Achilles Heal

Thought just crossed my mind. Every ship should have an Achilles heal and I don't think they all do. There are some top predator ships out there and the only way to take them out is to have another top predator ship.

Wouldn't it be fun if a wing of sidewinders was able to take out an A rated conda because of a turret blind spot and slower manoeuvre turn rate.

Not a rant, just interested in your thoughts and discussion.
 
Thought just crossed my mind. Every ship should have an Achilles heal and I don't think they all do. There are some top predator ships out there and the only way to take them out is to have another top predator ship.

Wouldn't it be fun if a wing of sidewinders was able to take out an A rated conda because of a turret blind spot and slower manoeuvre turn rate.

Not a rant, just interested in your thoughts and discussion.

If Achilles could Heal then his Heel wouldn't have been such an Achilles Heel. ;)

Currently everything has a win button called a Power Plant.
 
Currently everything has a win button called a Power Plant.

This ^

Wouldn't it be fun if a wing of sidewinders was able to take out an A rated conda because of a turret blind spot and slower manoeuvre turn rate.

A wing of small ships can already do this if they are skilled enough, the Anaconda turns like a whale in glue, only the T9 has worse manoeuvrability and has a gigantic blind spot right at the rear near the thrusters.
 
The PowerPlant is harder to target on small ships than large due to other modules getting in the way. That is in fact the Achilles Heal.
Some small ship also have faster turns or faster top boost speed. I'd like to be able to attach Limpet Mines on big ships like C4 in BF4.
 
Yeah - hear wee go again...

"Wouldn't it bee great if we could by ships four 32K credits that could kill ships that cost 300 Million cr"?

It's getting two bee that time where they should close the forums until something new comes out and just have everyone learn how two use search for a while.
 

Wouldn't it be fun if a wing of sidewinders was able to take out an A rated conda because of a turret blind spot and slower manoeuvre turn rate.

Not a rant, just interested in your thoughts and discussion.

I think ships shouldn't have a spot where damage is much higher than elsewhere. In my opinion that's just unrealistic (in-game reality). As soon as such design error becomes known the manufacturer would do everything to eliminate it.
I think sub-system targeting shouldn't work or the sub-systems should be the best protected parts of the ship. Armor should protect sub-systems and targeting-systems shouldn't be able to target them. Sub-systems could still get damage and sub-system damage should still be very problematic, but it shouldn't be the go to spot.
I think it would be better if only fixed weapons could be used to target sub-systems - based on a augmented reality overlay where the sub-system of know ships are. It would make targeting sub-systems something that really requires skill and a good reward is OK.

What I think is needed is better balancing between PvE (current system is very PvE) and PvP (more skill based and no "go to ship" or tactic), ships and weapons.

Large ships should be slow and easy to out-run and out-maneuver in small ships, but they should have very strong shields and very strong armor. Small ships should be fast and maneuverable, but with weak shields and weak armor.
Weapons should have special purposes and be balanced based on their usage. Basically a rock, scissors and paper style of balance.

Torpedoes that deal a lot of damage, but small ships could evade them easily while big ships would get hit. Small ships could carry only 2 or 3 of those torpedoes, but would then be defenseless against other small ships.
Special anti small ship turrets for big ships that are very ineffective against other big ships could be balanced by big guns without good tracking of small ships.

It would force CMDRs to think about the modules they use and would make all ships useful. Missions could require different ships ("kill that General/Pirate Lord in an Anaconda" would require a different ship, different weapons and different strategy than "kill that Elite fighter in his Viper"). There would be no "Feature of the month" ship.

What to pirate a T-6? Better bring a Cobra. What to pirate a T-9? Better use Python or a wing of Cobras.
Want to kill noobs in Sidewinders, that Eagle might be a better choice than the FDL. You could use a FDL with special anti-small-ship weapons, but the Sidewinder could run away and System Security will bring their Eagles with torpedoes and you will have no chance.
Want to kill a FDL, better think about a Python or a wing of Eagles.

Endless possibilities, not just bigger is better.
 
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You keep using this word. I do not think it means what you think it means.

Damn phone auto correct and a general lack of attention

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I
think ships shouldn't have a spot where damage is much higher than elsewhere. In my opinion that's just unrealistic (in-game reality). As soon as such design error becomes known the manufacturer would do everything to eliminate it.
I think sub-system targeting shouldn't work or the sub-systems should be the best protected parts of the ship. Armor should protect sub-systems and targeting-systems shouldn't be able to target them. Sub-systems could still get damage and sub-system damage should still be very problematic, but it shouldn't be the go to spot.
I think it would be better if only fixed weapons could be used to target sub-systems - based on a augmented reality overlay where the sub-system of know ships are. It would make targeting sub-systems something that really requires skill and a good reward is OK.

What I think is needed is better balancing between PvE (current system is very PvE) and PvP (more skill based and no "go to ship" or tactic), ships and weapons.

Large ships should be slow and easy to out-run and out-maneuver in small ships, but they should have very strong shields and very strong armor. Small ships should be fast and maneuverable, but with weak shields and weak armor.
Weapons should have special purposes and be balanced based on their usage. Basically a rock, scissors and paper style of balance.

Torpedoes that deal a lot of damage, but small ships could evade them easily while big ships would get hit. Small ships could carry only 2 or 3 of those torpedoes, but would then be defenseless against other small ships.
Special anti small ship turrets for big ships that are very ineffective against other big ships could be balanced by big guns without good tracking of small ships.

It would force CMDRs to think about the modules they use and would make all ships useful. Missions could require different ships ("kill that General/Pirate Lord in an Anaconda" would require a different ship, different weapons and different strategy than "kill that Elite fighter in his Viper"). There would be no "Feature of the month" ship.

What to pirate a T-6? Better bring a Cobra. What to pirate a T-9? Better use Python or a wing of Cobras.
Want to kill noobs in Sidewinders, that Eagle might be a better choice than the FDL. You could use a FDL with special anti-small-ship weapons, but the Sidewinder could run away and System Security will bring their Eagles with torpedoes and you will have no chance.
Want to kill a FDL, better think about a Python or a wing of Eagles.

Endless possibilities, not just bigger is better.

I agree, particularly your last sentence.
 
Thought just crossed my mind. Every ship should have an Achilles heal and I don't think they all do. There are some top predator ships out there and the only way to take them out is to have another top predator ship.

Wouldn't it be fun if a wing of sidewinders was able to take out an A rated conda because of a turret blind spot and slower manoeuvre turn rate.

Not a rant, just interested in your thoughts and discussion.

This thread is funny because of OP's avatar.

You want to fly down the middle of the whatsit and shoot it in the "everything blows up if you shoot it here" place, don't you!
 
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