[Error] Fighters can't dogfight anymore


#1

After 5 minutes, 12 seconds and 6/10ths of a second three squadrons of fighter, each armed with a fighter laser produced not a single solitary casualty on any side. One fighter had a speed of 2.42, the other had a speed of 3.28. Switching the faster fighter to pulse lasers had no effect other then slowing it to 2.98, neither side was able to hurt the other. Using a fighter with a rocket launcher and a speed of 4.29 leads to the same result. Putting a torpedo launcher on a fighter lets it get killed, but if you have a fighter over a certain speed they’re uninterceptable by other fighters. I don’t know for certain but I think this has to do with their new turn radius, I also suspect it wasn’t your intention to remove dogfighting from the game. I also don’t know what the change did to the ability of other ships to effectively intercept fighters but I suspect that there’s a massive loss of anti-fighter ability across the board.

EDIT: I just watched 3 squadrons of fighters kill 29 frigates and 1 cruiser, and each frigate had at least 1 tractor beam and a small fast firing weapon, an ion cannon I believe, and 3 fighter squadrons won with 27% left. Before the update that setup just ate fighters and spit them out. It doesn’t confirm it but it does reinforce my opinion that there has been a massive degradation of anti-fighter ability.


#2

Yeah-- I noticed this yesterday too. I’ve used a ultra fast laser fighter (3 squadrons) to pretty much wipe out normal/hard/insane modes of the first 4 scenarios with the current imbalance. That and the problem you describe of fighters not being able to attack other fighters… I’m sure this will be addressed but currently it is a pretty big game fun destroyer / imbalancer… :slight_smile:


#3

Interesting. The turn speed change shouldn’t have made that big a difference. I am currently balancing, and will be increasing the ability of fighters to kill each other. I will also look into the likelihood of anti-fighter weaponry working.


#4

the number of times fighters get caught by tractor beams and then escape without ever coming under fire is rediculous. Perhaps there should be an override where any fast-tracking or otherwise anti-fighter weapon will prioritise something tractor’d by its own ship primarily, and also anything tractor’d by another ship otherwise?


#5

I agree that a ship should target something it’s caught in a tractor beam


#6

I had the problem that my fighters simply passed attacking fighters and attacked the fighters that protected the enemy´s cruisers, frigates etc.
You should add an order that enables the fighters to attack incoming enemy fighters instead of getting shot down by the fighters protecting the enemy capital ships.


#7

THIS!