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Fighters completely ineffective vs bombers

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7 years ago
Nov 22, 2017, 5:26:22 PM

I think if you design fighters too much about being a hard counter to one specific other weapon (bombers), you will run into the same problem that missiles and slugs currently have, i.e. everyone builds no missiles and one slug weapon in case the opponent is stupid enough to bring missiles, mostly eliminating both from optimal strategies.


I would welcome it if instead the idea of fighters as (soft) counters for small ships, and bombers for large, was expanded. Up damage values so that both are the best weapon against fleets consisting purely of the smallest/largest ship type, and still OK versus mixed. Taking beams and medium ships as a baseline, I feel like bombers should have a slightly better DPS (32 vs 26?), and fighters a slightly worse (20?). Fighters could be the overall (slightly) best weapon against small ships ( like 30 DPS compared to beams 26 maybe?), but do little versus large ones (10?) while bombers completely kill 6CP ships without sufficient fighter escort. This way, fighters could be used specifically to punish players that lag behind in ship hull research, while later making the size of your fighter screen an interesting gamble for carriers. I would also drastically reduce the ability of slugs to counter bombers/fighters -- these ATM effectively eliminate the need for fighters.


Fighters could still counter 1-2 enemy bomber swarms, or one enemy fighter swarm as an escort, but IMO they would overall feel better, and less like a gamble, if they had some general usefulness instead of being a very hard counter to a very specific thing.

Updated 7 years ago.
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7 years ago
Nov 17, 2017, 1:42:01 AM

Fighters are still ineffective vs bombers in the new patch.

It's also funny how shields still absorb damage even though bombers have 90% shield penetration.


It's even worse than before because now fighters will actually go on the attack (30-70%) if you use any tactic other than even though they have no penetration and do little damage to opponent ships. They do so even if there are no bombers to escort.


Also even if you do have bombers and send escort fighters to cover your bombers they will still not do their job at covering them because the enemy fighters will kill your bombers before your fighters kill their fighters.


Overall fighters are just useless in all situations and can never do their job properly.

Also note shield absorption despite bombers having 90% penetration. It's just normal T4 white shields.

Updated 7 years ago.
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7 years ago
Nov 17, 2017, 2:45:26 AM

Gzar is right... I have the other half of the screenshots. I could not sandbox this with anybody until it went public. Proved without a doubt. 

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7 years ago
Nov 17, 2017, 9:22:27 AM

OK, we will look into this. Thanks for bringing this up.


Edit: We've added the efficiency against Ship size in the squadron feedback; do you feel like the Fighters are good against small ships?

Updated 7 years ago.
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7 years ago
Nov 17, 2017, 11:27:31 AM

Can't answer that because we didn't test that aspect, this was intended to find out if they were effective agains't bombers (the intuitive thought) and they are not.


Not sure how else to explain this behavior.  There is no stalling mechanism and they need time to get to targets.


The small ship swarm is not viable as a hunters damage and hp boost was enough of a change.


I think the balance swung the opposite way a bit.


I would hate your mondays :(


Updated 7 years ago.
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7 years ago
Nov 17, 2017, 11:33:51 AM
Kynrael wrote:

OK, we will look into this. Thanks for bringing this up.

I love your enthusiasm to make the game better!

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7 years ago
Nov 17, 2017, 11:43:45 AM

Actually plutar, when we were having our engagements I noticed you had small ships and deliberately stacked some fighters to deal with them. I would conjecture, although I haven't tested it directly, that the fighters are indeed useful vs. small ships. The results vs. expectation have been consistent when I used them in this fashion.


Also, did anyone test what happens if you have fighters and bombers vs. just fighters? I recall in Sins there were some targeting discrepancies where just fighters would lose to fighters/bombers bc the only-fighters would default to targeting the bombers, while the fighters w/ bombers go straight to the fighters.

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7 years ago
Nov 17, 2017, 1:27:28 PM
Aitarus wrote:

Actually plutar, when we were having our engagements I noticed you had small ships and deliberately stacked some fighters to deal with them. I would conjecture, although I haven't tested it directly, that the fighters are indeed useful vs. small ships. The results vs. expectation have been consistent when I used them in this fashion.


Also, did anyone test what happens if you have fighters and bombers vs. just fighters? I recall in Sins there were some targeting discrepancies where just fighters would lose to fighters/bombers bc the only-fighters would default to targeting the bombers, while the fighters w/ bombers go straight to the fighters.

In our case Fighters will fight with Fighters first, so it shouldn't change much.



plutar wrote:

Can't answer that because we didn't test that aspect, this was intended to find out if they were effective agains't bombers (the intuitive thought) and they are not.


Not sure how else to explain this behavior.  There is no stalling mechanism and they need time to get to targets.


The small ship swarm is not viable as a hunters damage and hp boost was enough of a change.


I think the balance swung the opposite way a bit.


I would hate your mondays :(


A stalling mechanism might be interesting... That could give the fighters more time to down the enemy bombers. Or reduce Bomber life. I need to test out situations in more detail, so if you have saves with some battles (I need the save before the battle occurs :) ) I can take a closer look.

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7 years ago
Nov 17, 2017, 2:34:46 PM
Kynrael wrote:

OK, we will look into this. Thanks for bringing this up.


Edit: We've added the efficiency against Ship size in the squadron feedback; do you feel like the Fighters are good against small ships?

Is a weapon that only works against small ships that deals 10 dps with almost no penetration and has a big delay before it starts dealing damage good when you have a weapon workign against all ships that deals 26 dps with good penetration literally on the same tech?

Updated 7 years ago.
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7 years ago
Nov 22, 2017, 9:42:29 AM
Gzar wrote:
Kynrael wrote:

OK, we will look into this. Thanks for bringing this up.


Edit: We've added the efficiency against Ship size in the squadron feedback; do you feel like the Fighters are good against small ships?

Is a weapon that only works against small ships that deals 10 dps with almost no penetration and has a big delay before it starts dealing damage good when you have a weapon workign against all ships that deals 26 dps with good penetration literally on the same tech?

Fair point. :)

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8 years ago
Oct 11, 2017, 3:21:01 PM
Kynrael wrote:
CyRob wrote:
Kynrael wrote: For example, we need to fix the feedback problem with differentiated damages Squadrons get according to Ship Size, as it's not well understood.

I think the issue with the damage difference is that it does not make sense in the current way its presented,

If you had it so say bombers twice as much as they did now and did 50% more damage per shot then removing the damage difference by ship type and instead have it so some of the shots miss, 0% on the Large ships, 33% on Medium ships & 66% on Small ships (or whatever number that let you keep the same effect in the end)

This makes sense to the players as large ships being less manurable and literally larger targets make them easier to hit & thus do more damage to)

Very interesting proposition. Not sure we can do this though, but I'll look into it.


Cheers!

Cyrob's suggestion would be very nice if you could make it happen.

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7 years ago
Nov 22, 2017, 6:04:54 PM

Yertyl i agree... I made the same point about that in one of the previous posts. They need another use besides bomber counter.


Also there dps should be much much highet because you have to factor in travel time. During the first quarter of a battle bombers and fighters are still heading to their respective targets while beams have already accumulated a lot of damage in the cycles before they even get a chance to do damage. And at the moment due to flaks effectiveness their damage does not last long as they are litterally blown out of the sky.


I quick fix is to add a base evasion to missles and more to fighters and bombers to keep them viable during a combat cycle longer. (I tested adding evasion to missles and it did help considerably.)

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7 years ago
Nov 22, 2017, 6:19:28 PM

I actually wish we could set weapon priorities on weapons modules in the ship designer.  Such as if you have multiple fighter wings, you could set priorities in the designer saying this fighter wing focus on enemy bomber interception and this wing focus on allied bomber escort.  Set these bombers to focus on capitol bombing runs etc.  I know it'll never happen, but it would give us a way of focusing our attack wings into the desired behavior we're looking for.  Right now it's a bit of a mess because everthing just does things in a way that feels random and chaotic.  As a result, I never really feel like I'm getting the results I'm looking for with fighter/bomber builds.  It would be nice to do this with weapon modules as well, but fighter/bombers is where I think this mechanic would provide the most benefit.

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7 years ago
Nov 22, 2017, 6:39:20 PM

That is a awesome idea. However probably out of scope but plus one to that Valh

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7 years ago
Nov 22, 2017, 8:04:01 PM

Yeah, both bombers and fighters currently are just a bit...sad. In my last battle, 3 carriers with 1 bomber squad and 1 fighter squad each did a whopping...1k damage. Two beam weapons on the hero ship did 3.7k. And that's not even them all being slaughtered by slugs, they also spent most of their time idling around the carrier ships without actually attacking. If they immediately started flying towards the enemy ships during the "weapons ready" phase, I think it would already help their viability a lot.


Updated 7 years ago.
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7 years ago
Nov 22, 2017, 8:29:03 PM

Or increase their weapon range. If fighters had long range rockets that were effective versus bombers, it might eliminate that waiting period where bombers still get all their shots in.

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7 years ago
Nov 22, 2017, 8:32:42 PM

Same battle, but reloaded and replaced just the bombers with beam weapons. Note that in theory their damage should be almost identical, 100*50% vs 52. Effectively, the damage value more than doubles(!). I also watched the behaviour of the fighters -- two squadrons/four fighters started attacking the same ship in the top flotilla, meaning that the mid fighter unit spent a quarter of the battle just to reach its target. The bottom flotilla fighter unit did absolutely nothing. I assume all fighter squadrons chose the same target in the top flotilla regardless of their own, leading to the bot squadron being unable to reach it? Something seems to still be a bit buggy here :-)


EDIT: Replacing both fighters and bombers with beams turns the thing into a decisive victory, no ships lost.

Updated 7 years ago.
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7 years ago
Nov 22, 2017, 10:47:30 PM

So replaceing fighters and bombers with beams 10x'ed your damage done and reduced losses to zero... Thanks Yertyl, doesn't get much more cut and dry than that.

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7 years ago
Nov 23, 2017, 12:34:49 AM

It sounds like if Beams beat everything, the answer isn't necessarily to buff everything else, but just debuff Beams. We don't want the average damage in battles too high or there'll be no continuity between them cause one side will always die completely.

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7 years ago
Nov 23, 2017, 10:22:41 AM
plutar wrote:

So replaceing fighters and bombers with beams 10x'ed your damage done and reduced losses to zero... Thanks Yertyl, doesn't get much more cut and dry than that.

He. Actually, if we assume the damage of the other ships/components was roughly similar, the damage went from 1k for the bombers and 12k for the rest to 12k for the rest and 28-12=16k for the equivalent beam slots. So yeah, in this case,replacing bombers with beams ups the damage of the slot by factor 16! I didn't save the numers for the last fight for direct comparison for fighters, and they get a bit more distorted as the damage is capped when all enemy ships are blown up, but considering how little the fighters did in the first two battles I assume it's even worse for them.


Fighting small ships is obviously not optimal for bombers, but these values are a bit insane, and nowhere close to the similar damage values to beams (for small ships) stated in the ship builder.


IceGremlin wrote:

It sounds like if Beams beat everything, the answer isn't necessarily to buff everything else, but just debuff Beams. We don't want the average damage in battles too high or there'll be no continuity between them cause one side will always die completely.

I don't think damage values are generally too high; this was a battle of 10CP of more advanced ships versus 7CP, the latter of which had the wrong (projectile) armor. It should be a decisive victory. Beams/lasers indeed feel a bit too strong currently, but IMO by perhaps 20%, not these insane 1600%, and I assume rockets will become more worthwhile once projectile flak is nerfed.

Updated 7 years ago.
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8 years ago
Sep 28, 2017, 5:00:58 AM

You would think fighters, particularly advanced fighters could stop some bombers? Well, you can't really explain it better than a screen shot of the outcome. One of a few

Updated 8 years ago.
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8 years ago
Sep 28, 2017, 12:03:50 PM

Looks like 70% Offense for fighters on the right. So there are only three squadrons left in defense for 6 attacking bombers. At least some of the bombers should have been destroyed, which doesn't seem to be the case.


Do you have a save of before the battle?

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8 years ago
Sep 28, 2017, 12:11:35 PM
Kynrael wrote:

Looks like 70% Offense for fighters on the right. So there are only three squadrons left in defense for 6 attacking bombers. At least some of the bombers should have been destroyed, which doesn't seem to be the case.


Do you have a save of before the battle?

Does the greyed out bomber symbol not mean the bombers have been destroyed? It looks more like they were destroyed too slowly than not at all.

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8 years ago
Sep 28, 2017, 1:02:38 PM

In this case tactic for fighters doesn't matter. If there are bombers present they will always prioritize hunting them over attacking no matter the tactic.

You can see they did exactly 0 damage to ships which means they were busy with bombers all battle.

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8 years ago
Sep 28, 2017, 1:06:34 PM

I'm not sure about that. They also might not manage to penetrate the hull plating, or be destroyed by kinetics before or something... Plus, initial health of ships is important.

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8 years ago
Sep 28, 2017, 1:10:28 PM

Hull platng is % reduction so it would show at least more than 1 damage not literally 0. 

All the ships were at 100% health at the start of combat.


Also like I mentioned the ships had no other weapons and even no defensive modules like armor. It was literally only fighters/bombers and engines and nothing else.


You can easily replicate this battle and test it yourself.

Updated 8 years ago.
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8 years ago
Sep 28, 2017, 1:26:26 AM

Here is a scenario where we have 6 medium slots of advanced bombers vs 6 medium slots of advanced fighters. No heroes or other weapons of any kind.

As you can see the bombers still manage to do very heavy damage before being killed by the fighters.

This shows clearly that fighters are not an effective defense vs bombers at all.

Their damage needs to be increased massively.

One slot of fighters should counter more than one slot of bombers. Otherwise there is absolutely no reason to take them.

Why waste a weapon slot for something that does 0 damage to enemy when it doesn't even protect you at all from a single enemy bomber slot and you still take massive damage.


The expected outcome of this battle should be near 0 damage done to the defender with fighters not this farce below.


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8 years ago
Sep 28, 2017, 1:29:07 PM
Gzar wrote:

In this case tactic for fighters doesn't matter. If there are bombers present they will always prioritize hunting them over attacking no matter the tactic.

You can see they did exactly 0 damage to ships which means they were busy with bombers all battle.

Then what does the tactic do (in terms of percent of fighters on defense/offense)? I thought the whole point was that it was supposed to determine how fighters behaved?

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8 years ago
Sep 28, 2017, 5:21:25 PM

The tactics determine the split between how many of your fighters will stay on defense and attack enemy bombers and how many will go on escort your bombers. If you have no bombers to escort however (like this case) all fighters will hunt enemy bombers no matter the tactic.

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8 years ago
Sep 28, 2017, 5:36:15 PM
Gzar wrote:

The tactics determine the split between how many of your fighters will stay on defense and attack enemy bombers and how many will go on escort your bombers. If you have no bombers to escort however (like this case) all fighters will hunt enemy bombers no matter the tactic.

Ah, I see. Thank you.

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8 years ago
Oct 10, 2017, 6:48:39 PM

That picture would indicate that the Bombers all died after having killed 2 Carriers and 6 Fighters doing some 25K damage before the Fight ended. It seems the "zero" damage the Fighters list is simply a case of not getting to the enemy carriers (primary goal) after finally knocking out ALL of the 6 Bombers. Given the 2 Barrage Fire cards in play, that does not look at all that strange an outcome given the 3 stage battle plans issued... 

Updated 8 years ago.
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8 years ago
Oct 11, 2017, 4:19:21 AM

That picture actually shows a single coordinator, which is a medium sized ship, loaded with only 2 bomber slots.  Destroy one enemy coordinator, and another damaged, thus showing that fighters were not doing there job to protect against bombers.  There number one priority is bombers no matter what offense/defense card is played. 


This was a simple 2 against one scenario, and also relize that lumen coordinators only get 2 fighter slots, while voyd's get three fighter slots.   The vod ships should have taken no damage in this situation.  There were no other weapons used in this test.  

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8 years ago
Oct 11, 2017, 5:10:25 AM

Maybe fighters should have a +% damage modifier against bombers, -% against ships, and neutral against other fighters.
This would be a realistic representation and I'm not sure if the game currently has any mechanics to achieve that kind of effect (?)

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8 years ago
Oct 11, 2017, 8:07:37 AM
c02gen wrote:

Maybe fighters should have a +% damage modifier against bombers, -% against ships, and neutral against other fighters.
This would be a realistic representation and I'm not sure if the game currently has any mechanics to achieve that kind of effect (?)

This is something we could do. However, these kind of changes that we discuss are rather obvious for us, but can confuse players that aren't on the forums. For example, we need to fix the feedback problem with differentiated damages Squadrons get according to Ship Size, as it's not well understood.

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8 years ago
Oct 11, 2017, 8:23:47 AM
Kynrael wrote: For example, we need to fix the feedback problem with differentiated damages Squadrons get according to Ship Size, as it's not well understood.

I think the issue with the damage difference is that it does not make sense in the current way its presented,

If you had it so say bombers twice as much as they did now and did 50% more damage per shot then removing the damage difference by ship type and instead have it so some of the shots miss, 0% on the Large ships, 33% on Medium ships & 66% on Small ships (or whatever number that let you keep the same effect in the end)

This makes sense to the players as large ships being less manurable and literally larger targets make them easier to hit & thus do more damage to)

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8 years ago
Oct 11, 2017, 8:46:30 AM
CyRob wrote:
Kynrael wrote: For example, we need to fix the feedback problem with differentiated damages Squadrons get according to Ship Size, as it's not well understood.

I think the issue with the damage difference is that it does not make sense in the current way its presented,

If you had it so say bombers twice as much as they did now and did 50% more damage per shot then removing the damage difference by ship type and instead have it so some of the shots miss, 0% on the Large ships, 33% on Medium ships & 66% on Small ships (or whatever number that let you keep the same effect in the end)

This makes sense to the players as large ships being less manurable and literally larger targets make them easier to hit & thus do more damage to)

Very interesting proposition. Not sure we can do this though, but I'll look into it.


Cheers!

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