Re: Ship to Ship Weapons Data

Yea, torpedo range on a local server is 1800 in Taloraan and 1000 on Hoth.

On multi servers however, it seems to be 1000 on Taloraan and 800 (as someone previously mentioned) on Hoth.

Oh, and its not a matter of leading the target. On local tests, the ships were (naturally) stationary, and on multi servers, my typical bomber tactic, so long as enemy fighters are occupied, is to go at the transport or cap ship target HEAD ON, stop just within torpedo range, and shoot my load. Unmolested by fighters on Hoth, I can pretty much go through all 60 of the tie bombers torpedoes before the transport's flak guns can shoot me down so long as the transport doesn't continue to close the distance.  Flak is quite inaccurate at 600+ meters range (or the gunners I've faced sucked). Even if the transport is moving toward me, it does so slowly, and I can usually pepper it pretty good with torpedoes before it can close within a range where it can cause me considerable harm, forcing me to move.

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9 (edited by FSDev| Woodrow 2008-01-07 14:04:40)

Re: Ship to Ship Weapons Data

800 metres is actually a quite accurate guess for effective range.  Anything 800 metres or less should hit around full damage, whereas anything over that will lose strength rapidly.  The reason for this is so bombers don't just snipe cap ships from 2500 metres away.  It gives more surviveability for the cap ships, more to do for the gunners, and requires more skill on the part of the bomber pilots.  The same is true for the torpedoes on Taloraan, however they pack a much stronger payload so the damage at medium range is comperable to the TIE bombers bombs on Hoth at close range.  Get a B-wing up close to a target though and it will devastate.

1800-2100 metres is the max length most torpedoes will travel, and they will do a minimum amount of damage at full range but not nearly as much as closer shots. 


The blaster bolts on the TIE fighters and a-wing also experience a damage drop-off past 1500 metres.  This was to balance them against the x-wing, which is a much easier to hit target at distance and not as maneuverable as the TIEs at close range.  Thus the X-wing, with its increased firing rate and full strength blasters out to 3000 metres, is a more long range interdictor craft whereas the TIE fighters, with their weaker blasters/armour but more maneuverability, are a shortrange dogfighter.  For this reason it's also not a good idea to be in front of a B-wing either smile

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Re: Ship to Ship Weapons Data

its not as important for blaster bolts as they are unlikely to hit from far out.

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Re: Ship to Ship Weapons Data

yultemsee wrote:

its not as important for blaster bolts as they are unlikely to hit from far out.

>_>
Whenever I'm in a fighter (or bomber with dependable escorts) I usually start firing with my blasters about 1km out of torpedo range (aka ~1800m from target), and I always get hit registers flashing.

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12 (edited by Samuel_L_Jedi 2008-01-07 16:29:30)

Re: Ship to Ship Weapons Data

Since the blasters don't do too much damage to cap ships, and they announce your presence in a very big way, when I'm piloting a bomber, I tend to not use my blasters on my cap ship target before I'm ready to use my torpedoes. Of course, since you're bracketed in your enemy's HUD, the opponents may still see you whether you fire or not if they're facing in your direction, but even then they're more likely to be attracted to teammates who ARE firing their blasters (and maybe at THEM), possibly giving you a better chance to slip through your enemy's interceptor net and get to those frigates.

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Re: Ship to Ship Weapons Data

I really only do it when its safe tongue

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Re: Ship to Ship Weapons Data

Well...i can shoot blaster bolts at RIDICULOUS ranges, and it will still hit...

Curses, foiled again!

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