Perking figs

Development areas for Allegiance core (IGC) design.
Drizzo
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Post by Drizzo »

Mm, yeah. I didn't word it well since I'm mainly trying to play devil's advocate (no that's not a game [in response to the PM I know I'll get]). I really was reaching for a justification for the yield/speed GAs being in exp. I personally would like to see yield under sup, makes more sense to me.

On the other hand, most commanders don't even buy mini2/3, they find it or forget about it until someone whines for it. (That's on a completely different tangent /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)
Last edited by Drizzo on Wed Apr 30, 2008 11:29 am, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
apochboi
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Post by apochboi »

hehehe too true.
Sushi
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Post by Sushi »

ImANewbie wrote:QUOTE (ImANewbie @ Apr 29 2008, 11:28 PM) How about giving figs 100% thrust in all directions and increasing accel a little? Right now ints just get up close and rip things apart, faster backthrust would make ints atleast have to aim. Also this would allow the fighter to back out of fights easier and sidestep any overboosting ints.
Fly Belters. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> But seriously, I actually like variance in fig sidethrust. It keeps things interesting.
takingarms1
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Post by takingarms1 »

Drizzo wrote:QUOTE (Drizzo @ Apr 30 2008, 01:24 AM) How can you honestly think for a second that a fighter is supposed to match an interceptor at anything in the realm of ship vs. ship combat?
This.

People who want to perk figs so they can match ints in a dogfight are doing it wrong. Dogfighting is a waste of time anyway, go do something useful like probing, nanning, or killing miners/cons (which figs are better at than ints btw).
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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Vlymoxyd
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Post by Vlymoxyd »

Imo, ints are much better at killing cons and miners than figs and even better than SFs if the miners are well defended. Figs have more firepower, but ints are much faster(to intercept a constructor) , harder to kill and have an easier time at killing nans. The only time a fig is better than an int at killing miners/cons is when the target can be reached only by a tele or that there's very little defense(figs have more firepower vs miners).

Imo, SFs are better at miner D vs TAC than figs(Longer range, mostly), but I'd take the fig against anything else.

That said, I think it's more important to compare tech path than ships. Others explained quite well why it is.

I don't see any reasons to perk figs, if anything, I'd probably lower their sig(and raise the sig of shields and missiles) and lower their mass(probably raise the mass of missiles and shield). That way, if you needed to fly a fig like an int, you could, but at the cost of less shields and missiles.
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madpeople
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Post by madpeople »

Vlymoxyd wrote:QUOTE (Vlymoxyd @ May 4 2008, 04:09 PM) The only time a fig is better than an int at killing miners/cons is when the target can be reached only by a tele
or if the fig pilots have good situational awareness, they could know where the con is going and get there ahead of time, instead of reacting last minute.
takingarms1
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Post by takingarms1 »

Yeah I disagree vly, I think figs are way better than ints at killing cons/miners. The ints are better at killing the escorts but with gatt having higher dmg vs con hull, plus longer gat range, plus all those dumbfires - figs are way better at owning the con. A fig can usually do it solo without even having to reload, whereas an int takes minimum 1 reload to take down a con.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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theTroy
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Post by theTroy »

the main problem with figs vs ints is that figs are meant to be verstile and be everywhere at all times. Yes it is true, but mostly for defensive purposes. Miner killing, con killing, all of those are better to do in int, since fig can only take out con without an escort, which is a rare if the game is normal. Ints on the other hand can both kill the escort, ram the con and just keep punching holes in its hull.

One main thing about ints is that they are stealthy on DN. Nearlly as stealthy as sfs. Yes the speed is low ~70-80 but thats nothing compared with the possible outcome, e.g. a few killed miners. Ints were supposed to be defencive weapon, figs offencive, tac kills econ. At this moment ints kill econ just as well as tac does *(a bit worse), but sup have nearlly no chance to kill miners in enemy backsectors. Of course there are a lot of ifs, but statistically ints are one of the most verstile ships in alleg. You are also forgetting pps, which basically makes int to merge with scouts.
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takingarms1
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Post by takingarms1 »

I agree that stealthy ints make no sense whatsoever. However, that is how they have been since the dawn of alleg and to change that aspect of them now would be to basically be to invite cries of doom and disaster. I think the least objectionable way to "nerf" ints is to increase fuel usage. And even that is iffy.

Re figs vs con escorts, I don't think figs really have too much of a problem taking out the nans, and that's all you really have to worry about. Figs are nearly as good at this as ints are, especially in a furball where it's more likely for missiles to connect with targets.

I think the best way to attack the sup/exp problem is to revamp tech path costs. I'll post more about this in the community core board.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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theTroy
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Post by theTroy »

Actually, decreasing the fuel capacity will nerf ints in general, it will nerf both defencive capability and offencive... As I said above, its rather better to increase the fuel capacity, but decrease the base speed. Hence forcing int to travel on its booster whlist not being nerfed otherwise.
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