Vampire Gripes

frostytheplebe

Seventh Part of the Seal
Ah yes, WCP's ultimate fighter... or so they say. 4 Tach and 2 Particle cannons which is an awesome combination of the most advanced weapon from WC2-4. That's wonderful... but it doesn't excuse the fighter's horrible handling. The first time I tried to fly this thing, I think I slammed it into an asteroid.
After 3 different joystick calibrations, I figured out it wasn't my settings. If your hand shakes, the fighter moves. The missile load out is rather unimpressive and leaves me wanting to throw my joystick across the room.

In Summation.
Demote me to the Black Widows and put me back in a Panther! PLEASE!?
 
Not this again.

I'll take your Vampire, thanks. The extra manoeuvrability should go where it will be used properly. :p
 
The Vampire seems better in Secret Ops due to the gun weapon change. The only compliant would be the limited use for the MIRV missile. It's not a bad missile against Barracudas since they can't use decoys, but using the MIRV against anything else is a crap shoot.
 
Not this again.

I'll take your Vampire, thanks. The extra manoeuvrability should go where it will be used properly. :p

Well I've done all the other fighters I don't like. :p

You can have it. The Panther is a much sleeker design, it has a more impressive missile layout, and I love the guns on it. Not to mention it's a much smoother ride.
 
This boils down to the same WC1 debate of Rapier versus Raptor.

Overall, the Raptor had a better missile loadout and (arguably) better guns. The Rapier was hotter--faster, more maneuverable, and theoretically better, but if you were jittery on the controls, you were better off with a Raptor.

I'm firmly in the Raptor/Panther camp, not the Rapier/Vampire camp.
 
Well, I'm not sure you can apply that reasoning to everyone. I favour the Vampire over the Panther, but for strike missions at least, I favour the Raptor over the Rapier (I still think the Rapier is awesome too).
 
Dunno, while I clearly prefer the Rapier over the Raptor (heck I even prefer the Hornet over the Raptor), the Vampire is really borderline too responsive. One definitely has to get use to it. That said I prefer the (Black-)Wasp over both, the Vampire or Panther.
 
As suggested in the TSY Lecture Transcript, you just need to learn how to make the most of the extra manoeuvrability afforded by the Vampire. Yes, you have something similar in the Panther, but only in one axis of movement. The Vampire has the edge in this regard by being able to roll faster.
 
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I vastly preferred the Raptor to the Rapier in WC I. I didn't notice a significant difference between any of the ships in Prophecy, except for the difference between fighters and bombers.
 
Now, that is rather odd, given that WC1-4 fighters were meant to be general-purpose and Prophecy fighters extremely specialised. ;)
 
Now, that is rather odd, given that WC1-4 fighters were meant to be general-purpose and Prophecy fighters extremely specialised. ;)

Well the differances for me were really highlighted lastnight in Multiplayer. We played 9 rounds, with 3 rounds each as Tigershark, Devestator, and Piranha, and prior to that I played as both the Wasp and the Vampire.

The Wasp was extremely effective at dealing with other fighters, and so was the Vampire. The Tigershark was a massive compromise. It just felt like that way. Didn't seem to perform well in any area (prior to MP I had actually been a huge advocate of the Tigershark!) Also, I don't think I ever appreciated the firepower of the Devestator before playing it in Multiplayer, but once someone got on my six in MP there was no way I was going to be able to get around to get after them again. The Piranha meanwhile was I think the longest round of the fight because it took us so long to kill each other.
 
Well, yes, as an interceptor, the Wasp has its Swarmers as dedicated anti-fighter weapons. The Vampire, too, should be very effective at killing fighters in its space superiority role as well. The Tigershark is an early fighter, so it may be 'underpowered' relative to the other fighter because of that, but I wouldn't expect it to perform particularly well in any given role, just moderately so.
 
Well the differances for me were really highlighted lastnight in Multiplayer. We played 9 rounds, with 3 rounds each as Tigershark, Devestator, and Piranha, and prior to that I played as both the Wasp and the Vampire.

The Wasp was extremely effective at dealing with other fighters, and so was the Vampire. The Tigershark was a massive compromise. It just felt like that way. Didn't seem to perform well in any area (prior to MP I had actually been a huge advocate of the Tigershark!) Also, I don't think I ever appreciated the firepower of the Devestator before playing it in Multiplayer, but once someone got on my six in MP there was no way I was going to be able to get around to get after them again. The Piranha meanwhile was I think the longest round of the fight because it took us so long to kill each other.
You must understand the Piranha game also had half-damage on.

I think the MIRV's were very annoying though.
 
You must understand the Piranha game also had half-damage on.

I think the MIRV's were very annoying though.

It's funny because I've never found MIRV's to be that effective in Singleplayer, but I know in multiplayer I've scored a handful of kills in just over 10 seconds with them.
 
Luck of the spread, I suppose. Often they tend to lock on a single target, effectively wasting the missiles in an overkill. But that sort of behaviour can be useful in a duel with only a handful of fighters.
 
Luck of the spread, I suppose. Often they tend to lock on a single target, effectively wasting the missiles in an overkill. But that sort of behaviour can be useful in a duel with only a handful of fighters.

Players tend to spam out more decoys then the general AI does too. I was surprised at how many decoys I used in MP when I checked my stats.
 
Well I've done all the other fighters I don't like. :p

You can have it. The Panther is a much sleeker design, it has a more impressive missile layout, and I love the guns on it. Not to mention it's a much smoother ride.

I don't understand.

The Panther has a missile loadout of 6 FF and 6 IR missiles.
The Vampire has a missile loadout of 8 FF, 8 IR and 4 (or 2?)MIRV.
How has the Panther a more impressive missile loadout?

The Panther is certainly a very capable ship and felt right, not too over- or underpowered and I also like the Tachyon / Ion combination. But the Vampire is just superior and not a bad flight at all.
 
Tigershark. Charging Mass Drivers. Just sayin'...

Or Plasma Gun on Devastator.

You can tell I'm that damn sniper on most fps's huh?

I was really impressed by the design concept in Prophecy, having different mechanics for pitch/roll/yaw in different fighters. In the Panther/Vampire debate (without considering weapons) I always thought that the enhanced roll/pitch gave it an all-round combat advantage i.e. when following an opponent, you can always roll quickly to match his direction, and keep the Vampire's pitch axis aligned.

Does that make sense? I can't explain it well. But thats probably already been implied by previous comments on this thread, yeah?
 
I don't understand.

The Panther has a missile loadout of 6 FF and 6 IR missiles.
The Vampire has a missile loadout of 8 FF, 8 IR and 4 (or 2?)MIRV.
How has the Panther a more impressive missile loadout?

The Panther is certainly a very capable ship and felt right, not too over- or underpowered and I also like the Tachyon / Ion combination. But the Vampire is just superior and not a bad flight at all.

Guess I just wasn't a fan of the MIRV.

Well in terms of power, I think Captain Kirk said it best, "Too much of anything Lt. even love, isn't a good thing." There is such a thing as too much power. The engines on Vampire were just too sensative to the touch.

It's easy to fall in love with an Inceptor like the wasp. In a fighter vs. fighter, it knows few rivals, but in prolonged combat with the presence of cap ships, it won't last very long. I usually save the turbo boost for getting out of a bad situation if need be.
 
Guess I just wasn't a fan of the MIRV.

Well in terms of power, I think Captain Kirk said it best, "Too much of anything Lt. even love, isn't a good thing." There is such a thing as too much power. The engines on Vampire were just too sensative to the touch.

It's easy to fall in love with an Inceptor like the wasp. In a fighter vs. fighter, it knows few rivals, but in prolonged combat with the presence of cap ships, it won't last very long. I usually save the turbo boost for getting out of a bad situation if need be.

They are positively lethal in WCP:MP.
 
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