior, the fighter simply cannot keep the target in sight, missing almost 80% of the time, I thought about how to solve this problem and ... BAM! Auxiliary Thrusters hullmod solves the problem entirely, bringing the machine's power to the level of Gladius! I would really like to draw Alex's attention to this problem. Otherwise, Thunder is a stupid rattle rushing around the map at the speed of light, unable to bite anyone.

Warthog - overall good, but extremely limited in its use, on slow aircraft carriers like Mora often does not participate in combat at all due to short range, an increase of 500-1000 to which would greatly help. The fear that he will begin to remove frigates from existence is in vain; other fighters are doing just as well, if not better already.

Sarissa - is a good escort fighter, nothing to say, its only problem is its use on ships with converted hangars, +3 DP is too expensive.

Xyphos - same as above, but with a cost of whopping +4 DP. Maybe it's worth revising the system by making the limit at a maximum of +2 DP?

BOMBERS:

Piranha - well, the list opens with a certified cripple. Strange AI behavior, when it keeps its finger on the "engage" button without waiting for the entire wing to rearm and respawn, killing RR at 30% per minute. This problem haunts all bombers, but the piranha suffers from it almost more than all the others, and fast respawn and a small number of units in the wing do not really help. And then there is low speed, extremely low bomb release speed, lack of accuracy, inability to hit even a large stationary target make the Piranha the worst choice, and even filling the battlefield with them does not help one bit.

Khopesh - good, fairly reliable, cheap, but due to his HE and unguided nature he has a hard time finding a place in the late game against Remnants and Hi-tech.

Longbow - *sigh* once this was almost my favorite bomber, but in today's reality it is very bad, as was said earlier the problem is in the behavior of bombers, missiles being dropped too close to the target and in the shield of 100. All this is a death sentence, Longbow is overloaded by any stray kinetic projectile, after which inevitable death follows. 100 health is the survivability of a Wasp with a respawn of 5 seconds, but certainly not a bomber with a respawn of 20. And this is not to mention the fact that the medium Sabot completely replaces the entire Longbow wing without a single con. Longbow requires a survivability buff, up to the level of Dagger to be somewhat viable.

Cobra - miraculously does not suffer from problems with RR like other representatives of bombers, fast respawn, fast rearm, Reapers. Legion on full Reapers with 4 Cobras is a blood chilling red nightmare. Watching how cruisers burst like balloons is an exceptional pleasure. The minus is like other unguided bombers in low accuracy. But the pros outweigh all the cons.

Dagger - reliable, guided, can survive some hits, but low payload compared to others. Works entirely because of its versatility. Solid choice.

Perdition - misses even at point-blank range, unguided, RR overloads due to losses, costs as much as 20 OP. Next.

Trident - is incredibly expensive. Compared to Dagger, it has +1 torpedo for the price of +7 OP. Ridiculous. Someone might say that it has an advantage in its cheaper replacement of the entire wing unlike the Dagger, but in my opinion this does not justify its price. Maybe someday they will lower its cost, or at least replace the torpedoes with, for example, Dragonfire. Who knows...

CARRIERS:

Gemini - despite the buffs it has already received, the ship still suffers from a lack of OP to a greater extent and to a lesser extent from low speed. I believe that a +5-10 OP boost can finally bring it back to order.

Drover - is completely dead, 14 DP could be justified by his old Reserve Deployment system, but not with today's placeholder Flares, and no, the new hulmod doesn't help him at all. I hope in the next patch the devs will either return the system or lower the DP.

Heron - >fast carrier
             >doesn't have 9 burn for some reason
There's been so much talk about the ship needing buffs, well, perhaps I'll bring this up as well. The fighter meta is long gone and while battlecarriers can still offer something other than fighters, pure aircraft carriers have become very weak along with their flying cargo. The lack of flexibility in its armament greatly affects its self-defense ability, turning it into an ordinary space freighter limited to Tac-Lasers. Changing four small slots from energy to universal and adding extra OP should at least somehow diversify its mortal existence.

Astral - once this was almost the most broken ship. Times have changed. Desperately requires Legion treatment to remain relevant. Without it, it continues to stand with 12000 shield and empty slots.

Battlecarriers are good and great, nothing more to say.

Skillwise tho requirement to have officer to get that sweet x1.5 on skills should be lifted, there is no way in hell player would want to have officer on Heron or Condor (they doesn't benefit from any personal skills except System Expertise on Heron).
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majk

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Re: The current state of fighters and carriers
« Reply #1 on: November 06, 2024, 12:58:24 AM »

No love for Condor or Scintilla?
Condors are the cheapest way to get a bunch of fighters support and they can spam Pilums from way back. Amazing help early/mid game. You just need a frigate killer or two to protect them.

Scintillas are an excellent way to break enemy formations. Just use Flash bombers and dump the mines into the middle of the enemy fleet and watch them scatter/blow up.
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Phenir

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Re: The current state of fighters and carriers
« Reply #2 on: November 06, 2024, 06:27:37 AM »

Pirahna is getting a significant buff to fire rate in next patch. Also hardpoint aiming fix will hopefully fix fighters like claw and thunder, and bombers like perdition, missing constantly.
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prav

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Re: The current state of fighters and carriers
« Reply #3 on: November 06, 2024, 07:00:38 AM »

I don't have any exhaustive feedback on fighters simply because I find no reason to use them in this version. You probably could, but the juice isn't worth the squeeze.

I've noticed that the battlecarriers, while perfecly usable, rely heavily on their gunnery, the fighter wings are more of an afterthought (or just 0-flux LACs).
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Lawrence Master-blaster

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Re: The current state of fighters and carriers
« Reply #4 on: November 06, 2024, 07:22:09 AM »

The lack of flexibility in its armament greatly affects its self-defense ability, turning it into an ordinary space freighter limited to Tac-Lasers.

This reminds me of an old idea I once had: make fighter slots exempt from CR penalty when refitting outside of a station. So let's say your're hunting Derelicts and your carrier has 2 Piranhas, but then you want to fight something normal and you can instantly swap to Broadsword+Warthog without losing CR. Would be a small buff to carriers in general and help make them slightly more distinct.
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Princess of Evil

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Re: The current state of fighters and carriers
« Reply #5 on: November 06, 2024, 07:30:19 AM »

Depends. Legion likes to rely on fighters, especially base one since it doesn't have a great source of HE. XIV and Mora somewhat prefer kinetic fighters. Oddy can just ignore the hangar altogether and just put some free disco lights there or something.
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Pizzarugi

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Re: The current state of fighters and carriers
« Reply #6 on: November 06, 2024, 08:54:21 AM »

Pirahna is getting a significant buff to fire rate in next patch. Also hardpoint aiming fix will hopefully fix fighters like claw and thunder, and bombers like perdition, missing constantly.

What's the source on this? It's not that I doubt you, but I only know of devs showcasing new content via the blogs on the website which hasn't updated for 4 months now, and I would like to stay up to date with upcoming changes.
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PixiCode

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Re: The current state of fighters and carriers
« Reply #7 on: November 06, 2024, 08:57:33 AM »

Depends. Legion likes to rely on fighters, especially base one since it doesn't have a great source of HE. XIV and Mora somewhat prefer kinetic fighters. Oddy can just ignore the hangar altogether and just put some free disco lights there or something.

I’ve never had issues with (0.97) Legion having access to good DPS for armor.

2 mjolnir Lilums/annihilator pod/PCL Legion.
2 Hellbore, 3 Mauler, BRF Light Needlers Legion (use two composites for flak if needed)
2 Hephag, BRF LAC Sabots legion (use two composites for flaks if needed)

Anyway, I had some opinions to share with the OP here. So, here I go!

______________________

Wasp RR make more sense being mixed in as support for other wings or missiles. They benefit strongly from point defense elite and they also do a lot better with Defense Targdting Array (DTA). Notably, I use them with Hammerhead CH DTA and Enforcer CH DTA so that I don’t need to give them any pd, while the wasps can be a distraction sometimes. Talons also make decent DTA but I’m not sure how good they are for purely missile damage unless you give it elite PD to increase its range, then they do basically everything you want for ch dta.

Claw is a lot better than you’re giving it credit for. Based on context clues I feel like you used CH a lot - claw is undoubtably really really bad for CH unless you’re using a very fast and short range fleet, such as safety overrides. Claws need a lot of support to be effective, but once they have this support their good emp dps and high speed are well worth it. They go nicely with many Gladius for a rearguard carrier or many broadswords for a battlecarrier.

Lux is utterly trash. Imo it just needs a rework. Buffing it as it is would make it too generally good. best compared to a warthog or broadsword wing but with even worse survivability and even worse impact with its damage. They’re ok when spammer, but any other wing you could choose is considerably better when spammed. Even wasps or sparks! Claws are iffy when spammed and might be worse lol, but I gave my opinion on claws.

Thunder - one model has about 2x shield dps than a talon model - with added emp and very good battlefield responsiveness with their speed! Not saying they’re better than talons, just that they serve a different purpose. The ‘can’t keep enemy in sight’ is overstated, this does happen sometimes and a maneuvering bonus would be nice for thunder, but it still does good damage (a swarm of some 4 thunders kills a frigate pretty fast, while having emp to support disabling larger enemies) despite that. I usually like mixing a gladius in with thunders to provide some flare and shield support without slowing the thunders down too much.

Longbow - the issue of it deploying too close is a problem shared by every guided bomber and has more to do with AI’s horrible target acquisition for bombers. No, please don’t target the enforcer next to and slightly behind the onslaught, I’m begging you. Oh now it moved behind the onslaught, great. That said, I rarely use the longbow since broadsword exists. Longbow is still great in 2 situations though; DTA battlecarriers (it has burstpd to benefit from dta and the longbows will die less often) or with a bomber-focused carrier (Astral or Heron). The former is superior over broadsword, the latter is like, a sidegrade. the point is to do mostly kinetic strike damage there, mostly to help your ships win fix battles by cheating. Such as 2 longbow 1 dagger or 5 longbow 1 dagger.

Cobra and Perdition - I’m shocked you say the perdition is ’so insccurate it even misses at point blank’ yet you’re happy with the cobra. I’ve done some recording and when I compared perdition and cobra when hitting a drifting, completely disabled enemy ship, perditions hit slightly more often than cobras. They’re both horrible accuracy though and I feel like it’s just personal preference for which you use. I might slightly prefer perditions since it doesn’t have a shield, but cobra having more damage per wing (also less op) is very useful like you pointed out, so imo they’re both good.

Heron - I feel like you’re underestimating its system power for strike bomber centric Herons suddenly swinging a local battle in an engagement, I’m not really sure it needs any buffs (or nerfs). Note, I think using (vanilla) fighters on a Heron is basically a worse Mora, the system doesn’t have enough impact for vanilla fighter wings to out value a Mora. Bombers though, now we’re talking. That said, I wouldn’t be against making builds for the Heron a teeny bit more interesting. I have a feeling making universal slots wouldn’t make it too much more interesting, they’d probably just be used for missiles and nothing else, but it’s worth a shot maybe!

Astral - I think it could use a buff to its system or a DP buff to say 45, but honestly its stats as a dedicated carrier are relatively decen. Improving its shields or weapons would just make it more like a battlecarrier, which isn’t its identity right now and would be more like a rework. I’m not against that idea, but then we would have no dedicated carrier capital. By the way, try out giving the astral 2-3 kinetic blasters, hardened shields and some capacitors with pure bombers. It becomes a pretty good bait capital, capable of surviving even against a radiant for a few seconds as you have a mobile fleet move in to reel in and kill the ‘caught’ ship.

Also I like the 1.5x officer benefit for battlecarriers and even ships like the Tempest u.u

EDIT: what if Astral got the B-Deck hullmod? Hmm.
« Last Edit: November 07, 2024, 08:04:18 AM by PixiCode »
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Dadada

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Re: The current state of fighters and carriers
« Reply #8 on: November 06, 2024, 09:12:35 AM »

Pirahna is getting a significant buff to fire rate in next patch.
What's the source on this?
@Piranha: https://fractalsoftworks.com/forum/index.php?topic=30917.0
Hmm, the "second pass" is a good point. I think it's probably easier to just bump up the rate of fire by; just did this - by 50%. Seems to do the job. A longer release distance may create more problems with hitting friendlies etc. I did also add a bit of inaccuracy, but that's actually tricky because most of the bomb's velocity comes from the Piranha, so it's not like a normal gun in that way where the direction you fire it in makes all the difference.
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Thaago

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Re: The current state of fighters and carriers
« Reply #9 on: November 06, 2024, 10:25:08 AM »

I've been thinking a lot about fighters recently too - I'm hopeful that the bug fix in aiming will help, even if it was aimed at frigates. One thing I really want is for interceptors to get a hullmod that increases their projectile speed; I've seen skill-boosted Thunders fire their guns only to have the projectiles travel backwards!

What do people think of the current target power level of fighter wings, IE the value of the hangar bay slot? Is it too low and should fighters get an across-the-board power level increase of, like, 10%? Or would other changes be better?

One idea I had for the Longbow was to give it a graviton beam and a stronger shield, in addition to the sabot, to help it be a 'bomber leader'. It would be a really tempting choice for defensive targeting array as well.
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Phenir

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Re: The current state of fighters and carriers
« Reply #10 on: November 06, 2024, 10:53:26 AM »

Pirahna is getting a significant buff to fire rate in next patch. Also hardpoint aiming fix will hopefully fix fighters like claw and thunder, and bombers like perdition, missing constantly.

What's the source on this? It's not that I doubt you, but I only know of devs showcasing new content via the blogs on the website which hasn't updated for 4 months now, and I would like to stay up to date with upcoming changes.
Maybe I really should make those daily threads lmao. Someone already linked the pirahna changes above. Here's the changes about hardpoint aiming. It is my assumption they will affect fighters as well, they may very well not in which case, oops. https://fractalsoftworks.com/forum/index.php?topic=29768.msg436733#msg436733
Quote
So I dug into this some more and, oh boy. Turns out the "fix" in the thread title was very appropriate; there were two bugs here. One is that it would in fact just aim its facing at the center of the ship without target-leading in some circumstances, mostly during the approach (which also explains some torpedo inaccuracies; note how in the gif below the initial torpedo hits much more squarely). The other is that the math for figuring out the adjustment due to the relative speed of the target was partially wrong.
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Princess of Evil

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Re: The current state of fighters and carriers
« Reply #11 on: November 06, 2024, 11:00:00 AM »

I’ve never had issues with (0.97) Legion having access to good DPS for armor.

2 mjolnir Lilums/annihilator pod/PCL Legion.
2 Hellbore, 3 Mauler, BRF Light Needlers Legion (use two composites for flak if needed)
2 Hephag, BRF LAC Sabots legion (use two composites for flaks if needed)

There are some sources, it's just that Legion has all these cool hangar slots that mostly deal HE damage. XIV has two turreted large M slots, which scream "put torpedoes here", but normal can just go full kinetic and let bombers deal HE damage.
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Alex

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Re: The current state of fighters and carriers
« Reply #12 on: November 06, 2024, 11:46:02 AM »

Just wanted to say, thank you for the feedback here! Made a few notes and a few changes (improved Thunder maneuverability a bit, reduced Wasp replacement time to 3). Thinking on some of the other stuff; I'll echo the comments on the Claw actually being pretty useful. It has the potential to *really* lock ships down when there's critical mass, and in general it's the same thing that makes it tricky to balance fighters - if they get a little too good in isolation, they get WAY too strong when massed. So, "a little weak but useful situationally" seems like the right thing to aim for, for fighters overall.

No, please don’t target the enforcer next to and slightly behind the onslaught, I’m begging you. Oh now it moved behind the onslaught, great.

This should be much improved in the dev build, btw.

One idea I had for the Longbow was to give it a graviton beam and a stronger shield, in addition to the sabot, to help it be a 'bomber leader'. It would be a really tempting choice for defensive targeting array as well.

Hmm, that would be tempting to use, but also that feels like *a lot* of long-range, flux-free kinetic pressure, wow!
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Megas

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Re: The current state of fighters and carriers
« Reply #13 on: November 06, 2024, 11:54:11 AM »

I like to see Heron be a better battlecarrier.  Change the front two small mounts from energy into hybrid (or universal).  It is a midline ship, not a high-tech ship.  (Heron is practically a high-tech ship aside from paint-job.)  Short-ranged small energy weapons are terrible for brawling.  More OP and maybe a little more top speed (it used to be faster in earlier releases).  And stop making enemy frigates tick down its PD.  It may be okay as a bomber carrier, but as a ship with some guns and interceptors, it is bad, probably worse than Drover or Mora.  When I outfit Heron, it is probably burst PD plus needler/HVD/pulse laser.  Maybe ePD+IPDAI IR PLs a few releases back when IPDAI did not need s-mod to target ships.
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PixiCode

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Re: The current state of fighters and carriers
« Reply #14 on: November 06, 2024, 12:21:53 PM »

I wonder how this in-dev bomber automated targeting will work! Thanks for the heads up Alex ;D

I've been thinking a lot about fighters recently too - I'm hopeful that the bug fix in aiming will help, even if it was aimed at frigates. One thing I really want is for interceptors to get a hullmod that increases their projectile speed; I've seen skill-boosted Thunders fire their guns only to have the projectiles travel backwards!

What do people think of the current target power level of fighter wings, IE the value of the hangar bay slot? Is it too low and should fighters get an across-the-board power level increase of, like, 10%? Or would other changes be better?

One idea I had for the Longbow was to give it a graviton beam and a stronger shield, in addition to the sabot, to help it be a 'bomber leader'. It would be a really tempting choice for defensive targeting array as well.

I think wings are in an OK spot but exist almost purely as support. There’s no method for making a truly fighter focused fleet. This is because you don’t have resources you can plug into wings like you do for everything else. Their hullmods/Smods improve the support of fighters (replacement rate, DTA), they don’t have skills like cyber aug, missile spec, target analysis and so on for wings, they don’t have bigger flashier wings like weapon mounts do such as plasma or storm needler, mjolnir etc. All you have are the two ‘meh’ carrier skills and point defense. the carrier skills aren’t bad, but don’t really make wings better at performing individually all that much, so their role as support for other fleet types remains unchanged. The top speed skill and how it only affects up to 8 wings before having diminishing returns goes in the right direction but it isn’t paired with anything that really makes wings shine. Also, the wings we have are slightly limited in scope, too. Point defense applying to fighters largely emphasizes their role of support, too. Is this bad? I don’t know. I think there might be an interesting playstyle hidden away waiting to be unlocked. But also, we all know how silly fighters can be when they can be spammed a ton and strong. It’s not an easy balance, probably. Right now it’s in an OK spot.

I’ve never had issues with (0.97) Legion having access to good DPS for armor.

2 mjolnir Lilums/annihilator pod/PCL Legion.
2 Hellbore, 3 Mauler, BRF Light Needlers Legion (use two composites for flak if needed)
2 Hephag, BRF LAC Sabots legion (use two composites for flaks if needed)

There are some sources, it's just that Legion has all these cool hangar slots that mostly deal HE damage. XIV has two turreted large M slots, which scream "put torpedoes here", but normal can just go full kinetic and let bombers deal HE damage.

Flight decks don’t mostly deal HE damage. Bombers do, but bombers have their own issues. Flight decks are just as reliable a source of kinetic damage as it is HE damage. This is partly because kinetic damage isn’t stopped as much by their low hitstrength. Even the warthog struggles against heavy armor. Not that it should wipe out heavy armor, just stating the fact.
« Last Edit: November 06, 2024, 12:46:28 PM by PixiCode »
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