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Community Input: Heavy Fighters, Light Fighters

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Community Input: Heavy Fighters, Light Fighters
Offline Mímir
06-09-2015, 06:27 PM, (This post was last modified: 06-09-2015, 06:28 PM by Mímir.)
#41
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

Hello, could we have the cruise speed upped a bit on heavy fighters, so that they are in between light and very heavy fighters in terms of that? It could give some interesting uses as a bounty hunting ship class.

In exchange, maybe nerf Class 7's damage a tad? Heavy Fighters seem to maybe dish out a little too much damage, I even tend to prefer Class 7's on my VHF's where you'd think Class 8 would always be the better choice.

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Offline Evo
06-26-2015, 03:34 AM,
#42
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Posts: 728
Threads: 59
Joined: Aug 2012

Honestly, I don't think Heavy Fighters need anything particularly fancy done to them. As some have said on this thread, size is basically one of the most important factors on what makes a ship good in this game.

HF's should be what we see now in certain HF's like the Black Dragon or other kusari HF's, minus the fact that they tend to do more or less the same damage as VHF's. Restricting them to class 7 guns really isn't a downside and tbh I don't know why it was slapped in there. It made sense with the previous "class 7's do less damage and are more energy efficient!" but now it's just kind of silly. Reduce the core on HF's and give them the choice of either filling their ship with guns and not being able to shoot as often or being more conservative on how many miniguns they take onto the school bus in return for more shots. Simpler than making a whole new tier of guns. Oh, and remove the stupid class 8 restriction. Serves no purpose. Hell, let them use codenames. Not like codenames are that special unless a selling point is if your weapon has a name in all capital letters.

Let's not kid ourselves about LF's though. I haven't seen one used for intercepting since a year after I first joined Disco. It's a whole ship class designed for a task that nobody really uses it for. Disco = PVP first and foremost. Unless it's good in a scrap, people likely won't use it. I used to like them but missiles make flying them a major pain. I don't really see enough pay-off for their fragile state. On one side, I'd support buffing their damage and removing their CM so missiles hard counter but I don't think many people want to fly ships that are just automatically killed by something else. so basically I got nothing for LF's.
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Offline SpaceTime
06-26-2015, 07:24 AM,
#43
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Posts: 1,501
Threads: 111
Joined: Jul 2005

(06-08-2015, 01:16 PM)nOmnomnOm Wrote: I just know that with 2-3 slots you cannot do much against a bomber that should be able to die from a light fighter encounter.

Not sure how a bomber can kill a Light Fighter unless of course it uses double novas, which is a broken setup I agree. But this has nothing to do with the ship class in general.
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Offline Haste
01-26-2017, 04:55 PM,
#44
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

Bump. With the introduction of VHF Auxiliary guns, changes to the LF and HF classes are (even) more necessary than before.

The more creativity people can muster, the better, as far as I'm concerned. The obvious "give them an Auxiliary slot" or "buff their stats / shields" I can come up with myself Smile

Also moved the thread for greater visibility.

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Offline TheShooter36
01-26-2017, 05:37 PM, (This post was last modified: 01-26-2017, 05:38 PM by TheShooter36.)
#45
Guardian of Oaths
Posts: 1,970
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LF s should be more of glass cannons
bit faster thrust and bit faster cruise, even less HP and MOAR GUNZ! maybe make them able to mount those shiny maxim guns on normal weapon slots Big Grin let them be glass A-10s! and +1 gun slot for every LF. like +15 thrust speed, +25 cruise speed and %25 hp nerf.

dont really have an idea for HF s.

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Offline Vendetta
01-26-2017, 05:38 PM,
#46
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Posts: 2,689
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Joined: Sep 2013

You already got my suggestions for HFs/LFs on Skype.

Currently unable to consistently be present in the Community due to life constraints.

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Offline JohnyWalker
01-26-2017, 10:51 PM,
#47
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Posts: 398
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Joined: Mar 2013

(01-26-2017, 05:37 PM)TheShooter36 Wrote: ... make them able to mount those shiny maxim guns on normal weapon slots Big Grin let them be glass A-10s! and +1 gun slot for every LF. like +15 thrust speed, +25 cruise speed and %25 hp nerf.

yes... i tested that Maxim MAchingun or whatever but... just mounting 1 with that stats... its a waste money! hehehe. really expensive 2000 bullets (1 million) for just 500m range, with 300 damage... these stats would be good if it is possible to mount 2 or 3 of them I guess.

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Offline Mr.Fabulous
01-27-2017, 04:48 AM, (This post was last modified: 01-27-2017, 04:52 AM by Mr.Fabulous.)
#48
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Posts: 1,033
Threads: 144
Joined: Apr 2009

here's my two-cents:

LF:
> take away their M slots, only CD & CM
> LF weapons are high speed, high damage, but short range (< 500m); there are also no LF pulse weapons
> LF thrusters buffed to allow optimal strafing
> design them into two classes: light interceptor (LI), and heavy interceptor (HI)
- LI's have NO Aux weaps, best agility, cannot survive nuke mine even with AU8 (ex: Civilian-line, Police factions, BW-line, Zoner-line)
- HI's have 1 Aux weap, have size and agility close to HF, but uses LF weapons, can survive at most 1 nuke mine WITH AU8 (ex: Military factions, Pirate factions, Miner factions, M-line)

HF:
> can equip VHF weapons
> M, CM, 1 CD, and 1 Aux
> core that can fire all-HF weapons for many seconds, or all-VHF for a few seconds
> HF weapons are high speed, medium damage, and medium range
> hull twice that of a heavy interceptor
> agility and speed in-between LF's and VHF's

balance ethos:
VHF's < LF's < HF's < VHF's

- bombers should out-tank LF damage with freighter shields unless in groups of at least 2
- VHF's shouldn't out-tank LF damage with VHF shields
- HF's should joust and chase-fight LF's, but shouldn't out-joust a VHF
- HF's can beat VHF's, but only when HF is better skilled

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Offline ASimpleMan
01-27-2017, 05:45 AM,
#49
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Joined: Jun 2016

Personally I like the introduction of the Maxim in exchange for the Starkiller. Torp was too fast for a kill. Yeah, it doesn't too that much damage, but you can use it while your using your other guns in the head on part of a joust, since it doesn't use energy.

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Offline nOmnomnOm
01-27-2017, 06:22 AM, (This post was last modified: 01-27-2017, 06:25 AM by nOmnomnOm.)
#50
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For LFs:
Do not make them any faster on cruise. I've done enough catching up to them to know that it will break the balance if all LFs increase speed any more. I've raced when they flew at 400 and now at 425. I can tell you 100% certainty that those +25 made a hell of a difference and you should not add any more. Its perfect.

I would say add better guns on the LFs or/and increase LF energy pool so they can fire a bit longer. They really need that.

HFs:
Tbh the slots that VHFs have should have been given to HFs. I can see it better used like the gladiator that can mount a Torp/MR plus cd. Was quite special and unique but fit perfectly for the roll of the class.

In my mind, VHFs should be more gun based and not with the aux stuff. Perhaps they should be able to choose between aux or cd. But not HFs. hFs should have both to make up for being weaker.



Ps for the love of all that is holy, do not take this away from light fighters like mines.
Do not increase all their speeds.
Thruster... Sure...

Oh and my biases opinion is that the arrow should has a missile slot Smile
Or a maxim for it would work too ^^

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