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[FAQ
Forum Index » » Developer Feedback » » Different Fighters
 Author Different Fighters
Kakashi Hatake
Chief Marshal

Joined: October 18, 2009
Posts: 3
Posted: 2011-09-24 23:43   
what about the idea to add some new fighter layout

like Heavy fighters slower speed but 2 torps as anti dread/station fighter

or mine laying fighters that could mine gates from distance or make a mine field around friendly ships.

and faction gun fighters with faction gun weapon on it like ugto emp
icc railgun kluth plasma gun.



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Blackjack [DBL]
Grand Admiral
Faster than Light


Joined: February 25, 2011
Posts: 344
From: The land of venomous reptiles.
Posted: 2011-09-24 23:50   
Kakashi, the fighter already have the faction gun, the normal one not the special purpose ones though.
Fighters used to launch torpedos and missiles too, but this was discontinued due to horrific lag and exploitation of this lag.
You could launch a horde of fighters and missiles at a ship and lag it to uselessness. Not completely disagreeing with it, the torpedo bomber as an anti-heavy is still an intresting idea.
edit; fixed spelling

[ This Message was edited by: Perseverance *FCA* on 2011-09-24 23:51 ]
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Kaepora
Fleet Admiral

Joined: February 08, 2011
Posts: 77
Posted: 2011-09-26 01:30   
Torpedo fighter is a great idea.

Beam fighters for small ships, Projectile fighters for all around usefulness, and Torpedo fighters for hardened targets.
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Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2011-09-26 04:29   
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-09-26 04:30   
Quote:

On 2011-09-26 04:29, The Flying Dutchman wrote:
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...




Actually it could work.

Those fighters would then be firing torps from near max range. So you should be able to avoid those torps, unless you were sleeping or caught with your pants down.




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Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2011-09-26 06:09   
i predict fighters not firing cause of small desynch
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Blackjack [DBL]
Grand Admiral
Faster than Light


Joined: February 25, 2011
Posts: 344
From: The land of venomous reptiles.
Posted: 2011-09-26 21:53   
Quote:

On 2011-09-26 04:30, Kenny_Naboo[+R] wrote:
Quote:

On 2011-09-26 04:29, The Flying Dutchman wrote:
there has just been patch that makes sure fighters stay 400-500 gu away from enemy ships. Think its hard to combine that with torp fighters...




Actually it could work.

Those fighters would then be firing torps from near max range. So you should be able to avoid those torps, unless you were sleeping or caught with your pants down.








Or if your ship is too slow to dodge torps. Excellent station hunter and the escort ships will be used more.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-09-27 05:51   
great idea. grabbing a station would have to be in a support role, as torpedo fighters would take the pee on a station thats solo.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-27 06:32   
Fighters are one of the worst causes of CPU usage we have, so not exactly liking the idea of giving them slow moving torps... Plus I have to realisticly ask myself, what do they offer over normal fighters?
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-09-27 06:36   
for torpedo fighters to hit anything under station more than 10% of the time torps would need to have some sort of homing ability. And that is not coming anytime soon.
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