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Koraboros
08-10-2010, 01:15 AM
I'm playing as Alliance. I have one variant of the 9 hardpoints ship as pure missile, and one variant with mostly laser and 1 or 2 missiles.
Then, I usually have 3-4 frigates with 4 anti-fighter missiles and 1 rapid firing laser.

I've never used fighters in an offensive, I just wait for enemy fighters to come over and let my frigates kill them off.

I'm not really seeing the point of having fighters since they die really easily.

(as another question, how many hardpoints do the empire ships have?)

uksimj
08-10-2010, 04:12 AM
Empire ships have the most hardpoints I think. Either that or the Order ships. The Empire have a special ship hull called the weapons platform. You can mount alot of weapons on it.

As for fighters, you need to try out other races. Rebels for example. They have a good fighter that is heavy enough to take a beating (esspecially if you unlock the heavier fighter armour).

Making a very fast fighter is also great, because they can outrun the enemy weapons (apart from tractor beams). They quickly get inside the shield bubble of an enemy and wear down the armour or make the shields really unstable (weakening them for your cruisers to finish up).

I'm also looking at the Tribe. Their ships get a hull boost. So the fighters should be tougher than most... in theory.

XSS
08-10-2010, 04:35 AM
Gotta try Empire and Rebels then. I love making massive vessels with loads of equipments and weapons. But i also like to make squadrons of tough and fast fighters.

uksimj
08-10-2010, 04:47 AM
Yeh stacking loads of weapons on a ship is fun. I'm experimenting with making fast cruisers. Using lighter modules and lots of engines. My plan is to make a quick cruiser with short range weapons that can get up-close-and-personal with the enemy. Swarm (with their speed boost) are ok, but their negative aspects are a big handycap.

mcgrimes
08-10-2010, 04:54 AM
On the demo i made a fast Frigate at the back of my fleet which i set to vulture mode, as soon as an enemy was nearly down they'd rush forwards and help finish them off.

XSS
08-10-2010, 05:22 AM
The problem is that you don't have any control later on. You can only pre-set the tactics. So, for lets say fighters it's problem because they can either fly fast into the enemy or stick to the motherships. There is no middle ground, at least i'm not aware of such thing.

cliffski
08-10-2010, 05:39 AM
You can set them to escort a ship and adjust the escort range to maximum. That way they roam around, but only within a certain radius.

Ketobor
08-10-2010, 05:59 AM
You can also tell all of your fighters to escort a ship that is basically defenseless that you send out on its own. After the ship dies the fighters will explode out, like some sort of bomb filled with bees.

XSS
08-10-2010, 06:06 AM
That is one of the ways but still not "it". But that's how the entire game works from the ground up so there is no point in expecting to have such real-time strategy functions.

uksimj
08-10-2010, 06:14 AM
The problem is that you don't have any control later on. You can only pre-set the tactics. So, for lets say fighters it's problem because they can either fly fast into the enemy or stick to the motherships. There is no middle ground, at least i'm not aware of such thing.

Those are pretty much the only uses for fighters, and all you need from them. I don't see why you'd want a middle ground.

Aerowind
08-10-2010, 04:00 PM
I've actually beaten most of the missions using nothing but frigates. It's slightly amusing seeing what an entire fleet of frigates can do to some cruisers. However, any serious battle I mostly just delegate them to anti-fighter duty. As for fighters, I only bring them to the fight if there aren't many anti-fighter ships on the other side.

XSS
08-10-2010, 09:47 PM
Those are pretty much the only uses for fighters, and all you need from them. I don't see why you'd want a middle ground.

Well, i've finished quite few missions with fighters only. Especially those where there is no radiation, but you can't have shields anyway. On such missions, even the most basic fighters do the job fast and effective.

Frosty The Pyro
08-11-2010, 01:12 AM
I've actually beaten most of the missions using nothing but frigates. It's slightly amusing seeing what an entire fleet of frigates can do to some cruisers. However, any serious battle I mostly just delegate them to anti-fighter duty. As for fighters, I only bring them to the fight if there aren't many anti-fighter ships on the other side.

So far I have been able to beet just about every mission by massing what i call the Stand Off Frigate. 2 frigate missiles, one anti fighter missile, one Frigate plasma. Set them all to cooperative and vulture. I give them only a lvl 1 engine, 2 lvl 2 sheilds, and fill the rest with armor (after crew and power of course). I fill my side with them untill i am getting about 5-10k honor and let em rip. They are slow enouph to stay together mostly, they rip enemy frigates to peices, enemy fighters are annoying but rarely dangerous. Cruisers with higher sheild resistance can sometimes be annoying (as they resist the missiles) but that just means it takes a bit for the plasma balls to knock the sheilds down, and once the sheild goes down the cruiserd dies nigh instantly to missile spam. I recently unlocked emp and torpedos, so I am thinking of making some torpedo boats (to help drop cruiser sheilds faster), and some emps. (well okay i had to change the build some for missions with supply limits)

XSS
08-11-2010, 05:20 AM
Fighting off fighters is quite easy with Fast traction beam and/or Defense Laser. Any other weapon will take care of them later on.

Spartan203
08-11-2010, 10:13 AM
Use rebel fighters. They are awesome. You can make speed 4 dual rocket fighters. Two wings of these will clear pretty much every map of frigates.

pandaphil
08-16-2010, 04:23 AM
Use rebel fighters. They are awesome. You can make speed 4 dual rocket fighters. Two wings of these will clear pretty much every map of frigates.

I love using those. They're pretty slow so they tend to get wiped pretty easily if the enemy has any sort of anti-fighter defense. But you're still guaranteed to knock down the shields on at least a couple of ships.

I also make it a point to keep a couple swarms of interceptors on hand. Powerful engine, little if any armor, and a single pulse laser. They're great for knocking down enemy fighters, and they do a good job of keeping enemy gunners busy while your big guns sneak up for the kill.

Random483
09-09-2010, 03:16 AM
I love fighters! A map with a large crew pop makes me drool :)
Stick 2 engines in them, 1 power gen and 1 weapon and put them in large squadrons - they rule the map! If you can work out the optimal place to put them, they'll intercept incoming fighters first and defend your fleet and when the enemy fighters are down they swarm out and blitz the rest!

What I haven't managed to work out yet are the frigates... they simply just die every time I use them :confused:

talima
10-09-2010, 11:43 AM
speed is there one real tactical advantage, but rarely worth the cost imo but they can get in and sweep the enemy frigates out before the cruisers get into each others range.

enantiodromia
11-20-2010, 01:32 AM
I consider Fighter usage as end game level strategy.

Everyone buffs Carriers into death machines. Everyone has fast Frigates racing around pew pew'ing at each other.

But Fighters, that's where your fancy AI and tactics come in to play.

Most of the feedback I get from other plays is about how my Fighters really surprised them, or about the weird formations I put them in.

Das Booter
11-29-2010, 12:12 PM
I just got this in the Indie Air Pack. I'm trying to figure out why my torpedo bombers aren't following orders.

(I don't care if torpedo fighters are good/bad in general, I just want to figure out why they don't do what I expect)

I'm on mission 2 - defend sirius or something. I have some heavy bombers with 2x torpedo hardpoints. I just want them to fire their salvos at the nearest capital ship. I deleted their 'target fighters' order but they still just fire off all their torpedos at enemy fighters, and ignore the nearby enemy dreadnought. Is this a bug?

Dragonpunch24
12-01-2010, 02:54 PM
I just got this in the Indie Air Pack. I'm trying to figure out why my torpedo bombers aren't following orders.

(I don't care if torpedo fighters are good/bad in general, I just want to figure out why they don't do what I expect)

I'm on mission 2 - defend sirius or something. I have some heavy bombers with 2x torpedo hardpoints. I just want them to fire their salvos at the nearest capital ship. I deleted their 'target fighters' order but they still just fire off all their torpedos at enemy fighters, and ignore the nearby enemy dreadnought. Is this a bug?

- i know the fix for this .. but i dont know if im intitled to tell you cus now its my tactical advantage on you ;)

EgoTrippin
12-03-2010, 03:46 PM
Fighters can be great :)
I have won a mission only with tutorial fighters - nothing else. resulted in getting all honor points for that mission :)

so far i have not played that many missions.. but at that type of strategy also has already failed me.. but it can work quite nice as the fighters can fly and attack within the shields and thus destroy cruisers quite fast. all depends on the enemy not having the weapons to defend against many fighters of course

jeremy42
12-04-2010, 05:38 PM
I'm playing as Alliance. I have one variant of the 9 hardpoints ship as pure missile, and one variant with mostly laser and 1 or 2 missiles.
Then, I usually have 3-4 frigates with 4 anti-fighter missiles and 1 rapid firing laser.

I've never used fighters in an offensive, I just wait for enemy fighters to come over and let my frigates kill them off.

I'm not really seeing the point of having fighters since they die really easily.

(as another question, how many hardpoints do the empire ships have?)
The fighters can fly inside shields and directly bomb enemy armour. Their little dogfight lasers ping off, but the rockets/torpedoes seem to wreck some serious junk. Try telling a squad of bombers to get within 100 to attack, and having a squad of dogfighters escort them.

ZoSo15
12-17-2010, 05:54 AM
Any one else experimented with the fighter hangars?

Sometimes I'll have a cruiser with a repair hangar acting as mothership and I'll have a crapload of fighters escorting it. The hangar gets used a lot on some of the longer battles but I have no idea how effective it really is.

At any rate, I think using defensive fighters for anti-fighter work is more efficient than using frigates with anti-fighter weaponry. It all depends on what you're up against though.

hellboy909
08-27-2011, 06:46 PM
Use rebel fighters. They are awesome. You can make speed 4 dual rocket fighters. Two wings of these will clear pretty much every map of frigates.

WANT! What hull do you use for that?

hellboy909
08-27-2011, 06:50 PM
I'm curious: what race can create the best fighter for the money? Specifically I'm looking for a kickass dogfighter. Maybe something with a pulse laser and super-fast so I don't have to worry about armor or shields.

THETRUEDOZAH
10-29-2011, 01:24 AM
Fighters are the most powerful and misunderstood unit. I made a lot of custom battles and uploaded them to have other players test their fleets against mine. They were fairly popular, some of them getting more than 100 plays. The one formation I finally found that I couldn't beat, couldn't understand, and eventually gave up on was the fleet consisting entirely of fighters.

You would think that a unit that only has a few options wouldn't be that difficult to reproduce, but there is a secret to making fighters into the deadliest units that nothing can withstand that I never discovered. The most powerful fighters I think come from the Rebels. It's been awhile since I played, but it was the race that used the Red ships and had the specialized cannon that did poison damage.

dumpstercake
10-29-2011, 09:35 PM
The alliance doesn't have very good fighters but they do have very good cruisers to make up for it. The best fighters belong to either tribe or rebels. There is a trick to making fighters very potent but it is complicated and depends a lot on what you want them to do but for the most part, more speed is good.

superecnate
01-10-2012, 04:59 PM
here it what I think the developer wanted:
Fighters > Crusers
Cruisers > Frigates
Frigates > Fighters

It actually works quite well. But another counter to fighters is escort fighters, as the enemy fighters do not attack your fighters.

BigfattyPlus
01-12-2012, 11:44 AM
So far I have been able to beet just about every mission by massing what i call the Stand Off Frigate. 2 frigate missiles, one anti fighter missile, one Frigate plasma. Set them all to cooperative and vulture. I give them only a lvl 1 engine, 2 lvl 2 sheilds, and fill the rest with armor (after crew and power of course). I fill my side with them untill i am getting about 5-10k honor and let em rip. They are slow enouph to stay together mostly, they rip enemy frigates to peices, enemy fighters are annoying but rarely dangerous. Cruisers with higher sheild resistance can sometimes be annoying (as they resist the missiles) but that just means it takes a bit for the plasma balls to knock the sheilds down, and once the sheild goes down the cruiserd dies nigh instantly to missile spam. I recently unlocked emp and torpedos, so I am thinking of making some torpedo boats (to help drop cruiser sheilds faster), and some emps. (well okay i had to change the build some for missions with supply limits)

How did that set up help you in the Batle Above Edyai VI? I am having a LOT of trouble in that battle.

Gir554
05-20-2012, 12:34 PM
Fighters are the most powerful and misunderstood unit. I made a lot of custom battles and uploaded them to have other players test their fleets against mine. They were fairly popular, some of them getting more than 100 plays. The one formation I finally found that I couldn't beat, couldn't understand, and eventually gave up on was the fleet consisting entirely of fighters.

You would think that a unit that only has a few options wouldn't be that difficult to reproduce, but there is a secret to making fighters into the deadliest units that nothing can withstand that I never discovered. The most powerful fighters I think come from the Rebels. It's been awhile since I played, but it was the race that used the Red ships and had the specialized cannon that did poison damage.
The best fighters in the base game are indeed the rebels but it sounds like you were talking about the order.From the poison damage that's my guess,but I'm not sure as I,alas,have none of the DLC.

Halcyon_Renard
06-01-2012, 09:59 AM
Pulse lasers are not actually the ideal choice for a fighter. They're power hogs, which means by the time you slap on a generator that can cope with them, you're seriously overweight and have a slow fighter. Speed is the fighter's only real defense.

Try the regular laser cannon, a type-2 engine (thrust-to-weight ratio is better than the type-3) and a basic generator. They're bloody fast, will actually kill enemy fighters fairly quickly, and can swarm around inside the shield bubble of even cruisers and peck them to death.

Vater_Frost
07-20-2012, 10:22 AM
Fighters are extremly useful agaimst the Tribes.

Their ships are extremly vulnerable to fighters... I assume hits against their hull have a large probability of bypassing armor and going crit.
They also donŽt possess effective anti fighter weapons and only have pathetic own fighters.

Inone of the battles that came with the DLC ("Battle at NGC 2770", a large one where you face against 30k of hullpoints of tribe ships) I just used 4 cruisers and 6 squarons of fighers and won.
In the 2nd battkle, which included an anomaly which negates all shields, I juzst used 3 squadrons of fighters and won on all difficulty levels.

I think the next thing IŽll try is, to win the battle I first mentioned, with fighters only. I assume, despite working shield it will be possible and juzst takes longer.

The tribes seem to be a little bit like the empire in Star Wars :D