This will be a post regarding fighters and their abilities/role on the battlefield.
With things like HUD, Squad menu, Weapons loadouts, weapons and missiles balance pass on the mid term schedule i can’t make substantiated suggestions, only suggestions about QL ( quality of life ) things, until i get the chance to try them.
What i can comment about with facts is the flight ability of fighters.
For this i’ll keep in mind their role on the battlefield while i break it further.
Their role as i have seen is both offensive and defensive in nature, and their target group involves all of the ship categories ( depending on their “bite” ability of course ) so, how well do they perform on these tasks flight wise?
Offence.
Against fighters.
The ttk (time to kill) is at a good level and rewards tactical thinking, team gameplay and awareness.
But once on a 1 vs 1 situation the lack of accelerations degrades combat to a mere DPS exchange, instead of an outmaneuver/outsmart dogfight.
Against medium ships.
Here the weak ( for small fighters ) accelerations doesn’t show for about 50% of the fight, up until the point that the medium ship strat backing up.
Then the maneuvering weaknesses of the fighter is surfacing, making it essentially a moving target practice instead of a potential threat.
Against Capital ships.
Here we can’t expect a real 1 vs 1 dogfight of course, so we will focus on the 1 vs 2-4 aspect against anti-fighter turrets that big ships have.
And again, i can’t help it but feel that instead of going on a controlled deck guns run against these turrets, I’m going on a 50/50 chance to
a) hit the deck
b) drift lazily after the run while I’m being lit up
c) die on the approach while i go slow in order to have some form of maneuver precision.
Defence.
Against fighters.
As we said on the offence section, the lack of accelerations is automatically turns the fleeing fighters scale to a 90/10 chance to be killed by the guy he is fleeing.
And i won’t even mention the odds of a 1 vs 2 fighters situation.
Or the missiles on your tail.
Against medium ships.
With the potential of 4 missiles and torpedoes, while getting shot from a backing up medium ship being the normal thing to see in every battle, again the fighter becomes a deathtrap instead of a tool to use by players.
Against Capital ships.
Your only defence is to NOT go near them!
While the logical thing would be to be able to go in and out with control and confidence for single passes.
Finishing thoughts and suggestions.
It’s apparent to anyone that focuses on the fighter gameplay that ships are a little too driftie right now.
Leading to all the issues mentioned above.
So accelerations should imho go up in some form.
What i suggest is to give fighters a good acceleration boost when “power on engines” is on.
And if the delay action behind every consecutive boost press is intentional to make it also shorter when “power on engines” is on.