Many thanks for your reply, I am also using the XRM mod myself I do have another question leading off that now (:d_ka wrote:From my experience it´s better to stick with one ship/class type for each fighter branch. Mainly because you can set up the armament for entire branches, and it will be impossible to maintain the same one ( main weapons, turret weapons, cargo space ) for different type of ships.
Interceptors, in this case, actually are the short range defence fighers ( c.a. 25 km range, depending on scanners of the mothership ) not the once ment to intercept on the long range; while attack fighters perform their duties on long range, where speed might be of importance to catch enemies faster.
Myself, i´m playing XRM, therefore i won´t ever use M4 as fighters - the casualities would be too high. But higher ranked pilots are very keen to use all the agility of their fighters IS, so from my point of view the best anti fighter-fighters are those with highest acc/stearing ( in case of XRM those are Blastclaws Pro. + AGI ships from Terrans and Argons, despite their "only" 100k shielding ). OOS, well, i don´t use CODEA fighters much that way, only as a last ressort to protect the mothership if things get really bad ( but i suppose the 200k shielded, bulky M3+ might be the best solution there ).
After reading your post it does make sense not to mix each hangar with different types of ships with access to the armament settings etc. I’ve decided to use 20 Notus Interceptors (for shielding) and 20 Venti Attackers (for speed) while Abandoning the use of M4’s. Would you say that would be a good idea?
As for my lead off question from XRM, I’ve noticed since we no longer need to buy scanners the REC’s don't seem to want to be added to my hangar, I don’t know if that is something someone can confirm who uses XRM?