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m →General Fighter Mechanics: extra newline |
→General Fighter Mechanics: remove a now-redundant link to Missile Damage |
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* At Optimal+(Falloff x2), the weapons deal 6.25% damage. | * At Optimal+(Falloff x2), the weapons deal 6.25% damage. | ||
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage. | * Beyond Optimal+(Falloff x3), the weapons deal effectively no damage. | ||
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters. | |||
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together. | Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together. | ||