LameFox wrote: ↑Sun, 14. Dec 25, 13:18
It was even worse in the beta for the torpedo changes: they'd bomb their own carrier by firing as soon as they left the tubes (they may still if deployed at close ranges?). Unless they can get them to fly and fire in formation, maybe the easiest way to solve that is for the weapon not to arm itself right away—and for fighters to PLEASE FINALLY STOP RAMMING TARGETS AFTER ALL THESE YEARS.
Yeah, learned the hard way not to launch bombers from carriers when the hostile K is at 14 km or so, because they will blow themselfs up, carriers with insta launch also suffer from this. Find it best either to engage hostile capitals as soon as they enter the bombard 40 km range, or take some distance with the carrier in case the K do their clasic "travel drive on top" maneuver, before launching the bombers, I think 25 km would be best.
On that issue, I believe bombers should have a default "fly to" order outside the carrier, then proceeded with the attack order, fighters launching from Raptors have this to some extent, but carriers with launch tubes also need it.
As for the issue of S bombers slaming their targets, that was somewhat alleviated after beta:
https://youtu.be/EIbLNbimHn0?t=924 , but the "lingering near the target capital while under fire from graviton turrets" behavior is alive and well.
Now on topic, I think the issue Gergin is having is the fact that torpedoes keep the momentum of the ship firing them, and if a Peregrine fire a torpedo at high speed or travel drive, if the player fighter is in the way, is too fast to get a missile warning, or to see it coming at you.
However, if the "momentum keeping" feature is removed, we lose the effectiveness of our own bombers, because there is no way a heavy torpedo with a speed of 36 m/s (even a light torpedo, that has 100 m/s) will ever catch a xenon K moving at 134 m/s, unless fired ahead, like some sort of mobile mine.
