' Wrote:Now, it is time for obvious things Mr. Ursus and Mr. Andrzej. Never in the history of human kind, naval transports were a match to naval warships.
Sorry to break it to you but your gunboat shouldn't be able to kill every ship you aim towards.
The gunboat
A supply ship in formation with carrier
You should be able to kill it with luck, bad pilot, etc., but not routinely destroy it before it makes base. If it turns 12 guns on your 6 guns it should win regularly.
' Wrote:In fact even the most potent pirate VHF, a Sabre equipped with three Debilitators and four Golden Blades won't be able to kill transport with 100+K hull and AU8+ armor, providing that the transport will at least shoot him a bit, in less than these 35-50K.
Taking a fighter against transports on daily basis means usually either Screamer Mine + full hullbusters (energy efficient, not with highest DPS) or exact opposite (full shieldbusters + Nuclear Mines) and playing a dive bomber role. But that's not that relevant.
What you said about transports and warships - it is true. As long as we are talking about warships. I wasn't.
Feel free to PM me regarding any grammar/spelling/other language mistakes I have made in my posts.
A transport shouldn't be able to defend from attacker just by itself. Unless it's solely battletransport which sacrafice cargo hold for defensive capabilities.
That's how I see things:cool:
' Wrote:Delete the bomber class and all the game all the fights should be balanced
Yeah. And skrew you players who likes to fly snubcrafts in general !!!11!1
Transports tend to "lose" because they are designed for transporting, not fighting, if you want more space you will have to take out power, guns, ect. Surely this is obvious?
That said, transports have recieved many buffs, they are much tougher, (just look at vanilla for how tough transports were SUPPOSED to be) but still not very good at damaging the pirates (if they are snubs). I believe this is to encourage escort use. Transports can survive the pirates for longer, while the escorts kill them.
Transports also receive the bonus of not being able to be attacked by cruisers and +.
Still, some more weapon variation would be nice, if it didnt increase their power, just vary it.
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There may have been an undeclared bugfix in update 3. My transport solaris guns were sucking up huge chunks of energy before, but as of this morning I can fire them non-stop essentially. Stats did not change on the infocards that I could tell from cursory reading so maybe something was bugged. They were really sucking up the power before. Those weaps act like fighter turrets so I'm okay with them for now. Would like to see all of them improved some (primarily faster rotation and refire) but it's not crisis like yesterday.