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Carrier default loadouts - ships w/interceptors only? |
MicoolTNT Marshal
Joined: February 18, 2012 Posts: 8
| Posted: 2019-06-02 04:27  
So, I've noticed when fighting (with or against) NPCs, many carriers are neutered and essentially ignorable (as far as offensive potential goes) because their default loadout includes only interceptors.
The specific ships with this problem are the UGTO Scout Carrier, Assault Carrier - although it can still attack with its Torpedo Launchers - and Carrier Dread, and the K'luth Cluster.
This may cause confusion and frustration among new players who attempt to fly these ships, as well as making them appear weaker than they can actually be when spawned as NPCs, and their NPC spawns unengaging and unthreatening to fight. It is also at odds with their explicitly stated role, which is to launch fighters to attack enemies at range.
I would suggest to instead give all these carriers cannon-equipped fighters as their default loadout, to make them more useful to both NPCs and newbies.
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Daisy Grand Admiral
Joined: March 13, 2017 Posts: 23
| Posted: 2020-01-31 12:30  
I agree, interceptors are so situational that they should never be a default module on a carrier.
There's a lot of ships that should be removed from the AI rotation as well for just being woefully useless with their current behavior... like bomber cruisers that try to "dogfight", missile dreads that make close-range passes at you, and carriers that do the same.
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