The role of Frigates

I think everyone underestimates just how bad Frigate weapons actually are (and lots of other things). We have now had 2 ‘balance’ passes at the AFM. It is still terrible. I’m tired of writing detailed explanations of how, why, and what needs to be done.

They say pictures are worth a lot of words, so…


Basic Terran Fighter. Nothing special about it. Note the Fighter Pulse and speed of 3.06.

For 1.38 I wanted to see how things ‘Improved’. So I loaded up that custom test battle again.


Just a pic of the setups used. 2 Assault Frigates, 2 Anti-Fighter Frigates, and a single Escort Cruiser. The enemy was 2 Fleet Carriers (3 Hangars each) and 8 of those Terran Fighter groups. Note that even with the Multi-Tractors, this battle took long enough that I ran it on 4x. Its entirely because the enemy fighters are faster than specialized Anti-Fighter weaponry. If the enemy Fighters could actually damage Frigates and Cruisers, they would have crushed this supposed ‘Hard Counter’ (Anti-Fighter+Tractors). If you do not massively buff Anti-Fighter weapons, there will be huge problems if you try to buff Fighters.

Moving on, the idea that AFMs will make DDs better is misplaced. The real comparison is ‘Frigate Pulse >>>>>>> all other FF/DD weapons’.


The result of that battle: Frigate Pulse did nearly 4x the damage of the ‘Anti-Fighter’ missile. I ended the battle after most of the fighters were killed since nothing could pen Cruiser Medium shields. Note the higher accuracy of the Pulse despite its supposed worse tracking. The ‘buffs’ brought down the damage disparity between Pulse and the AFM from 5x to 3.75x. We are Very Very Far from the point that AFMs are worthwhile on anything.

Here is a graphic demonstration of the importance of Tracking and why the AFM will always suck unless this is addressed. This is 4 ‘Anti-Fighter’ Frigates with no Tractor support against the same enemy setup.


Look very closely at ‘Shots Fired’. My supposedly specialized ‘Anti-Fighter’ Frigates fired off 42,000 Missiles. 42,000!!! I literally went AFK and cleaned my house while the game ran at 4x for nearly an hour. Tell me with a straight face that this is intended – that its good game design to have a weapon labeled Anti-Fighter to be so bad against ordinary fighters. These aren’t even Yootani fighters. I repeat: having Fighters outrun ‘Anti-Fighter’ weapons is a big No-No. It doesent matter how much damage you do if you cant hit the target. A quarter of the Shots Hit are within the last few seconds before the Pic, as the Fleet Carriers had run out of supplies and the Fighters ran out of fuel (hence the fighters on the right of the map).

The argument of ‘Bring a Tractor’ needs to go one step beyond: this is one of the Core reasons to take Cruisers over everything else. It needs to go if there can be any room for Frigates.

Lastly, to demonstrate the irrelevance of the Anti-Fighter missile, I loaded the same enemy fleet, but this time against 4 Assault Frigates with Frigate Pulse.


The battle lasted less than 5min, so fast that the Frigates started shooting the Carriers before I could pause for a Pic. It is very sad to see that the Assault Frigates routed the same setup that the supposed specialized counter-fighter setup took so long against. The worst part is that despite their far worse paper Tracking, they did so with only 27k shots fired. That 15k less shots fired than a ‘Counter’ to Fighters. Cliffski if you want to balance weapons, you need to do far more than Tweaks.

The fact that a ‘Generalist’ weapon is light-years better than a specialized weapon is one of the biggest flaws of the game. This issue is present in all ship categories. ‘Features’ like Limpets are novelties at best – cool graphics and concept, but it is useless when compared to the massively OP alternatives. Months ago I posted a weapon comparison – mostly from the game files – and highlighted which weapons were good and how everything else was junk. There were only 2 Frigate weapons that were ‘OK’; the Frigate Pulse, and the Frigate Sniper. Even though we now have the Hvy Plasma, the fundamental issue remains – Frigates don’t have enough decent weapons to make them worthwhile at all.

This thread largely explains what is needed for Frigates to be better – but the catch is that it is NEEDED. The game needs balance Overhauls, not Tweaks.

Just a very stupid idea… why not make poor tracking anti fighter missiles have a payload similar to the poor tracking of the FLAK cannon, but made for a longer range. You can also increase minimum range for them if you want?

Pulse rolls to hit, missile has at least two additional fail conditions. Fire rate becomes key there; it’s no surprise pulse is better on targets out of tracking range.

However, you can get much, much better performance out of the missiles if you simply equip painters with them. I used to pair my AF frigates in GSB1 with painter fighters because there’s still a ~45% miss rate with a 12+ tracking shot, presumably due to fighter size penalty. In GSB2 it’s a requirement just to make them useful. I do not imagine this mechanic intuitive for new players.

I’m surprised we don’t have have a weapon that exploits lucky hit mechanics, a mass volley AF weapon would look neat.

Thanks for all the feedback and data, I’ve been running some testes myself and confirm, that AFMs are kinda useless :smiley: There are a number of factors at play that have resulted in them being badly balanced, My underestimating the real-world impact of the size variable on hit chance played a part. Anyway, there is a substantial buff in the wings for the AFM.
The new stats are:
missile speed: 0.42 (turns out to be largely irrelevant, and is reported differently to ship speed, something I intend to fix…)
turn speed: 14.
tracking speed: 5.4.

My tests now show it to be effective, but not unreasonably so, and tractor beams and limpets retain their role, as they enable ships with long range armor & shield penetrating firepower to occasionally hit fighters too.

Hm. Those buffs look surprisingly good. It sounds like you have a better idea of where to go with Anti-Fighter weapons (the turn speed is the key). I hope it works out. I’m looking forward to finally having a good reason to combo AFMs with Tracer Limpets.

Since you have invested so much time into figuring out how the Frigate AFM works, could you look at the Cruiser AFM too? Its probably best to get this out of the way before the next big project comes up and the thoughts behind the AFM are forgotten. Cruiser AFMs have good RoF and DPS – and they rightfully cost more in Fitting for the Cruiser hull. Reducing the shield pen would be a start, but beyond that I don’t really have any suggestions. The Tracking and DPS values could go either way since Cruisers usually combo with Multi-Tractors.

Once these changes are in, there are still the two Defense Lasers and the Frigate AF Beam to fix.