I don't think that there's really a need for something like this. If anything, it would make fighters the best possible ships there are again like some time ago, literally countering everything from gunboats up to battleships if the numbers are there. It's good the way it is, to be honest.
(03-15-2016, 02:24 PM)Lennox Wrote: If anything, it would make fighters the best possible ships there are again like some time ago, literally countering everything from gunboats up to battleships if the numbers are there.
(03-15-2016, 12:40 PM)Egmund Tauber Wrote: There is a huge list of very negative effects, but the one most common one is that the ''effective range'' of engagement will not change for most ships.
This is due to the fact that many ships have enough agility to avoid shots from an X range. In terms of capital ships in parituclar such change would screw everything over without also rebalancing projectile speed in the process.
For example, the only thing that prevents gunboats from easily soloing a larger ship (read ''easier'') is due to their relatively shorter weapon range compared to cruisers and battleships. This puts them at -some sort- of risk as they need to get closer to their target. The larger ships might have better range, but due to their slower projectiles - they would not be able to hit those gunboats anyway. It would be a huge buff to all ships relying on speed-tanking.
You cannot fix this buff by adjusting projectile speed as increasing it for the largest ships would outright ruin anything small that comes close to them by accident or lead in close by hugging enemies.
Increasing range only helps against ships that are larger than the ones that they are being shot by, in short.
EDIT: Increasing the lifetime of projectiles also by extension increases server strain.
Understood. But what if we left all things unchanged except increase range?
What impact would it have? Some scenarios would be nice like
snub vs snub, Snub vs GB, Cruisers etc....
Caps vs Caps.... Get my drift?
Given their small shapes but still potent weaponry a squadron of just 5 fighters with these range buffs would probably be able to destroy a whole fleets after some time if there are no other fighters to counter them. Say they have like 1k range, no gunboat, no cruiser or secondary turrets on BS's will be able to push them back, since the fighters can always stay at a safe distance, where as atm they need to get dangerously close and give the bigger ship an opening to just give it a smack and potentially kill the snub.
It's a form of balance in the end. Fighters are close quarter specialists and should stay that way imo
Well I did say increased range across the board. which means all guns range increased. The gunboats, cruiser and Battleship guns too will increase. Which means they can engage the enemy at farther range than before
(03-15-2016, 02:50 PM)Unlucky_Soul Wrote: Well I did say increased range across the board. which means all guns range increased. The gunboats, cruiser and Battleship guns too will increase. Which means they can engage the enemy at farther range than before
Yea, but I doubt you can hit a snub that is more then 1k away from you
Aye, you did say that. However, it won't affect fighters much. The increased range of cap guns just means more time to dodge for fighters, which are still the biggest problem in a case of this