Fighter fears.

Okay so we've got some info on them but I still have some questions and fears about the implementation of them.
-1: will they be as fragile as they currently are in game? If so, they will be simply unusable because they wouldn't survive long enough to be worth anything let alone the internal module to house them and it would render them pointless.

-2: can ships that in their description have 2 bays launch both at once? If not, don't bother implementing it then, because what's the point of having 2 launch bays on your ship when you're arbitrarily limited to having one out at once? There would be zero benefit to having that ship in this regard. And if #1 is also true it only further damns the update.

-3:will the pilots you hire to go into the fighters dies upon destruction? If so, what's the point of 3D printing the fighters?

-4: what's the fighter DPS going to be like? While we don't want them as strong as eagles we also need a balance where their damage isn't entirely ignorable either.

-5: the items needed to build them, will they be materials or commodities?

After the absolutely HORRIBLE implementation of the gambling system to modify modules and FD's inability to fix long standing and game breaking issues like instancing I'm starting to have these fears about them cocking up this update as well from what I've read of the live streams and the forums. If any of you have answers to these questions that I've missed please let me know.

I want this to go smoothly but....
 
1) they've been described as glass cannons. Very powerful, but very fragile
2) no, you can only have 1 npc crewman aboard your ship so you can only deploy 1 fighter at a time
3) no because they don't go inside the fighter. They will die if your mother ship is destroyed however.
4) as said in 1, glass cannons. Very powerful but very fragile
5) restocked upon using the restock all option
 
- probably not
- it was said you can only have 1 launched at a time
- no
- crazy, those things wreck stuff fast
- they will be refilled at stations like ammo or drones probably
 
Thanks for your replies. Unfortunately it looks like FD strikes again and this will be yet another failed implementation in their very long list of f-ups. Still need to wait for the beta but at least now I won't have any expectations of it.
 
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Thanks for your replies. Unfortunately it looks like FD strikes again and this will be yet another failed implementation in their very long list of f-ups. Still need to wait for the beta but at least now I won't have any expectations of it.

How can you judge it like that though? The fighters are meant to have massive sting in the tail but be disposable.
 
Thanks for your replies. Unfortunately it looks like FD strikes again and this will be yet another failed implementation in their very long list of f-ups. Still need to wait for the beta but at least now I won't have any expectations of it.

Are you kidding? I don't like the 3d printing thing but the way they made it sounds amazing.
 
I've never been even slightly bothered by a Condor etc in a CZ so why would I worry about one now? They are like annoying balloons.
 
Number 2 is a strong sticking point for me - I don't understand why two fighters cannot be launched if there's two separate bays for them (and in turn, hiring a second AI pilot). Are they thinking it'd be to over-powered or is this something they're holding in reserve until multi-crew?
 
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I have not seen the damage they can do, but if it rivals something like an eagle then holy crap is that ever imbalanced.
If they pop as fast as they currently do then their damage is inconsequential since all it'l take is launching them to kill them.

I'm judging them based only on what I'm able to read here, which is also why I stated I'd need to wait until the beta. What happens until then is simply lowering my expectations and standards to be more in line with what we've seen from FD in the past so that if this one indeed turns out to be another failure it won't be as disappointing. I have very low expectations of FD to begin with due to their past and current performances...

That said I also understand a lot of you won't share my view point and might think the implementation of RNGineers was okay or that you haven't experienced game destroying problems with instancing so I'm not trying to say it's simply "bad". Just that I feel the decision makers in FD are incompetent and are killing the game for me.

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Number 2 is a strong sticking point for me - I don't understand why two fighters cannot be launched if there's two separate bays for them (and in turn, hiring a second AI pilot). Are they thinking it'd be to over-powered or is this something they're holding in reserve until multi-crew?
Either way it's re-bloody-tarded.
 
Number 2 is a strong sticking point for me - I don't understand why two fighters cannot be launched if there's two separate bays for them (and in turn, hiring a second AI pilot). Are they thinking it'd be to over-powered or is this something they're holding in reserve until multi-crew?

I think they're eit her holding back, or it would be a bit too much of a buff to the big ships.
 
I think they're eit her holding back, or it would be a bit too much of a buff to the big ships.

Either one makes sense, but you would think they'd be able to balance two fighters by simply reducing the damage output of them in general. I can see how that in turn would lessen the impact for medium SLF-equipped ships capable of only launching one fighter, but personally I'd rather see two fighters for the ships capable of launching them.
 
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I wouldn't see giving that buff to big ships as a problem, They're big ships, they're supposed to have advantages that smaller ones don't have.

I agree with this, but the PvP-centric crowd would most likely cry foul (if they are OP'd). The concessions that are made to accommodate both crowds is sometimes a detriment to the progress of the game.
 
Okay so we've got some info on them but I still have some questions and fears about the implementation of them.
-1: will they be as fragile as they currently are in game? If so, they will be simply unusable because they wouldn't survive long enough to be worth anything let alone the internal module to house them and it would render them pointless.

-2: can ships that in their description have 2 bays launch both at once? If not, don't bother implementing it then, because what's the point of having 2 launch bays on your ship when you're arbitrarily limited to having one out at once? There would be zero benefit to having that ship in this regard. And if #1 is also true it only further damns the update.

-3:will the pilots you hire to go into the fighters dies upon destruction? If so, what's the point of 3D printing the fighters?

-4: what's the fighter DPS going to be like? While we don't want them as strong as eagles we also need a balance where their damage isn't entirely ignorable either.

-5: the items needed to build them, will they be materials or commodities?

After the absolutely HORRIBLE implementation of the gambling system to modify modules and FD's inability to fix long standing and game breaking issues like instancing I'm starting to have these fears about them cocking up this update as well from what I've read of the live streams and the forums. If any of you have answers to these questions that I've missed please let me know.

I want this to go smoothly but....

4.
Nobody knows! All think they will become OP from the short video they have seen where a fighter destroys a Python.
We have NO idea which shield the Python used. Were it 3E shields or 6A shields? If shieldboosters were used, how many? Were the shields stock or engineered?

Nobody knows and the range is wide between stock 3E shields and engineered 6A + 4SB's shields.
Nobody can make a real statement about the power of the fighters.

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I agree with this, but the PvP-centric crowd would most likely cry foul (if they are OP'd). The concessions that are made to accommodate both crowds is sometimes a detriment to the progress of the game.

Looks like i have to post again :D

In a real scenario like that, it doesn't work this way.
PVE:
You're sitting in a T9 and get interdicted from a NPC Python. You submit (what else in the T9?) and in the time the Python tell you anything about "tasty cargo" you already deploy hardpoints and this one fighter.
What do you believe how long you will survive this scenario? Will the NPC ignore the fighter? Will the Python die faster than you in your T9?
1 single fighter won't give you a better chance to survive this, 2 fighters would change it a lot.

PVP:
You're flying in your mighty Trading or multipurpose Anaconda. You get interdicted by a FDL. You submit (what else in an Anaconda?) and as soon you drop out you deploy your hardpoints....."warning, taking heat damage"..."module malfunction".....and deploy 1 fighter..."shields offline"...."eject eject eject"

Ähm sry but i see no future for fighters in pvp, this is in my opinion a PVE only feature.

And since when did the named ships capable of fighters had a role in PVP? Never have seen an PVP Anaconda, never have seen Gunship, Keelback and T9!!
Corvette sometimes in PVP yes but for PVP she's simple to slow IMO. Barely have seen Cutters in PVP.
And the Beluga never of course :D and i'm not sure if we ever will see him in PVP.

Those people who cry in PVP about OP fighters cry only because they love simply to shoot non-PVP players in seconds to hell. And this will maybe get some harder with fighters.
 
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1) they've been described as glass cannons. Very powerful, but very fragile

Interesting and fine, that's all fine, but why not make them a bit sturdier and just let us carry two fully assembled fighters and do away with the printing nonsense?

2) no, you can only have 1 npc crewman aboard your ship so you can only deploy 1 fighter at a time

I sincerely hope this changes with multicrew, seems like I should be able to launch as many as I have crewmen for, which would depend on the ship (the big 3 have at least 3 seats on the bridge alone). Of course launching 10 would be ridiculous, but wings are limited to 4 and again, if we get rid of the printing nonsense I can only carry one or two fighters at a time anyway.

3) no because they don't go inside the fighter. They will die if your mother ship is destroyed however.

That seems silly, I don't die if my ship is destroyed, why would an NPC? It also seems silly that the fighters have cockpits. Of course you could just do it like SRVs and have to make the call when you launch the fighter...

4) as said in 1, glass cannons. Very powerful but very fragile

Yeah, basically like I said in #1 as well.

5) restocked upon using the restock all option

This is fine, I just don't understand why having the SRV model work out so well, they decided to muck it up with this printing and neural link business and not just go for something more robust and tangible, with a limited supply.
 
I agree with this, but the PvP-centric crowd would most likely cry foul (if they are OP'd). The concessions that are made to accommodate both crowds is sometimes a detriment to the progress of the game.
Agreed. Sometimes Change isn't a good thing.
 
Number 2 is a strong sticking point for me - I don't understand why two fighters cannot be launched if there's two separate bays for them (and in turn, hiring a second AI pilot). Are they thinking it'd be to over-powered or is this something they're holding in reserve until multi-crew?

,,Braben has always hated big ships that's why he made them cost hundreds of thousands of times more for about 3 or 4 times the power. Then he purposefully added weaknesses and blinds spots to their designs just to rub it in. All so that a single small ship has a chance at going one on one. Fighters are just an extension of this.
Type 7, the crapp st large ship in the game can't launch a fighter. Wth?
 
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