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Just buff the strike fighter.


Tentou's Avatar


Tentou
12.21.2013 , 06:12 PM | #11
Agreed with OP.
Shock - Casual

silvershadows's Avatar


silvershadows
12.21.2013 , 07:50 PM | #12
Quote: Originally Posted by archifikoss View Post
I want to fly my strikers more but they feel so sluggish after my scouts...
My Pike actually goes far faster than a base scout does that's not counting for upgrades to the scout or anything, but still!
Sage - Sentinel - Commando - ScoundrelPowertech - Operative - Marauder - Sorcerer
Highjinks - Flashfire Ace - Saberwing
Cadera Legacy The Ebon Hawk

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Gavin_Kelvar's Avatar


Gavin_Kelvar
12.22.2013 , 01:37 AM | #13
Quote: Originally Posted by -Shadowfist- View Post
Realistically, slightly reduced lock on times for missiles with strike fighters (maybe like a -10% or -20% lock on time) would bring them back in line. Their missiles are one of the few things that really set them apart and they hit fairly hard as is. Allowing strike fighters to lock on slightly faster to scouts before they leave the targeting reticle or gunships before they charge/fire their rail would probably be enough to tip the balance back.
I kinda have mixed feelings about strikers needing a buff, flying my Star Guard it already feels pretty darn powerful and I think any more offensive power and it might start exceeding the scout/flashfire in the role of space superiority (which would be bad since the flashfire, not star guard, is meant to perform that role). Even though I know a buff to missiles would help my Star Guard I nevertheless would object to a buff that is exclusively to the missile capabilities of strikers. Primarily because that would buff the Pike (Tier 2 striker) that can equip 2 missile types at a time more than the Star Guard (Tier 1 striker) that can only equip 1 type at a time. That would no doubt increase the lethality of striker missiles but it could also create an inbalance between the two strike models because the buff would benefit one model more than the other. IMO the models should be equally balanced and it be a matter of playstyle choice (Star Guard if you prefer classic Star Wars WWII based dogfighting with blasters, Pike if you prefer the Star Wars take on modern fighter combat).

Personally I think what needs to be done is work on making the roles of scouts and strikers more distinguishable. To put things in X-Wing series game terms on paper the scout is clearly supposed to be performing the roles of an A-Wing and the striker is supposed to perform the roles of an X-Wing. Obviously when it comes to dogfighting the scout has an advantage over a striker, primarily due to mobility, much like an A-Wing would have a slight advantage over an X-Wing in a dogfight and that's fair. But when it comes to versatility where strikers/X-Wings are supposed to shine as miles better than an A-Wing it doesn't seem to work out that way in practice. In the current game modes I've really not found that there's any offensive role I can do in my striker that I can't do equally well in a scout. That seems at least in part because 1)the defensive abilities of the scout are so good they allow them to perform with striker like versatility 2)things like turrets are so weak they don't present an opportunity for strikers to demonstrate their superior versatility to scouts or 3) some combination of 1 & 2.

Now granted in the current game modes the only thing we have to kill other than enemy fighters is turrets which can hardly replace the difficulty of attacking a corvette or capital ship. Nevertheless until more difficult AI targets are added on other maps they're the only thing out there that could possibly require the versatility of a striker class ship to destroy (otherwise it'd just be a straight team death match where the ships with the best dogfighting capability wins, and that's obviously the realm of a scout's space superiority role, not the multirole starfighter job of strikers). It seems bothersome that on the current maps the supposed versatility advantage strikers have over scouts doesn't actually play out in practice. At least this is my impression from in game and the forums.

If they add things like corvettes I'd assume that strikers will shine because of their ability to equip weapons like torps but like someone else said I don't think it's a good idea if one map type heavily favors one ship class while another map type favors another ship class. That would just make it less fun since you'd know, whether you like ship class X or not, you'd have to use that ship type on this map to benefit to your team. I think regardless of map type scouts and strikers should be better balanced so the striker is far superior to a scout when it comes to versatility the same way the scout is vastly superior to a striker if you're looking for speed and agility in a dogfight.

Helig's Avatar


Helig
12.22.2013 , 01:45 AM | #14
I think Strikers could use a survivability buff, and they also need to be a little closer to Scouts than Gunships in terms of maneuverability. Otherwise, they're perfectly playable and perfectly lethal.
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archifikoss's Avatar


archifikoss
12.22.2013 , 03:21 AM | #15
Quote: Originally Posted by silvershadows View Post
My Pike actually goes far faster than a base scout does that's not counting for upgrades to the scout or anything, but still!
Nice! How's your turning rate though? I think you'd have to sacrifice some for being a speed demon

Verain's Avatar


Verain
12.22.2013 , 03:34 AM | #16
I think the Strike Fighter needs a buff.

It's possible, but unlikely, that the strikes are perfectly balanced now. But, if this is really supposed to be the "X-Wing" of this game, I'd expect to see them in equal or greater numbers than the other ships.

The problem is that the scouts have mostly the same job, and are better at it. The scouts can maneuver super well, are much faster, and also inexplicably have a dps cooldown (a serious one, and stackable) where the other ship types get to change their blaster type, missile type, or railgun type.

This means that the only possible weakness you have is if you are trying to dodge multiple bandits- I think we all agree that a scout has an edge over a fighter, but I also think that three scouts have an edge over three fighters. The strikes need peels just like gunships do.

In exchange for all these weaknesses, they gain some very powerful missiles, with commensurately long lock-on times, and they gain more hull and shield.


I think that the buff should work towards making these things better. For instance, a strike fighter could have a passive power where they regenerate hull slowly, giving them a serious edge in a longer fight (strike fighters would respond much better to the presence of repair drones), or they could have some way to stop the sheer amount of crap that bypasses shields (though that's probably a bypass problem, not a strike problem).

silvershadows's Avatar


silvershadows
12.22.2013 , 03:47 AM | #17
Quote: Originally Posted by archifikoss View Post
Nice! How's your turning rate though? I think you'd have to sacrifice some for being a speed demon
It's not TOO bad - taking speed thrusters over turning thrusters definitely hurts my yaw rate, but the additional speed means pitching up/down not only gives me a good chance to avoid a missile lock, but often carries me out of lock range completely with a tap to my afterburners.

I can also reach satellites very quickly using my speed and barrel roll, which means the enemy scouts that show up afterward then have a pretty hard time taking me out with all power to shields and my quick-regen shield regenning while I'm taking damage. I can deny caps for a very very long time and stand a decent chance of shooting down one or two bandits and possibly taking it if I'm solo, or living long enough for my teammates to pick them off me if I have a wingman or two.
Sage - Sentinel - Commando - ScoundrelPowertech - Operative - Marauder - Sorcerer
Highjinks - Flashfire Ace - Saberwing
Cadera Legacy The Ebon Hawk

Check out my series of Mandalorian novels HERE.

archifikoss's Avatar


archifikoss
12.22.2013 , 03:56 AM | #18
Quote: Originally Posted by silvershadows View Post
It's not TOO bad - taking speed thrusters over turning thrusters definitely hurts my yaw rate, but the additional speed means pitching up/down not only gives me a good chance to avoid a missile lock, but often carries me out of lock range completely with a tap to my afterburners.

I can also reach satellites very quickly using my speed and barrel roll, which means the enemy scouts that show up afterward then have a pretty hard time taking me out with all power to shields and my quick-regen shield regenning while I'm taking damage. I can deny caps for a very very long time and stand a decent chance of shooting down one or two bandits and possibly taking it if I'm solo, or living long enough for my teammates to pick them off me if I have a wingman or two.
True, the increased speed does compensate quite a bit for slow turning. And you're definitely at an advantage vs a scout when denying sat access as the increased maneuverability is not as prominent in such close quarters (especially since you don't want to stray too far from the node). I'm thinking of upgrading my type 1 for turning rate and my type 2 for speed.

BrianDavion's Avatar


BrianDavion
12.22.2013 , 04:14 AM | #19
as a strike fighter pilot, and a good one at that, with a mastered starguard here's my over all thoughts.

the GENERAL BALANCE is solid, with strike fighters trading some speed and manuverability for missiles and extra survivability. in practice however the balance isn't qutie right right now. the added speed and manuvability of a scout is so much greater then a Striker the edge is perhaps a bit too hard in the direction of the scout. this is ESPECIALLY the case where right now there's so much armor or sheild peircing that the additional defences are minimal use.

fact is a strike fighter has to invest every point he has in turning upgrades just to be able to MATCH a stock scout in turning. and I'm pretty sure a gunship can keep up with us in speed and manuverability.

basicly the strike fighter could use just a little more speed and a little better turning on it's stock base. the striker certinly works right now, but I'd definatly say it's the weakest of the "classes" (granted as the "average generalist" class I was expecting it to be so)

also one thing worth addressing, burst lasers, flashfires and gunships get these but strikers don't. I certinly understand why these ren't on everyship, but I think they should be a starguard option.

Imaslicer's Avatar


Imaslicer
12.22.2013 , 07:40 AM | #20
I don't think strike fighter needs a buff, the problem is the ship is totaly uninteresting.

People that like to stay out of the main fight and sniping use gunboat, people that like speed and dog fights use scout. The fighter is the middle ship and thus have no specialty, making it very bland and boring.
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