Consider putting the turrets on "Attack Enemy Fighters" instead of Defence. The Wharf can make fighters, so the turrets may shoot at those if they get in range of the turrets and thereby cause the frigate to stay too close and get shot up. Also consider just 10-20 LTs for "self defence" on your topdedo boats, cuts the cost and 20 is plenty, leaving room to say to one or two of them to "Collect all deployables in area", which will collect the LTs other (maybe dead) frigates left behind. The "Attack" order has to complete before the order to repair happens, or you can move the repair order to the top of the queue.
I made some tests with turrets disabled for M ships, and there was no influence over distance keeping behavior. Tho, "Attack Enemy Fighters" is not a bad setting, I may consider making it the default in global setting, and set the L turrets for destroyers to defend, manually. 🤔 Number of Lts on my torpedo boats ....as soon as the player set up the first self suficient wharf, the cost stop being an issue, let alone in my 16 billion credits game. 🤑 22:53 I did remove the atack orders. 🤓
@@ragnos28 I watched the video, I wasn't intent on saying you had it wrong, just intended to say WHY it went wrong for future reference (for example you can reorder queue items instead). Making things yourself, like LTs or missiles, costs ~1/10th what you pay in an equipment dock, which means most people don't sacrifice for missiles or torpedo use until they have somewhere to make them AND bought (fairly cheaply) the blueprints for them. IIRC LT Mk2 need Adv Electronics, and that gets used a lot elsewhere, so a lot of people go for the cheaper but even more ineffectual, Mk1s to save the electronics for other things.
@@ragnos28 For pathing, the turrets are irrelevant, by the way, they aren't pertinent. HOWEVER, they can cause a ship to be still or targeted if hit, and that can cause either dogpiling (M class have a BIG problem with dogpiling killing them, far more than S class does) or the host ship to be stationary for longer, and that can mean they die under the Graviton guns. "Defend" turrets can be triggered by turrets of a station, so they really don't help there, but "Attack Fighters" doesn't attack turrets or stations (because stations count as capital class).
@@markhackett2302 I've droped the usage of LTs Mk2 after seing that they were launched from the landing pads, a really slow proces and prone to getting stuck (IS). Plus, in the case of frigates, the landing pads are already busy launching defence drones, adding to the launch time of the mk2 LTs.🤓
Doesn't make that the Frigates kind of useless? If they go still close no matter what, .. Than i rather use long range missiles on the destroyer to kill of a station faster and try to manually let them keep their save distance. Ir i just send in 100 fighters with Plasma.
Looks like bombard with frigates actually works! I would preemptively deploy some laser towers for each attacker just to saturate the area and see how that works. Frigate designated JFK-420 was acting odd getting so close to the wharf like that, and what was up with the damaged frigates not getting repaired at the Nomad? Also odd. It's a shame we can't get more complex behaviours for ships, like conditionals overriding orders - "If shields are 0 or hull is
I always keep LTs on my frigates. This practise have many uses, I mostly use it to save those frigates that are about to die do to fighters or drones. Also they can be used to set up "no fly" areas against S/M ships near the gates, they also defang capital ships, making them easy prey for other forces to finish. As for the frigates and the repair incidents, I think I did an "upsie" trying to repair multiple ships at once, in the same way I rearm them at shipyards, and is obvious that does not work. For repairs, they must be selected one by one. If I would added the aux ship to the newly formed destroyer + frigates fleet, the damaged frigates would have go for repairs on their own (like they did when I've reasign them to the aux ship, and if I I canceled the atack order). Not sure about what is the threshold for hull dmg, tho.🤔
@@ragnos28 This demo was a lot closer to what I consider "normal" ship behaviour for a station attack. Ideally, a destroyer, 8-10 frigates and 30-40 fighters would be sent in. Destroyer attacks at long range, frigates bombard with torpedoes, half the fighters attack the station's hardpoints with maybe cluster missiles, the other half of the fighters intercept drones and stray enemy ships. Ah well, if it was that easy there wouldn't be any fun in it, right?
@@Viridian66 I plan for my next test, to add my interceptors to the mix, first to destroy the drones, then to atack hardpoints. Generally, I don't consider that to be a good idea, but we will see.
@@ragnos28 I think your 3 frigates didn't repair because you didn't click the repair field properly before confirming. But you still need to cancel or move the attack command, so they repair first.
@@hiddenmonkeyofdoom It has been reported that some mods are already working with 6.0. I am playing in OFFLINE mode for now until the updated mods are complete.
Because torpedo fighters die on mass from the M turets of the station. Only M ships last longer, or long enough. Also, the fighters available in this fleet, Eclipse, are not exactly fast.
@@leeskaterlee In my experience, only Chimeras have enough speed to have a good survival rate. And there is also the explosion dmg. I've seen a clip of someone losing 100 Gladius, trying to do the destroy VIG station mission. And he was like "I've lost 100 Gladius..welp, time to order 100 more from the shipyard". If you want to go that road, be my guest. 🧐
@@ragnos28 I destroyed vig station... With Astrid. It's turrets are pretty strong. Made three runs to saturate the area with laser towers mk1, so not a single worry about vig fighters. DO BIND DEPLOYING LASER TOWER TO A HOTKEY, you can deploy like a hundred in 20 secs. But only if we are talking about mk1, mk2 deployment is slow af.
Consider putting the turrets on "Attack Enemy Fighters" instead of Defence. The Wharf can make fighters, so the turrets may shoot at those if they get in range of the turrets and thereby cause the frigate to stay too close and get shot up. Also consider just 10-20 LTs for "self defence" on your topdedo boats, cuts the cost and 20 is plenty, leaving room to say to one or two of them to "Collect all deployables in area", which will collect the LTs other (maybe dead) frigates left behind. The "Attack" order has to complete before the order to repair happens, or you can move the repair order to the top of the queue.
I made some tests with turrets disabled for M ships, and there was no influence over distance keeping behavior. Tho, "Attack Enemy Fighters" is not a bad setting, I may consider making it the default in global setting, and set the L turrets for destroyers to defend, manually. 🤔
Number of Lts on my torpedo boats ....as soon as the player set up the first self suficient wharf, the cost stop being an issue, let alone in my 16 billion credits game. 🤑
22:53 I did remove the atack orders. 🤓
@@ragnos28 I watched the video, I wasn't intent on saying you had it wrong, just intended to say WHY it went wrong for future reference (for example you can reorder queue items instead). Making things yourself, like LTs or missiles, costs ~1/10th what you pay in an equipment dock, which means most people don't sacrifice for missiles or torpedo use until they have somewhere to make them AND bought (fairly cheaply) the blueprints for them. IIRC LT Mk2 need Adv Electronics, and that gets used a lot elsewhere, so a lot of people go for the cheaper but even more ineffectual, Mk1s to save the electronics for other things.
@@ragnos28 For pathing, the turrets are irrelevant, by the way, they aren't pertinent. HOWEVER, they can cause a ship to be still or targeted if hit, and that can cause either dogpiling (M class have a BIG problem with dogpiling killing them, far more than S class does) or the host ship to be stationary for longer, and that can mean they die under the Graviton guns. "Defend" turrets can be triggered by turrets of a station, so they really don't help there, but "Attack Fighters" doesn't attack turrets or stations (because stations count as capital class).
@@markhackett2302 I've droped the usage of LTs Mk2 after seing that they were launched from the landing pads, a really slow proces and prone to getting stuck (IS). Plus, in the case of frigates, the landing pads are already busy launching defence drones, adding to the launch time of the mk2 LTs.🤓
Doesn't make that the Frigates kind of useless? If they go still close no matter what, .. Than i rather use long range missiles on the destroyer to kill of a station faster and try to manually let them keep their save distance. Ir i just send in 100 fighters with Plasma.
Looks like bombard with frigates actually works! I would preemptively deploy some laser towers for each attacker just to saturate the area and see how that works. Frigate designated JFK-420 was acting odd getting so close to the wharf like that, and what was up with the damaged frigates not getting repaired at the Nomad? Also odd. It's a shame we can't get more complex behaviours for ships, like conditionals overriding orders - "If shields are 0 or hull is
I always keep LTs on my frigates. This practise have many uses, I mostly use it to save those frigates that are about to die do to fighters or drones. Also they can be used to set up "no fly" areas against S/M ships near the gates, they also defang capital ships, making them easy prey for other forces to finish.
As for the frigates and the repair incidents, I think I did an "upsie" trying to repair multiple ships at once, in the same way I rearm them at shipyards, and is obvious that does not work. For repairs, they must be selected one by one. If I would added the aux ship to the newly formed destroyer + frigates fleet, the damaged frigates would have go for repairs on their own (like they did when I've reasign them to the aux ship, and if I I canceled the atack order). Not sure about what is the threshold for hull dmg, tho.🤔
@@ragnos28 This demo was a lot closer to what I consider "normal" ship behaviour for a station attack. Ideally, a destroyer, 8-10 frigates and 30-40 fighters would be sent in. Destroyer attacks at long range, frigates bombard with torpedoes, half the fighters attack the station's hardpoints with maybe cluster missiles, the other half of the fighters intercept drones and stray enemy ships.
Ah well, if it was that easy there wouldn't be any fun in it, right?
@@Viridian66 I plan for my next test, to add my interceptors to the mix, first to destroy the drones, then to atack hardpoints.
Generally, I don't consider that to be a good idea, but we will see.
@@ragnos28 I think your 3 frigates didn't repair because you didn't click the repair field properly before confirming. But you still need to cancel or move the attack command, so they repair first.
Is 6.0 Compatible with the MODS Yet? If not I will disable the Update when it comes out.
I have no idea.
@@ragnos28 I have already disable the Auto Update on Steam. Until they can confirm that Most of the MODS will work.
This update is a huge change, so no most mods aren't going to work. Nor will Egosoft confirm they will or won't, it isn't up to them
@@hiddenmonkeyofdoom It has been reported that some mods are already working with 6.0. I am playing in OFFLINE mode for now until the updated mods are complete.
why torpedo frigates why not torpedo fighters o_0
Because torpedo fighters die on mass from the M turets of the station. Only M ships last longer, or long enough.
Also, the fighters available in this fleet, Eclipse, are not exactly fast.
@@ragnos28 I mean i come with a carrier and an aux, i may lose a few but not that many. If any at all.
@@leeskaterlee In my experience, only Chimeras have enough speed to have a good survival rate.
And there is also the explosion dmg. I've seen a clip of someone losing 100 Gladius, trying to do the destroy VIG station mission. And he was like "I've lost 100 Gladius..welp, time to order 100 more from the shipyard".
If you want to go that road, be my guest. 🧐
@@leeskaterlee I've also have a clip that shows what will happen to your torpedo fighters: ua-cam.com/video/0P9_asVbcVc/v-deo.html
@@ragnos28 I destroyed vig station... With Astrid. It's turrets are pretty strong.
Made three runs to saturate the area with laser towers mk1, so not a single worry about vig fighters. DO BIND DEPLOYING LASER TOWER TO A HOTKEY, you can deploy like a hundred in 20 secs. But only if we are talking about mk1, mk2 deployment is slow af.