I'm glad you're more qualified than the developers of the mod to tell us about how the mod works. Imagine how much better the mod would be if they actually knew what they were doing.
I don't think I'm more qualified. I don't think they don't know what they're doing--not at all. The dev team is ****ing amazing, and their work is incredible. And while I can and do really appreciate all of their work, am I wrong in thinking that it isn't perfect, and that perhaps by discussing these *potential* flaws/problems, future content can be even better?
I could be wrong about a given topic, sure. I definitely have been in the past, and I probably will be in the future. My intention--and sentiment--is to either improve future content if I happen to be right, or to learn and clear up my confusion/misunderstandings if I'm wrong. To be clear, though, I'm generally not going to leave things at "No, X." If I don't understand
why it's X and not Y, and where my reasoning/impressions/etc. went wrong, I'm still left confused. And I wouldn't be asking or talking about it in the first place if I didn't care so much and appreciate BP as much as I do. Sorry if I have or am giving the wrong impressions--I probably use stronger/more absolute language than I than I should, but I am very willing to correct my mistaken understandings/impressions if proven wrong in a way I can understand at all. Hopefully I have made good on that, in your eyes. If not, I apologize, and I'll continue to work on it.
The problem with the Titan is the fact that it's the "Hecate 2" of the GTVA, from all we have seen through FS2, the Hecates are simply not good warships (especially when put against the Orion)
The whole idea (I think) for the Raynor\Titan combo, is to split what would have been made into a super-destroyer before the stoor failure of the Colossus, you should see both ships as one (the Raynor as the firepower and the Titan as the carrier/strategic component.)
I am certain the the GTVA's pride and bravado would have made sure they took more risks making larger ships, while trying to reduce to costs of a Colossus (whatever class it's supposed to be)
Except that the Titan isn't really that similar to the Hecate. And the Raynor isn't a super-destroyer. It's more of a battlecruiser, I think. The Hecate is definitely analogous to the RL archetype of nuclear supercarrier. But the Titan...it's different.
It's a full-fledged fleet carrier, but it also features durability that can at least compare to the Raynor (and very much surpasses the Orion). It has pretty good speed, and its forward armament is brutal. In a sense, the Titan is like a cross between a battlecruiser and fleet carrier, or maybe a hunter-killer submarine that doubles as a fleet carrier? Okay, that analogy just fell apart; let me put it this way...
The Hecate is not a bad ship; sure, it has some major flaws, but it also has some major strengths that are often overlooked. Part of the reason for that is that the player rarely sees or hears of it in FS2--the Hecate's massive craft complement and excellent carrier capability, along with its substantial AA defenses. The Hecate sucks in direct combat in most circumstances, yes, but that's not too much of a flaw when you consider its role and strength as a fleet carrier--far from deploying a few wings to an operation at a time, a Hecate is a mobile base for many fighter squadrons of varying types/roles, and can technically replenish its main armament, defense, offensive ability, and strategic impact as soon as more allied wings link up with the ship. Considering the strengths of and potential necessity of asymmetrical warfare against the Shivans, that's pretty considerable. If there's any major failing of the Hecate, it's that it is designed to be a dedicated carrier, but for some reason makes room/cost/complexity for four heavy, very fragile beam cannons that could only take on something stronger than a Cain from the front. If you're going to put heavy beams on something, put it on a ship that's not designed for/specialized for being a fleet carrier away from the front lines.
The Titan, on the other hand, is rather different. Its weapons and their configuration are something of a far more efficient approach, and the ship seems to be designed from the ground up to effectively utilize both large carrier capability and heavy-beam fire support. A Titan can shock-jump a ship and deal 99,000 damage in a few seconds, sure, but it also fares well in general--so long as it is either the one attacking, or is itself not being shock-jumped from a flank (if it weren't a shock-jump from the flank, the Titan may very well have time to just turn to face you and then one- or two-shot you).
The Raynor is not a super-destroyer. It is, perhaps, subtly implied to be in certain places, but it's actually something else. To put it one way, the Titan is akin to a Sathanas, while the Raynor is akin to the Colossus--not in terms of overall power/strength, but in terms of role, strengths, and weaknesses. The Colossus fares well when it is facing opponents smaller than it, and can take on multiple destroyers at once, and win by a significant margin. It's not particularly vulnerable from any angle, and it lacks glaring design flaws. However, where the Titan is designed to take advantage of opportunities to shock-jump or launch a concentrated thrust without fear of flanking attacks, the Raynor is designed to dominate engagements with multiple smaller enemies. It has more guns (and bigger guns) spread out over a wide area/coverage, while the Titan takes 90% of its firepower and dedicates it to attacking stuff from one general direction--the front. A Raynor should avoid engagements with ships of its size/power, but seek engagements with one or several ships of lesser size/power. A Titan should avoid engagements with a bunch of smaller foes (except under the right circumstances, like DE, or when shock-jumping without fear of major flanking attacks before you can flee), but seek opportunities to shock-jump or attack an opponent's weak (or just not-strong) spot blitzkrieg-style.
There's just one problem...
The Raynor is disturbingly fragile for the ultimate line-combatant, direct-engagement destroyer. Armor SEXP's aside, a Raynor has a mere 5K more hitpoints than a Titan, and only 40K more hitpoints than an Orion...from FS1. As for Armor SEXP's, well...IIRC, the table standards have them with the same kind of armor, leaving changes up to the mission designer in FRED. While I may be of a different opinion/mindset regarding that style than some (or all) of the BP devs, it makes for an inconsistent impression/experience with a given ship (or ship class). After all, when it is sometimes surprisingly durable and sometimes shockingly fragile--yes, relative to the given situation, of course--it's confusing and jarring. It breaks immersion, to me, and can result in all the wrong impressions. I don't think I'm the only one who came away from AoA and Darkest Hour thinking that the Raynor was extremely underwhelming. Steele doesn't come off as a brilliant and bold strategist when I play Darkest Hour, he comes across as confusingly inept when he has a golden opportunity and total surprise on his side, but does absolutely nothing to take advantage of it and runs away at the first sign of trouble (not without taking major damage while casually giving his monologue, though...). From the Dev Commentary, I know that the team was trying to avoid the Worf Effect here, while still introducing/establishing Steele and the Atreus as devious, powerful threats. And while it succeeds in some respects, to me--the Atreus performs the shocking with his jump from Luna to Rheza Station, and then the impossible when jumping right back out again to Jupiter--it utterly fails in others, leaving me with a contradictory and confusing impression.
The two Narayanas showing up to drive off Steele--okay, sure, I could see how two Narayanas in good position, with some backup from a heavily damaged (but still combat-capable) Karuna would be enough to warrant a jump-away if possible, but that was never really the problem. Before those two Narayanas showed up, he just stood still and did nothing to finish off Rheza Station or the Indus--both of which would have been easy. It would have been one thing for him to clearly try for it, but it seems like he just doesn't even care. He sits there, lets the heavily damaged Indus slowly come to him, and doesn't immediately try to get in firing position with his HBlue to finish off Rheza Station (he could easily just use the other beams to finish off the Indus without slowing down or changing course). And even though he does the impossible by jumping right back home, it isn't until well after the situation is clear to him, after his decision is already made, after his monologue, steadily taking significant damage from just half (if that) of his opponents' firepower at a shockingly fast rate, that he actually gives the order to jump out (and the Atreus does so). I expected the Big Damn Heroes to drive off Steele, yes, but it was a surprisingly one-sided engagement that occurred--rather than the two forces standing off and having their dialogue/exchange, ending with Steele casually doing the impossible and jumping right back out, Steele is immediately hammered while he doesn't even hit back at all, jumps away after taking significant damage--during which Steele is giving an almost aloof monologue, seemingly unaware or uncaring of the steady, significant damage his ship is taking. The Big Bad comes across as not very threatening or effectual; he accomplishes very little even when it would be easy to accomplish a lot, and rather than being barely driven off by a potential engagement that wouldn't be as much in his favor as he would like (and casually jumping right back out), he gets hammered, driven off without any kind of damage being dealt to the UEF ships/Rheza, and performs his impossible jump to
escape from a surprisingly-fast approaching defeat/death, rather than to perform the impossible jump while casually choosing to fight that battle another day (while still seeming like he could win it, or make it very close).
Rather than the mere appearance of the Atreus in a mission giving me a sense of "Oh Crap", I feel "how do we kill this guy/ship before it just runs away again?" Even if the UEF forces present just aren't a match for the Atreus, it feels like a matter of just calling in some support, not "send in the cavalry or we're all doomed".