Mekt-Hakkikt
Mpanty's bane
Think about what bombers are meant for. Heavy guns (which are often the more short range ones) are also important for destroying capships, even in WC2.
Good point.
Did confed fighter turrets in WC3 ever hurt anything at all? They never seemed very useful.
Not that I remember. I liked how you could switch to the rear view in the VDU and watch the utter ineffetiveness of your turret.
Though I did like the thundering sound of the mass driver.
Thundering? It's been long (too long) since I played WC 3 but I have a rather high pitched sound for WC3's MD in my ear...a bit electric too.
I disagree with the sentiment that capship combat was at its best in WC2. I think that Origin's INTENT was best in WC2, but the execution always seemd to fall short of the mark. I love the idea of trying to re-create WWII era torpedo runs, where big, slow, turreted ships slowly make their way into range of a lumbering capship, relying on their turrets and escorts to keep the fighters off, and then release the torp and get the hell out of Dodge. However, I think in all the times I played through WC2, things actually worked this way maybe once.
To each his own. It's true that attacking a Ralatha or Fralthra with its fighters still up was pretty suicidal in WC2 but you sure weren't supposed to do it. You had no fighter escort to rely on anyway.
Though I do agree that it would be awesome to recreate the WC2 bombing runs with an AB-less bomber, manning the turrets and having an actual fighter escort while your bomber really would be unable to dogfight. That'd be a challenge. Though the friendly AI would have to be good enough not to frustrate you to no end.
1) Despite having three turrets and lots of armor, the Broadsword's defenses never seemed adequate to protect it from more than about one or two fighters while on a torpedo run. If there were more than that attacking you (either because you had not fighter support, no wingmen, didn't take out enough fighters before starting your run, or all of the above), you were pretty much toast. Maybe I was just not good enough with a turret...but when there's only one of me, three turrets, and fighters attacking from all six sides, that seems like pretty long odds. I know the turrets would fire themselves, but the guys in those turrets must have sucked, too, because they never hit anything.
I found WC 2's turrets to be pretty effective thanks to their very high refire rate and good damage when operated manually. But even on autofire, the turrets managed to shoot down an enemy ship. I never had the experience with WC 3, 4 or WCP.
2). I generally didn't even dare man the turrets on a torp run because then you had to rely on the auto-launch of the torpedo once it got its lock. The capships in WC2 were way too good at shooting down torpedoes with their flak cannons...in general, you had to get within about 1500 klicks or so before you launched, or your torpedo would be shot down. The autolaunch would launch too early about 8 times out of 10, and too late (and hence never launch at all, because I would be dead) the ninth time. Probably there was a way to time the run a little better, but I had real troubles, especially when the capship was moving.
3). Once I got to Special Ops, the Capships suddenly seemed to figure out how to actually aim their AM guns at fighters. If you tried a "traditional" torpedo run under these conditions, manning the turrets while your fighter flies straight, boom. Hello mister big-blob-thats-not-a-neutron-gun. The only way I found to negotiate them was to stay out of range until the torps got a lock and then afterburner in to close range before the AM guns could fire, or to continuously make gradual course changes to throw off their aim without losing torp lock...which precluded using the turrets.
That's what made it so challenging (and fun for me), the capship itself was a threat to you. The WC 3 capship (except the corvette) weren't a real threat and the WCP capships only a little more so, mostly because of their missile turrets.