Honestly, the way i see it is this: Snubcraft have absoluty rediculous amounts of armor for their size, bombers have bottlenose gunship-level armor, and the bombers have so much hp they always kill their target before they die because the fighters cant down them.
My suggestion would be for snubcraft: Decrease bots/bats to original FL levels, leave armor be so that ships are not regenning essencially a whole nother ship under you.
For caps: not much of a change needed, id infact suggest INCREASING armor due to the hilariously short time it takes them to kill eachother, and bombers to kill them.
For true balance to work, we need people to start accepting there IS infact a balance issue if snubcraft fights are lasting several HOURS.
Another problem could be the "anti fighter" armament across the board on all caps is flat out useless (1k range on solaris, 1.5k on secondaries.. and BR, the things MEANT to shoot at them dont have the range to do it...)
Id say increasing weapon SPEED but not rof or dmg would do it as well.
Quote:Remove bots\bats from fighters\bombers so they can't trade them and getting filled from BS
I also think that denying fighters/bombers the ability to trade bots with each other would speed group fights a lot.
Right now I don't see any problem with length of 1vs1 fights when using balanced ships.
' Wrote:My suggestion would be for snubcraft: Decrease bots/bats to original FL levels, leave armor be so that ships are not regenning essencially a whole nother ship under you.
Bots/bats are on original FL levels.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:I dont want to remove bots/bats, they are part of FL canon
With your first idea, and if we don't remove bots/bats. Everyone will run around in full deb MR fighter.
But as much as I don't enjoy in overall too long fights, as example 1-2 hours of groups fights and such, it would significantly impact 1 vs 1 fights, which would be insta over. Thats why I enjoy bomber fights, but they are like that for a reason.
' Wrote:With your first idea, and if we don't remove bots/bats. Everyone will run around in full deb MR fighter.
But as much as I don't enjoy in overall too long fights, as example 1-2 hours of groups fights and such, it would significantly impact 1 vs 1 fights, which would be insta over. Thats why I enjoy bomber fights, but they are like that for a reason.
' Wrote:remove AUs, razors and SACs, buff torps.
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ok..then torps will insta snubs. and if you buff them they'll be better then MR.
the speed and delay as it is would be good enough. but sunslayer would still insta ships.
missile would get a new role, coz they hurt if shot in right moment, but missiles would hurt ships too much.
Also I'm sure you noticed how much are 4 2.00 codes taking from snubs hull, now imagine that without au's. I presume you used LF's and HF's and noticed how much it hurts when you get hit, or when you hit nuke and die. Essentially you're proposing an interesting but way to radical change.
Now there should be whole overbalancing on weapons and armors, which I'm sure dev team doesn't want to live trough...again.
Also GB's will start to be pretty hard to kill, at least in fighters. Which will bring more GB's in game.
etc etc
EDIT : Actually hell, when I think about it, it will bring more adrenaline, action and reality in game.
Sounds like you all need to play a little Crossfire Mod and see what fighter PvP is all about!:D
If my observations are anything to go by I would say fighter weapons should have faster projectile speeds and less damage, and if it was the case that they were not doing nearly enough damage after that you could go about reducing hulls/shields of the fighters.
The system at the moment does let for a group of 3-4 fighters to go up against anything slower than them and win, no sweat.
A New balance for fighters vs. larger vessels could work out thus:
1 fighter vs Bomber - easy win due to bomber guns too slow to hit
1 fighter vs Super Heavy Fighter - possibly even match due to slower larger hull vs. faster lighter hull
1 fighter vs light/heavy Gunboat - Fighter stands no chance
2-3 fighters vs. light gunboat - even fight, fighter weapons deal enough damage when all pounding away at the GB over time, but the GB has enough time to hit back hard if he can hit them.
2-3 fighters vs Heavy Gunboat - probably a loosing battle for the fighters.
Mjolnir i meant regeneration amount, not bot/bat max #. Also, lets be honest, a fighter regenning the equivilent mass of TWO MORE FIGHTERS makes absolutly no sense at all.
This issue is not so much directed at realism ( a battleship can ista-repair all damage by pressing 1 button. wow!) but more so at gameplay. Dogfights right now aren't dogfights but RSI-marathons. Snubs just-don't-die if they play it even moderatly safe.
Lower BB count solves this problem to an extent without having to rebalance the whole shabam. Making UAU less effective may require some rebalancing. (considering gb br and such)
But imho, something needs to change about the lenghts of fights. It's not funny anymore how long fights last. especially with the usual tactics people use.
getting shot at? -> do nothing but dodge and become virtually unkillable
all friendlies on one enemy fighter -> why? because otherwise you simply can't get decent DPS in. thus eliminating the 'duel furrball' fights. where every fighter picks a single opponent and duels him.
Low on BB? -> request botts from allies et voila, another half hour of dodging to look forward to. and another half hour of mindlessly chasing the very same ship around trying to kill it for the enemy.
With the coming of the new 'flee and restock' rule I think it's time to shorten fights. people can bug out if they think they're about to get in deep trouble. so you can avoid '20 seconds of action, 4 hours of waiting' by bugging out in time.
But overall the fight will be shorten because there are less botts to go around and people need to flee earlier on to restock. and even when a restocked snub comes back, he can be shot down sooner.
example: I really don't like having to shoot at a Sekmhet a.k.a. Flying Tank for 30 minutes only to see it escape because cds don't track. then it comes back fully restocked and you can start all over again.
Put simply, dogfights in their current form are long, tedious, boring and just plain silly.