Forums » Suggestions
Fighter Balancing
I've been flying fighters tonight and came up with some good balancing ideas. They DO need some changes, and here's my ideas.
Light Fighter (Scout):
Armor = 500
Manuv = Super High (1 Step over a valk)
Weapons = 1 Small
Lenght = 7m
Cargo = 1
Small Fighter (Centurion):
Armor = 2000
Manuv = Very High
Weapons = 2 Small
Lenght = 10m
Cargo = 2
Medium Fighter (Vulture):
Armor = 6000
Manuv = High
Weapons = 3 Small
Lenght = 12m
Cargo = 3
Heavy Fighter (Hornet):
Armor = 8000
Manuv = Medium
Weapons = 4 small
Length = what ever it is now
Cargo = 4
The scout's a new ship that puts speed and manuverability before firepower. 1 hit it's down, but it is so fast that you gotta be good to hit it.
I figured that being fighters, they shouldn't have too much armor or cargo room, so i dropped it down. They should also have speed. The hornet's useless in combat now, cause it's too slow in turning.
The number balance out, so the fighters are pretty close to being blanced, and if you think about it, these stats also balance the valk against the other fighters.
Light Fighter (Scout):
Armor = 500
Manuv = Super High (1 Step over a valk)
Weapons = 1 Small
Lenght = 7m
Cargo = 1
Small Fighter (Centurion):
Armor = 2000
Manuv = Very High
Weapons = 2 Small
Lenght = 10m
Cargo = 2
Medium Fighter (Vulture):
Armor = 6000
Manuv = High
Weapons = 3 Small
Lenght = 12m
Cargo = 3
Heavy Fighter (Hornet):
Armor = 8000
Manuv = Medium
Weapons = 4 small
Length = what ever it is now
Cargo = 4
The scout's a new ship that puts speed and manuverability before firepower. 1 hit it's down, but it is so fast that you gotta be good to hit it.
I figured that being fighters, they shouldn't have too much armor or cargo room, so i dropped it down. They should also have speed. The hornet's useless in combat now, cause it's too slow in turning.
The number balance out, so the fighters are pretty close to being blanced, and if you think about it, these stats also balance the valk against the other fighters.
You want to lower the hps of normal ships to balance then against the valk?
The Hornet needs to stay 10k hull. A slight agility boost is desperately needed, however.
no, i want to add weapons and balance them against each otehr and the other ships.
The hornet is not a fighter, live with it.
The other 2 fighters do need to be helped though...
Each ship should have it's own use
Centurion: Very very nimble, 1 weapon, not much hp
Vulture: a bit lest nimble, 2 weapons, a bit more hp
Valkyrie: very very nimble, 3 weapons, a lot of hp
Something is wrong there...
The other 2 fighters do need to be helped though...
Each ship should have it's own use
Centurion: Very very nimble, 1 weapon, not much hp
Vulture: a bit lest nimble, 2 weapons, a bit more hp
Valkyrie: very very nimble, 3 weapons, a lot of hp
Something is wrong there...
The hornet is not a fighter, it's more of a heavy gun ship. It does, in my opinion need 3 s + 1 l, or a maneuverability boost. As it is now, it's a joke.
Centurion = 2 s, everything else current
Vulture = 3 s, everything else current
Wraith = maneuverability boost, everything else current.
Atlas = 11,000 HP hull, everything else current.
Maurader = 1 dedicated mine-laying L slot, 2 s, everything else current.
Prometheus = 2nd L slot, drop maneuverability two steps.
Centurion = 2 s, everything else current
Vulture = 3 s, everything else current
Wraith = maneuverability boost, everything else current.
Atlas = 11,000 HP hull, everything else current.
Maurader = 1 dedicated mine-laying L slot, 2 s, everything else current.
Prometheus = 2nd L slot, drop maneuverability two steps.
Giving it a large is not the solution. That would make it super-unbalanced. 3s + 1L would make it the most heavily armed non-bomber around. Imagine something with tri-sunflares and an adv gatling! It'd be unstoppable. But making it Medium-High Maneuverability would be acceptible.
What else? Centurion should not get an extra s. It is very well balanced, although it would be nice with one more step of maneuverability. The vulture is perfect as is, it is my main ship. No complaints about Wraith and Atlas upgrades, cause it'd be cool to hav Wraith dive-bombers. Maurader shouldn't get that, but it should have 4 small slots. Prometheus should get dropped 3 steps if it gets a 2nd large slot.
What else? Centurion should not get an extra s. It is very well balanced, although it would be nice with one more step of maneuverability. The vulture is perfect as is, it is my main ship. No complaints about Wraith and Atlas upgrades, cause it'd be cool to hav Wraith dive-bombers. Maurader shouldn't get that, but it should have 4 small slots. Prometheus should get dropped 3 steps if it gets a 2nd large slot.
The marauder NEEDS mines. I'd like to see two S one L slot. I'm willing to lose that 3rd S port and maybe even a -little- maneuverability. One half step at most.
WHY was my post deleted? Good to know there are unbiased moderators here. Maybe someone higher up needs to be contacted to report a certain someone abusing his powers. Mmmh?
Anyway, to repeat what I said, the Hornet is labeled as a "Heavy Attack FIGHTER." I do believe the word "fighter" is in there somewhere, highlighted with caps no less. Fighters are characterized with high agility. If in fact they intended the Hornet to be a "gunship", they should've given it an L-port(s) at the very least. A "gunship" with the current sluggish level of agility needs the advantage of some gatling turret or mines at the very least.
Anyway, to repeat what I said, the Hornet is labeled as a "Heavy Attack FIGHTER." I do believe the word "fighter" is in there somewhere, highlighted with caps no less. Fighters are characterized with high agility. If in fact they intended the Hornet to be a "gunship", they should've given it an L-port(s) at the very least. A "gunship" with the current sluggish level of agility needs the advantage of some gatling turret or mines at the very least.
I would put a proprietry mine port (as cheap as a small port {weee!} to equip on a ship but can only fit lmines and prox mines) on the "pizza cutter", because giving it a large port may have one of those "its unbalanced attack ship now!" thingy magiger.
Lemming said:
Centurion: Very very nimble, 1 weapon, not much hp
Vulture: a bit lest nimble, 2 weapons, a bit more hp
Valkyrie: very very nimble, 3 weapons, a lot of hp
Something is wrong there...
I say:
Agreed! It's been suggested that a third weapon for the Vulture would balance it against the Valkyrie but I don't think that is the case. I have emperical data to support this which I will post... as soon as I figure out where I put it. :)
I think the normal ships are quite balanced. The specials should be brought down to match them more closely.
Centurion: (Light Fighter) 10/10 agility, 1 small weapon, 6500 hull
Vulture: (Medium Fighter) 8/10 agility, 2 small weapons, 8000 hull
Valkyrie: (Heavy Fighter) 7/10 agility, 3 small weapons, 10000 hull
Warthog: (Small Attack Ship) 6.5/10 agility, 1 small, 1 large, 8000 hull
Hornet: (Heavy Attack Ship) 6/10 agility, 4 small weapons, 10000 hull
Ragnarok: (Medium Bomber) 4/10 agility, 3 small, 2 large, 14000 hull
Prometheus: (Heavy Bomber) 3/10 agility, 1 small, 3 large, 18000 hull
This is just a pass at it for combat ships... I'm not sure how the Marauder would fit in yet. The specials shouldn't be �ber-ships. They should be special in one of two ways:
1) They're completely balanced with the other ships but the only ship of their exact class and role
2) They're slightly advanced in quality, but the closest available ship of their class and role is 90 to 95% as effective. Not 50% or whatever...
Asp
Centurion: Very very nimble, 1 weapon, not much hp
Vulture: a bit lest nimble, 2 weapons, a bit more hp
Valkyrie: very very nimble, 3 weapons, a lot of hp
Something is wrong there...
I say:
Agreed! It's been suggested that a third weapon for the Vulture would balance it against the Valkyrie but I don't think that is the case. I have emperical data to support this which I will post... as soon as I figure out where I put it. :)
I think the normal ships are quite balanced. The specials should be brought down to match them more closely.
Centurion: (Light Fighter) 10/10 agility, 1 small weapon, 6500 hull
Vulture: (Medium Fighter) 8/10 agility, 2 small weapons, 8000 hull
Valkyrie: (Heavy Fighter) 7/10 agility, 3 small weapons, 10000 hull
Warthog: (Small Attack Ship) 6.5/10 agility, 1 small, 1 large, 8000 hull
Hornet: (Heavy Attack Ship) 6/10 agility, 4 small weapons, 10000 hull
Ragnarok: (Medium Bomber) 4/10 agility, 3 small, 2 large, 14000 hull
Prometheus: (Heavy Bomber) 3/10 agility, 1 small, 3 large, 18000 hull
This is just a pass at it for combat ships... I'm not sure how the Marauder would fit in yet. The specials shouldn't be �ber-ships. They should be special in one of two ways:
1) They're completely balanced with the other ships but the only ship of their exact class and role
2) They're slightly advanced in quality, but the closest available ship of their class and role is 90 to 95% as effective. Not 50% or whatever...
Asp
I agree... but I think they need to go down in price if that is to happen. If the Valkeryie is to become only one step better than the Vulture, should it REALLY cost 3x as much? I'd say that if that's the case take the Valk down to 12kc, the Maurauder down to 15kc and the Prom down to 18kc in Nation Sectors. As for s15, well, I already disagree to it on general principles, but if we gotta have it, double the prices there. Everything costs 126kc.
I'm sure that in the final game getting black market ships won't be so easy, but for now sector 15 is the only thing keeping the game balanced at all. If there was no sector 15 a fleet of five reds could "rocket ram" a fleet of five blues or golds every time. A Valk or Marauder pilot *may* be able to kill a prom with an equal pilot by keeping his or her distance, but in group dogfights unaimed rockets and unaimed gatling crossfire would tear non-Reds to shreds.
Asp
Asp