could we take rail gun out of NPC Ships?

Considering AI have aimbot and doesn't get affected by overheat this weapon is balance in players hands but op in AI hands.

I'm tried of getting my mothership destroy because I just want to have fun in my fighter and not have to worry about 3 cobra arm with just rail gun in combat zones destroying my anaconda when I turn away to have fun.

Due to AI perfect aim rail gun need to be dial back with this weapon, this weapon have ruin my fun.
 
AI has been affected by heat for a couple of major versions already, and you can actively dodge railguns in a smaller agile ship. Anaconda is a big, easy target.

Having a %-chance for NPCs to deliberately miss regardless of what or how the target is flying isn't a solution.
 
You can make a reasonable argument that NPCs might be a little too consistent when it comes to hitting small fighters with rails (although I'm not sold either way, since it's not exactly hard to do it yourself). But if you're flying a Conda you shouldn't expect to ever dodge hitscan weapons.

SLFs work up to 30km away from their mothership. So you can always just park it ~20km away from the CZ marker where NPCs won't see it. Alternatively, if you fit and engineer a Conda for maximum shielding you shouldn't have to be overly concerned about a few NPCs shooting it with rails.
 
You can make a reasonable argument that NPCs might be a little too consistent when it comes to hitting small fighters with rails (although I'm not sold either way, since it's not exactly hard to do it yourself). But if you're flying a Conda you shouldn't expect to ever dodge hitscan weapons.

SLFs work up to 30km away from their mothership. So you can always just park it ~20km away from the CZ marker where NPCs won't see it. Alternatively, if you fit and engineer a Conda for maximum shielding you shouldn't have to be overly concerned about a few NPCs shooting it with rails.

with engineered shields, ships with plasma guns are much more dangerous then Railguns.
 
Being better at aiming rails is a little inconsequential compared to the list of advantages we get.

If you want to get out into a fighter, and leave your lumbering mothership to wander lonely as a cloud that floats on high o'er vales and hills, then do it in the place that's appropriate - a low intensity RES. Or a slightly higher one if you're up to it.

Dem conflict zones are for war, man. There are other places for lobbing flowers at each other.
 
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If you want to get out into a fighter, and leave your lumbering mothership to wander lonely as a cloud that floats on high o'er vales and hills, then do it in the place that's appropriate - a low intensity RES.

Better yet, fix "low intensity" CZs to actually be distinguishable from the high intensity ones.

Imagine a CZ where 70% of the ships were fighters. That would be glorious fun!
 
Better yet, fix "low intensity" CZs to actually be distinguishable from the high intensity ones.

Just....don't go there.

I'll be so triggered if someone makes me go launch into prose again about the senselessness of zone intensities, and that "hazardardous" sites are about as hazardous as going swimming at the local paddling pool with buoyancy aids.
 
Better yet, fix "low intensity" CZs to actually be distinguishable from the high intensity ones.

In my experience, the difference is the amount of ships, on both sides. Therefore it's easier to get proportionally outnumbered in Low Intensity zones, if a few of the ships on your side get killed quickly.

I'm not sure whether that's the actual, or intended difference, but this is what I have observed.
 
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