Author Topic: Grievances  (Read 31253 times)

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Offline Kopachris

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Gripes...?

Erinyes' small weapons-energy reserves
AI not being affected by such things as humans are (e.g., stealth) (...does the Fury AI fix this? :confused:)
AWOL message of DOOM!!!  (i.e., more enemies jumping in right after I leave)
Pegasi's lack of more usage
Myrmadons' weird secondaries
For that matter, Herc IIs' weird secondaries (32/40 Harpoons?)
Serapi's paper hull
GTVA's lack of tactics + Collie's futile death
On a related note, command pulled the blockade, and the coordinates they gave us were bogus!

And from FS1, one really big thing comes to mind: even though I can save the Rameses, the mission will not progress if I do so.
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Offline Commander Zane

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You must not use the Erinyes properly then, I rarely have a problem with energy even with the Kayser / Maxim loadout on Medium.
Or you're just a crazy bastard playing on Insane, :P which then I'm jealous.

 
Let's see...
Prometheus R
Boanerge's single primary slot
Ursa's worthless-for-shooting-fighters second primary slot
Are's sluggishness
Herc II's only having four primaries. Why even bother making a mkII?
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Offline Timerlane

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Fury AI is definitely awesome.

Even under Fury AI, I still think the Myrm's a good deal, not that it certainly couldn't be better. I like the ability to carry a small pack of three Trebs or Stilletos(or even a five-pack of Rockeyes, which should be enough to kill or maim a single cruiser beam turret), yet still have 75% of my Tornado capacity, and it has enough hull strength to take collisions with Shivan fighters(and if you up the slide/reverse speeds on Shivan fighters along with Fury AI, there will be high-speed collisions in serious(gauntlet-style) furballs). Six tightly-packed Prom-S cannons give you a pretty good chance of shredding one or two head-on approaching Shivan fighters in a wave, especially backed up by Tornadoes.

I'm with the 'four guns is not enough for the Herc II' crowd. If you want to bring Maxims, you're stuck with only two of whatever else to defend yourself against shielded fighters, and that's not just enough for something that slow.

The Perseus has maneuverability over the Myrmidon. That's pretty much it; gun compatibility, missile compatibility(trade TAGs for Infyrno and Helios), missile capacity(and due to rounding, the Myrm gets an extra Treb or Stiletto), speed and afterburner performance/endurance is almost identical. If you're only chasing bombers, the Perseus doesn't give you any real advantage over the Myrm, which is why the Perseus needs to be faster(on top of all the in-game evidence(Tech Room/Command Brief) suggesting it should be); admittedly, not as fast as the Valk/Horus, but better than it is.

Boanerges is only worthwhile if well-defended and Helios are available(2/4/4 capacity). The Ursa can carry a second primary bank of Maxims for turret/subsystem work, and the Kayser turret can definitely help hurt light fighters/interceptors, especially Manticores(which I've seen it kill all by itself on occasion).

Erinyes is fine, IMO, even on Hard(you just have to be accurate), though I wouldn't be opposed to resplitting the gun banks to 6/2. 8 Prom-S sniping is too much fun to waste half your guns on Maxims(unless you're attacking a full-on cruiser fleet), and Prom-S still outranges nearly all non-beam turret guns.

The Ares is surprisingly good in handling, IMO; frankly, it handles better than the Athena(again, IMO). The difference, I think, is the Rotdamp factor. The Ares may not turn fast, but for something so supposedly heavy, it can change direction and keep a tracking shot on evading Shivan fighters pretty well(.35, whereas the Athena had the same .55 Rotdamp as all the other bombers).

My biggest problem with FS2(the main campaign, anyway) is the squadron system. Hate x ship? Too bad. Yes, it's more realistic, but hurts replayability(as opposed to FS1, where you could choose to continue to fly Apollos or Valks pretty much anywhere, if you wanted).

That, and the fact that you only get the Subach as a viable offensive primary for nearly half the game.
« Last Edit: April 18, 2010, 12:14:50 am by Timerlane »

 

Offline Mongoose

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AWOL message of DOOM!!!  (i.e., more enemies jumping in right after I leave)
*shakes fist at Bearbaiting*

 

Offline TopAce

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Quote
Pegasi's lack of more usage

Well, what are you expecting from a stealth fighter?
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AI needs to use trebs properly without sexp hacks.

There is an easy fix for that:
Remove the "huge" flag from the .tbl.

I did that in TotT, and it works awesome with only the "bomber+" flag remaining (for those who didn't take time to notice, or simply removed Trebs from team loadout, be sure to play mission 3 and there's an Arcadia firing missiles at targets 4-5 km away when you arrive- one turret has Trebs; and if your wingmen also have Trebs you can see them firing well out of range of any other missiles in the game, thus proving they use them).

I think the cause of this is that "huge" blocks the AI from attacking fighters and bombers, and "bomber+" blocks shooting bigger ships, which makes the missile blocked for all types of targets, and the AI doesn't use it in it's vanilla form.


Erinyes' small weapons-energy reserves

If you aim properly, and kill enemies with 3 salvoes of 8 Kaysers, you might even be able to divert some power to engines and enjoy 68 m/s cruising and longer AB duration.

If you want to see what it's like to have low energy, fly a Tauret.
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Offline General Battuta

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AI needs to use trebs properly without sexp hacks.

There is an easy fix for that:
Remove the "huge" flag from the .tbl.

I did that in TotT, and it works awesome with only the "bomber+" flag remaining (for those who didn't take time to notice, or simply removed Trebs from team loadout, be sure to play mission 3 and there's an Arcadia firing missiles at targets 4-5 km away when you arrive- one turret has Trebs; and if your wingmen also have Trebs you can see them firing well out of range of any other missiles in the game, thus proving they use them).

I think the cause of this is that "huge" blocks the AI from attacking fighters and bombers, and "bomber+" blocks shooting bigger ships, which makes the missile blocked for all types of targets, and the AI doesn't use it in it's vanilla form.

This is a bit of a clumsy hack, because it's just a workaround of the fact that the bomber+ flag is broken, and it nerfs the Treb a bit (which you may or may not like). It's not a bad solution, but a better idea is probably just to enable $smart secondary weapon selection in your mod's AI profile.

If you don't have one I strongly suggest grabbing the BP Fury AI as it makes modding and balancing significantly easier (it'll fix a lot of other non-transparent behaviors too).

 
This is a bit of a clumsy hack, because it's just a workaround of the fact that the bomber+ flag is broken, and it nerfs the Treb a bit (which you may or may not like). It's not a bad solution, but a better idea is probably just to enable $smart secondary weapon selection in your mod's AI profile.

If you don't have one I strongly suggest grabbing the BP Fury AI as it makes modding and balancing significantly easier (it'll fix a lot of other non-transparent behaviors too).

Guess I'll have to in that case, thanks for the info.

BTW- do I keep the "bomber+" flag if it's broken, or should I further edit the Treb to make it 'just another missile'?
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Offline General Battuta

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Y'know, I'm an amateur at this compared to Fury`, but I think you should keep both bomber+ and huge both on there. Bomber+ may not be as broken as I thought.

If there's any trouble we can probably work it out further.

 

Offline Androgeos Exeunt

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I used to hate the Perseus because it turned too fast. I've since learned to deal with it, so it's no longer an issue.

The tri-gun mount of the Ursa isn't too bad once you know how to use it. I've managed to kill smaller vessels with it before.

The one thing I can't get over is the Ptah's size. It's huge for a stealth fighter.
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Offline headdie

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I used to hate the Perseus because it turned too fast. I've since learned to deal with it, so it's no longer an issue.

The tri-gun mount of the Ursa isn't too bad once you know how to use it. I've managed to kill smaller vessels with it before.

The one thing I can't get over is the Ptah's size. It's huge for a stealth fighter.

for my money the best ursa loadout in to stick maxim in the tri mount for cruiser bashing and kayser or subach in the other mount on trhe off chance something gets in your way
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Offline Klaustrophobia

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depends on the role.  i agree for heavy cruiser hunting, but if you're attacking corvettes or larger, i find maxim on the center mount makes turret killing a LOT easier.  then i just stick some general heavy-hitter on the tri-mount and likely don't use it.  back in FS1 when caps could actually be killed by primaries, the tri-mount was intended for blasting away at capships and the center for defense.
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Offline Mongoose

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I actually got pretty good at using that sidearm tri-mount for my own defense in Black Omega.  The Ursa can't chase anything worth a damn, but if you sit relatively still and act like a mobile turret, you can coax the AI into your line of fire and deal out some significant damage.  A triple Prometheus on there gets the job done fast.

 
I actually got pretty good at using that sidearm tri-mount for my own defense in Black Omega.  The Ursa can't chase anything worth a damn, but if you sit relatively still and act like a mobile turret
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Offline Mongoose

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Not really.  The Prometheus slices through them like buttuh. :p

 

Offline IronBeer

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Against normal AI in an FS1-era setting, I actually have a bit of a knack for dogfighting in an Ursa. There are a couple tricks that can help, but a determined and intelligent interceptor pilot will eat your lunch every time. Thankfully, standard AI is neither determined nor intelligent, so the following tactics are applicable:

*Make use of your considerable gun banks- Adapting to the offset triple bank takes a little bit of practice, but is not an insurmountable difficulty. A very valid tactic is to just saturate your target with laser bolts, since at least some shots have to hit if you're on target.

*Don't be stingy with missiles. Really should be self-explanatory, but an Ursa with at least one bank of Interceptors or Harpoons should be able to rack up a considerable body count. Also, in the same vein, keep your support ship close- missiles really will be your best offensive option, due to the Ursa's sluggish handling.

*You will not be dodging much incoming fire. The sooner this fact can be absorbed, the better. With a generous amount of power diverted to shields, the Ursa can actually absorb an impressive amount of abuse on its shields- if you're good with managing individual quadrants, the durability can be upped even more.

*Use your turret! Though best for swatting those hard-to-scratch fighters, you can also use the turret as a nasty supplement to your frontal firepower. The Ursa's turret is really the main reason I prefer that old boat over the newfangled Boanerges, or any other heavy bomber (Sekhmet included).

*This bears repeating: these tactics are valid against standard AI only. I have not really played against Fury AI or any other humans, but I can say with all confidence that an interceptor pilot with even a modicum of skill will dominate an Ursa pilot. Be warned!
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On the other hand, a steady hand and 5 Prometheus S cannons backed with heavy shields and armor means that if a fighter and an Ursa both start at long range, the Ursa has a very good chance of coming away the winner.

 

Offline jr2

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The enemy AI's incredible knack for spreading fire so that no matter where you turn, you will be pounded and thus be unable to see worth crap nor turn fast enough to escape unless you mash your afterburners for at least 4 seconds, which however will not give you enough distance to turn and face your foe - he will resume pounding within a half second of you letting off the burners.

 

Offline Commander Zane

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How I can watch 12 Interceptors attacking a single Herc II for eight minutes and never hit the stupid thing.