Nono, you misunderstood. I'd leave Capitals with their 'Big Guns' but remove all fighter defense but standard fighter weapons (so no cluster flak, etc.). That way they are still a 'soft' counter against other capitals (both can win), whereas a squad of fighters or bombers are hard counter and therefore hard to kill for the Cap. For missile defense we still have Mosquitos but I'd need to test the other Lasers for capability to shoot down heavy-payload missiles.
I just made a plan for M1/M2/M7: M1/M2 get all AoE removed. M7 I categorize in 'Assault Frigates' and 'Flak Frigates'. Basically I'll leave all M7 untouched but Split Panter, Argon Griffon, Paranid Deimos and ATF Aegir. In return for usage of race specifc AoEs (e.g. CIG is Paranid-specific), I'll reduce shielding and/or Laser banks for the Commonwealth ships. Aegir on the other hand reatins full stock of guns and a healthy 4 GJ of shield in exchange for slower and energy hungry SSC to put it in a line with Terran Capitals and their PSPs. As a result, all but the Terran M7 'Flak Frigates' should be fairly vulnerable to M6 or concentrated M3+ fire and only a mere nuissance for M2s. Squads of M3, though, will get ripped apart.
Another thing I've thought about is the realtive weakness of Missiles compared to Lasers. Right now, a full salvo of HEPTs from a Nova exterminates or severly cripples most of other Fighters. Fun fact is, that I packed my Split Tiger with 8 PBGs and could rip through M7 shields with those tiny drops ^^. When talking about Gauss Cannons and PPC, most shields are basically non-existent. I'm still tinkering with the numbers but I guess a reduction of 1:5 or 1:10 would probably fix it in that way, that a single M3 can't really put a dent in M7+ shields whereas in Dogfights there's no 1-hit-kills but for the tiny M5s. How this fares with Flak arrays on 'Flak Frigates' I'm not really sure, but I can always change their parameters
.
For Missiles I'm thinking about improving their speed and maneuverability so that they can actually catch enemy fighters (especially if they have no back-mounted turret). Another problem of course is that most missiles are blown in your face. I've absolutely no idea how to change that but perhaps there are already some scripts/mods around in the froums.
I think this week I'll backup my save and experiment a little bit with ship changes. As I dislike the vanilla turrets, I'll do all the tests with MEFOS or MARS. Ultimate challenge, ofc, would be CODEA Carrier against MARS Flak Frigates
.
enemy M1s don't really fill their role as Carriers really well because I've never seen them launch real fighter wing assaults. Most of the time they only function as a dumbed down M2.
Agreed. The best enemy carrier action I have seen came from combining
Anarkis Defense System with
Yaki Armada 2. It would be nice if other enemies could use ADS in the same way, although that might require a lot of work to develop.
That one is intriguing ... to say the least.