' Wrote:The Wrath is a respectable ship. I've always had trouble fighting against one, but that might be more the pilot than the ship. I don't think that it needs more forward firepower, it just needs proper guns to mount on it.
Basically what I'm saying... It will get more forward firepower when it gets better guns... Which it will be.
In my experience fighting with and against the Wrath using my RM Wrath, Wilde Wrath, and VF Odin, it really does come down to guns and how well the pilot can make use of said guns.
In my RM, I have 2xDeb, 3xHornviper, and a Train CD. It works okay, it takes me a while to kill people but I can usually whittle them down effectively- especially after they run out of ordinance. Against my VF and RHA comrades, it performs admirably, if not spectacularly. Part of this is the vanilla component issue, part of it my average flying skills. I can still get it, I can still deal damage.
In my Wilde, I have (don't cry) 2xEXCALIBUR, 3xNomad Laser (2 class 10s, 1 class 9) and a Nomad Torpedo. I don't normally have mines because they aren't sold on the Wilderness. Against larger targets I often prevail with the Torpedo, (when if fires anyway) but then again that works with any ship. Against other Wraths with torpedoes it comes down to who has better aim with ordinance. Against Wraths without torpedoes, it comes down to them playing defensive, since my damage output and energy usage are comparatively obscene. While with the more damaging guns it is easier to win, I have no easy time beating my more poorly armed friends- the Wrath is adaptable, not a miracle worker- even with the "best" guns. (Excluding Admin Cannons).
Fighting against the thing in my Odin, I have to say that it is still rather well balanced. RM Wraths have enough of a damage discrepancy that they have to fight offensively to punch through my hull before I do that to them, while I try to simply keep them in my crosshairs (Luger Ds, in all their lollerific stats, are still better than either Hornvipers or Firekisses). Granted, the Wrath has an easier time staying on me than I it, but the vanilla components keep the balance a bit- I don't have to worry about stray hits as much, so I can keep firing a bit more. All in all a fun matchup that comes down to skill or numbers like fighter fights should (RHA vs RM events will attest to this).
The turret is kinda nice for base destroy missions that are too small to park in a blind spot, but other than that I don't actually miss it. The Wrath has enough of a powerplant to run with a stock of codes for a bit or never let off the firing (with a little weapons grouping, this makes for a nice mindgame opportunity if you can fire whenever without worrying about energy concerns). On the Wild loadouts, it can still maintain enough energy to pop the nice screaming noise too close for comfort (or too close to maintain shields) but gunfire has to be a bit more reserved. It gets hit a fair bit, but flown properly can dish out a lot of damage with any of those setups. I'm happy with it right where it is.
</baby's first serious balance analysis; how'd I do?>
Alright, except you forgot to mention that RM guns suck... x.x
I'm of the mindset that when the next mod comes out, it will be perfectly balanced. Not too weak, not too strong. Right now its just a little on the lower side of that, mainly because of the vanilla weakness.
' Wrote:3.33 perhaps or somesuch intermediate level. 2.00 is hit and miss, 5.88 and higher is spray and pray. and thats pretty much all i got lol
also try missiles? if hitting the problem, get a sheild buster and a crapload of missiles which a while back was popular among some pilots and believe me once your CMdropper is out of commission your toast lol.
Agree with first statement. 4.00 seems about best for me.
I think missiles are cheap. I use one missile on only one of my characters. (It is not even my =LSF= character, so use of the missile is justified.)
' Wrote:Agree with first statement. 4.00 seems about best for me.
I think missiles are cheap. I use one missile on only one of my characters. (It is not even my =LSF= character, so use of the missile is justified.)
4.00 is a nice speed... Out of my six fighters, four use 4.00 guns (one is Krakens + 2.00 codes... o.O). The fifth uses 5.88 guns, and the last a combination of 5.88 and 8.33 guns.
Missiles... Are annoying, but are effective if used correctly (and I'm not even talking about mounting four!). I think... One of my fighters has one.
My Wrath as 2 debs, a Destroyer (level 9 LWB tachyon), and 2 codes (Twilight and Delusion). Plus a Razor. It works good enough, though I don't like the way the ship itself handles. The rear turret comes into play with any ship in a turning battle. Sometimes you can shoot with it outside of turret view, in extremely tight turns, and while a Hornviper turret may not do much it can strip that last point of hull away to finish off the target.
I agree with Virus, it does have a lot to do with the fact that RM guns -suck-.
The one thing that I like about them is that they look nice and they give out a nice sound and also they are tachyon. It would be good for Rheinland unlawfuls because the Rheinland lawfuls use molecular shields.
Honestly, it's always bothered me a little how the supposedly more advanced house fighters look just like their older, weaker counterparts in every way. Honestly, I think they should all be replaced with very similar models that, nonetheless, show off some degree of technological advancement.
An RL example of what I'm talking about would be the difference between the modern F-22, and the older F-15. They're obviously different aircraft, and it's not hard to see which one is more advanced. It's also not hard to see the similarities between the two, and to see that they come from similar origins and serve a similar function. Of course, I suppose that you could suggest that the advanced house fighters are just upgrades instead of new models, like was done with the aforementioned F-15 series, but then, why give them new names and model numbers if they're not different ships?
Am I making sense, or am I just delirious on the account of it being 3 AM here right now?:crazy:
Hey, stop bashing the RM guns. My wraith has 4 Hornvipers and one Firekiss (to mimic the NPCs) and I get along just fine.
Also, from the freelancer previews the Valkyrie was suppose to have two guns mounted where the CD is instead of one at the top, a third engine where the turret is now and folded wings, I would love it if someone could do that.:ylove:
' Wrote:I agree with Virus, it does have a lot to do with the fact that RM guns -suck-.
...They do. If you're sticking with RM guns, GO WITH THE HORNVIPER!!!!! I cannot say that enough. The Firekisses are some of the crappiest guns in the game, because a 500 weapons speed means that hitting anything is REALLY hard. The Hornviper may not have the highest damage output of anything, but it at least hits the target.
I use codes on my Wrath because of the... less than admirable... performance of the RM guns. Personally, I like Delusions on it. Good 3.03 refire with a very Rheinland-y look to them. I'd check them out if I were you. My loadout consists of four Delusions and an Imp. Deb., with a Hornviper turret for fun.
' Wrote:Wrath is not a great ship. Its about average, at least when you mount weapons you should on it. With Rheinland guns, its about useless... Since Hornvipers deal so little damage, its completely unnoticeable. Firekiss MKII move so slow (550, 50 slower than codes) that you can't hit anything... On top of that, Wrath may not be a big target, but it doesn't dodge that well. The 4.82 Wrath got nerfed a bit... Mostly by making it slightly heavier.
Wrath could use some more forward firepower, but I think in the next version the Hornvipers and Firekiss are getting upped, so it will become well-balanced.
The Wrath is a nice ship. I think she's fairly good right now, discounting the weapons. Only thing I hate is the fact that a single nuke takes it out. I hate nukes... :angry: