Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: briG on March 25, 2017, 12:46:10 AM

Title: NR's Multi-purpose ships
Post by: briG on March 25, 2017, 12:46:10 AM
I've been playing some NR in the 2.2 demo and 2.1, in both they're much less satisfying to play and a bit more difficult because many of their ships have this running theme of jack-of-all trades, wheras IR/Pentastar and EoTH for the most part have purpose-built ships nearly throughout their whole lineup. Restricting me to a handful of ships that do one job pretty well.

The Assault Frigate is probably the best example of this. When I first saw it I thought it might be pretty neat, since I already used some of the normal dreadnoughts to good effect. What I got was a ship that kind of wanted to be a carrier, kind of want to do damage to bigger ships, and kind of wanted to destroy fighters/bombers. I couldn't find a home for it in any of my fleets, and really raked my brain for any possible usage for it.

If I wanted to destroy fighters/bombers, I'd get Corvettes. If I wanted a carrier, I'd get a Quasar, if I wanted ship-to-ship slugging ability, I'd get a normal Dreadnaught. There are plenty of others: the Nebulons, Sacheen, Corellian Gunboat, and then the Corona who all have this problem.

When these ships with turbolasers and laser cannons attack a target, whichever one that isn't meant for handling that type of target is wasted due to how different shield/armor types handle different types of damage. Laser cannons do 25% of their listed damage to frigate and capital ship shields, and 50% to hull. Compare that to a turbolaser which gets a 2x damage bonus versus frigate shields and 3x to hull.

If you look at something like the VSD-I, they have turbolasers and concussion missiles. The generous turbo-laser armament can deal with other ships quite nicely, while the concussion missiles can assist with fighter/bomber threats. However, concussion missiles are just as effective vesus ships as they are starfighters, which means they can at least fight ship to ship at maximum efficiency, and still do OK versus starfighters. This make them quite amazing and a staple for all of my fleets when I'm playing a faction that can field them. If only the NR ships were similar.

Anyway, has anyone found a good usage for these swiss-army knife ships?
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 25, 2017, 08:27:30 AM
The Imperial Navy is mostly about specialized designs, it's their thing. Much later they start making general purpose designs like Modular Taskforce Cruiser(assigned to low/no combat tasks (such as survey or subordinate populaces) so better combat ships are freed up for more important things), Strike Class Cruiser, and such.

The Rebels/New Republic, on the other hand, get whatever they could get and their naval doctrine always been centered around Starfighters so much that by the time of Thrawn's Campaign many of the New Republic planetary defense forces were mostly starfighters.
Title: Re: NR's Multi-purpose ships
Post by: Helix345 on March 25, 2017, 12:51:05 PM
using large numbers of jack of all trade ships allows the nr to have a varied sort of task force, so while mon cals are tanking, you can have them go around and overpower enemy ships with numbers and there won't really be a counter to you.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 27, 2017, 12:49:45 AM
On hard, lots of Assault Frigates(seemed like the best choice) tend to do absolutely nothing and are just cannon fodder at best.

After playing 2.2 more, The NR seems ridiculously underpowered. Their only AA platform on the ground not having shields and 50 hitpoints while their one advantage: strong starfighters being hard countered by IPV spam by the AI the only option you have is ISD-II or MC80b/MC90s paired with dreadnaughts. Only time carriers or starfighters get any use is to take down Zsinj's SSD. If he had IPV's the NR wouldn't stand a chance.

I specifically have a control group set up for all of my bomber squadrons. If I see IPV's, I just take it as a guarantee that at some point I'll push the button for my bomber control group and nothing will happen because all of them have been destroyed.
Title: Re: NR's Multi-purpose ships
Post by: Bucman55 on March 27, 2017, 03:12:10 AM
On hard, lots of Assault Frigates(seemed like the best choice) tend to do absolutely nothing and are just cannon fodder at best.

After playing 2.2 more, The NR seems ridiculously underpowered. Their only AA platform on the ground not having shields and 50 hitpoints while their one advantage: strong starfighters being hard countered by IPV spam by the AI the only option you have is ISD-II or MC80b/MC90s paired with dreadnaughts. Only time carriers or starfighters get any use is to take down Zsinj's SSD. If he had IPV's the NR wouldn't stand a chance.

I specifically have a control group set up for all of my bomber squadrons. If I see IPV's, I just take it as a guarantee that at some point I'll push the button for my bomber control group and nothing will happen because all of them have been destroyed.
Unless you've fixed the NR's turbolasers in the demo, I'd recommend staying away from them as the red turbolasers do 50% less damage than the green ones (this is NOT intentional). With fixed turbolasers, they're only slightly underpowered.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 27, 2017, 09:56:09 AM
On ground the AAC is great at anti aircraft.  Cheap and has shields too.

I propose a buffed Assault Frigate and a build limit on Dreadnaughts, which would be a struggle for the fledgeling NR to supply, and shouldn't be more powerful than its replacement.

The DP20 needs help as well.  It is outgunned by a squadron of Preybirds.

I myself have stopped building Nebulon B2s.  One of these cannot bring down the shields of a light frigate space station.  I have found the regular Nebulon more useful because of their X Wing squadron.  After the fighters are launched use them to draw fire away from your MC80b's/MC90's.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on March 27, 2017, 01:38:27 PM
Do 2.2 Dreadnaughts deploy one fighter or two?
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 27, 2017, 04:54:07 PM
I propose a buffed Assault Frigate and a build limit on Dreadnaughts, which would be a struggle for the fledgeling NR to supply, and shouldn't be more powerful than its replacement.
Here's the firepower comparison;
Assault Frigate
Turbolaser batteries 80 DPV / 20 DPS over 2 hardpoint
Laser batteries 240 DPV / 60 DPS over 4 hardpoints (nevermind that laser cannon receives damage penalties against frigates and bigger)

Dreadnought
Turbolaser batteries 350 DPV / 87.5 DPS over 8 hardpoints

We know that in the fluff for the Assault Frigate it basically retained much of the weapon emplacements and added more but this increased demand on the power system (lower fire rate and shorter range) so that the firepower remain comparable to the Dreadnought.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 27, 2017, 09:50:48 PM
Unless you've fixed the NR's turbolasers in the demo, I'd recommend staying away from them as the red turbolasers do 50% less damage than the green ones (this is NOT intentional). With fixed turbolasers, they're only slightly underpowered.

Oh wow I had no idea. Thanks!

I always thought even though the Mon Cal ships single heavy turbolasers wouldn't be very damaging it seemed like they were doing even less damage to targets than a Dreadnought would.

Do 2.2 Dreadnaughts deploy one fighter or two?

Just one. For both types. So me saying it is 'kind of trying to be a carrier' isn't entirely accurate. Just the other two parts which make it feel like a glorified wet-noodle.

Here's the firepower comparison;
Assault Frigate
Turbolaser batteries 80 DPV / 20 DPS over 2 hardpoint
Laser batteries 240 DPV / 60 DPS over 4 hardpoints (nevermind that laser cannon receives damage penalties against frigates and bigger)

Dreadnought
Turbolaser batteries 350 DPV / 87.5 DPS over 8 hardpoints

We know that in the fluff for the Assault Frigate it basically retained much of the weapon emplacements and added more but this increased demand on the power system (lower fire rate and shorter range) so that the firepower remain comparable to the Dreadnought.


Well it still has less hardpoints than before does it not? Even in the fluff the assault frigate has:
-16 turbolasers
-16 lascannons
-20 Quad lascannons

Normal dreadnaught
-30 turbolasers
-20 dual turbolasers

For something that was supposed to be modified to be kind of a fast glass cannon it only has 2 more weapon emplacements than the normal Dreadnaught. Considering turbolasers probably consume vastly more energy than a normal laser cannon, it would feel appropriate if the Assault Frigate at least had much more substantial lascannon DPS. As opposed to current implementation where they're only similar in numbers alone. Maybe add 2 more quad lascannons? Then it would fill the role of a kind of Anti-fighter frigate that players could use instead of Corvettes.

Edit: Oh god and the DP20 needs an upgrade as well. I kind of forgot it even existed it's so horrid. I don't think I'd use it if it cost only 500 in GC. I tried it one time in skirmish and wondered if it was bugged because it was doing so little damage.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 28, 2017, 08:13:15 AM
Well it still has less hardpoints than before does it not? Even in the fluff the assault frigate has:
-16 turbolasers
-16 lascannons
-20 Quad lascannons

Normal dreadnaught
-30 turbolasers
-20 dual turbolasers

For something that was supposed to be modified to be kind of a fast glass cannon it only has 2 more weapon emplacements than the normal Dreadnaught. Considering turbolasers probably consume vastly more energy than a normal laser cannon, it would feel appropriate if the Assault Frigate at least had much more substantial lascannon DPS. As opposed to current implementation where they're only similar in numbers alone. Maybe add 2 more quad lascannons? Then it would fill the role of a kind of Anti-fighter frigate that players could use instead of Corvettes.
We have this for the Original Configuration possibly;
20 x Quad Laser Cannons
10 x Turbolaser cannons
10 x Laser Cannons
? x Ion Cannons (Katana)

For Imperial Refit we have;
10 x Turbolaser cannons
20 x Quad Turbolaser cannons
10 x Turbolaser *batteries* (suggesting multiple guns in *each* battery, multiply by 10)

For Assault Frigate Mk 1 we have;
15 x Laser Cannons
20 x Quad laser Cannons
15 x Turbolaser *batteries*

This is what we have for the armaments of these ships. I would surmise that Assault Frigate in the mod is short on the turbolaser firepower. Especially considering she has batteries of them, not 15 or 16 single turbolaser cannons.

Also, her shield was supposed to be strengthened to try to compensate for the loss in her hull durability.

Edited: Well Saga Edition's Starships of Galaxy at least show a clear link between the Dreadnaught and Rebel Assault Frigate Mk 1 both have same type of armament; light turbolaser, turbolaser batteries, and quad turbolaser batteries (Quad Turbolaser is light in Dreadnaught, normal/medium in Assault Frigate).
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 28, 2017, 12:58:26 PM


Yes, the Assault Frigate is quite underpowered in the turbolaser department.  It's only saving grace is 2 pop.  The MC40 is even worse at 3 pop with in all honesty only 2 hardpoints that cause damage.  Its missiles rarely fire.

DP20 can be destroyed by one squadron of decent bombers. 

Both Vics, the Strike Cruiser, even the Carrack remind you how awful the NR frigate lineup is.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 28, 2017, 01:33:28 PM

Yes, the Assault Frigate is quite underpowered in the turbolaser department.  It's only saving grace is 2 pop.  The MC40 is even worse at 3 pop with in all honesty only 2 hardpoints that cause damage.  Its missiles rarely fire.

DP20 can be destroyed by one squadron of decent bombers. 

Both Vics, the Strike Cruiser, even the Carrack remind you how awful the NR frigate lineup is.
When I calculated the damage output of both Carrack and Strike Cruiser... I was floored by how well armed they are actually for their size. Reference Link (http://thrawnsrevenge.com/forums/index.php?topic=6482.0)
As for the MC40, the concussion missile and all other missiles have a reload time of 15 seconds.

Also, I agree Assault Frigate need some tweaks to her turbolaser firepower. I mean the reason the Imperials wanted to capture them can't be because of their reduced crew requirement SOLEY.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 28, 2017, 02:00:21 PM
When I calculated the damage output of both Carrack and Strike Cruiser... I was floored by how well armed they are actually for their size. Reference Link (http://thrawnsrevenge.com/forums/index.php?topic=6482.0)
As for the MC40, the concussion missile and all other missiles have a reload time of 15 seconds.

Also, I agree Assault Frigate need some tweaks to her turbolaser firepower. I mean the reason the Imperials wanted to capture them can't be because of their reduced crew requirement SOLEY.

That is an interesting chart.  Thank you.

I am aware of the missile reload time.  The Vic1 is my favorite ship.  I feel with the MC40 there is another issue with the missiles, maybe a small firing arc.  They really don't do much on that ship.
Title: Re: NR's Multi-purpose ships
Post by: Bucman55 on March 28, 2017, 02:07:34 PM
Both Vics, the Strike Cruiser, even the Carrack remind you how awful the NR frigate lineup is.
Indeed. The NR needs some serious adjustments. I'd also wager that VSDs are better than some of the NR's capital ships (looking at you MC80 Liberty). I ended up changing the Liberty's armament just to make it partially worth building (and sub-sequentially more in-line with canon) and it still gets shredded by VSDs.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 28, 2017, 02:14:12 PM
Indeed. The NR needs some serious adjustments. I'd also wager that VSDs are better than some of the NR's capital ships (looking at you MC80 Liberty). I ended up changing the Liberty's armament just to make it partially worth building (and sub-sequentially more in-line with canon) and it still gets shredded by VSDs.

The Vic's are heavily armed but not very robust.  The Mon Cals are far more durable.  Yes the Liberty sucks but the MC80b does well against Vic's.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 28, 2017, 02:29:51 PM
I forgot the MC40's existed as well. They fill no role whatsoever. I thought they would have power to shields at least and they don't even have that. For something that is 3 population you would think it might have more firepower than a Carrack.

Really it's easier to count the NR ships that actually are actually good at something than to count the ones that aren't.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 28, 2017, 02:32:58 PM
I feel with the MC40 there is another issue with the missiles, maybe a small firing arc.  They really don't do much on that ship.
MC40 fire only 2 missiles at a time. Those are regular concussion missiles that starfighters carry....at least 12 of them in a single squadron. I'm hoping Corey may get to depicting Assault Concussion Missile soon, it would make them more viable as armament on the warships that carried concussion missile tubes.
Title: Re: NR's Multi-purpose ships
Post by: Slornie on March 28, 2017, 04:25:11 PM
A lot of it comes down to the availability and quality of sources, not all of which are consistent in terms of armament or terminology.  This is particularly true of things like "batteries" which seem to be casually thrown about in some sources and not mentioned in others.

However, seeing as Hobbes has mentioned Starships Saga edition.  For vessels which have been discussed in this thread I have mapped below the relevant Saga armament against that present on Wookieepedia (whether that be from the same or other sources):

Dreadnaught-class (http://starwars.wikia.com/wiki/Dreadnaught-class_heavy_cruiser)
*Here I'm working under the assumption Saga has the Imperial refit armament.

Starships SagaWookiee
2x turbolaser batteriesTurbolaser batteries (10)
2x light quad turbolaser batteriesQuad turbolaser cannons (20)
2x light turbolasersTurbolaser cannons (10)

Assault Frigate Mark I (http://starwars.wikia.com/wiki/Assault_Frigate_Mark_I)
*The Wookiee armament (supposedly from Rebel Alliance Source book) is considerably lighter than Saga.

Starships SagaWookiee
3x light turbolaser batteriesLaser cannons (15)
4x quad turbolaser batteriesQuad laser cannons (20)
3x turbolaser batteriesTurbolaser batteries (15)

Carrack-class (http://starwars.wikia.com/wiki/Carrack-class_light_cruiser/Legends)
*Here I'm working under the assumption Saga has the anti-fighter armament.

Starships SagaWookiee
2x heavy turbolaser batteriesHeavy turbolasers (10)
4x point-defence light laser cannon batteriesLaser cannons (20)
5x tractor beam batteriesTractor beam projectors (5)

MC80 Liberty-type (http://starwars.wikia.com/wiki/MC80_Liberty_type_Star_Cruiser)
*Interestingly Saga describes a much lower armament for this class than shown on Wookiee.

Starships SagaWookiee
4x turbolaser batteriesHeavy dual turbolaser batteries (48)
5x heavy ion cannon batteriesDual ion cannon batteries (20)
1x tractor beam batteriesTractor beam projectors (6)

MC80 Strike-class (http://starwars.wikia.com/wiki/Strike-class_medium_cruiser)

Starships SagaWookiee
2x turbolaser batteriesTurbolaser batteries (10)
4x light turbolaser batteriesTurbolaser cannons (20)
2x ion cannon batteriesIon cannons (10)
2x tractor beam batteriesTractor beam projectors (10)

Imperial II Star Destroyer (http://starwars.wikia.com/wiki/Imperial_II-class_Star_Destroyer/Legends)
*Wookiee also includes additional turbolaser batteries of unspecified numbers as well as the 8 octuple cannons.

Starships SagaWookiee
5x heavy turbolaser batteriesHeavy turbolaser batteries (50)
5x turbolaser batteriesTurbolaser batteries (50)
4x heavy ion cannon batteriesHeavy ion cannons (20)
2x tractor beam batteriesTractor beam projectors (10)


As you can see from the above, what Saga describes as a single battery can - for the most part - be interpreted as five guns of type (10 in the case of the ISD turbos) as recorded on Wookieepedia/cross-referenced from other sources.  Obviously there are exceptions to the rule even within this one source (and some significant differences when compared with other sources) which really just helps to emphasise how much of this comes down to judgement calls in the end, which we have to make when settling armaments in the mod.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 28, 2017, 06:10:23 PM
I mentioned the Saga Edition only because it at least shows a good link between Dreadnaught and Assault Frigate Mk. 1's armament. Not their most accurate loadout.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 30, 2017, 03:06:28 PM
Well, if it is a judgement call, are there any plans to make the worst offenders in the NR frigate lineup any better?
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 30, 2017, 03:25:23 PM
For Assault Frigate there's no reason to take it when you have Dreadnought. I would upgrade some of her laser cannons into Turbolaser to be closer to Dreadnaught firepower level and then move Dreadnaught out of the roster when you have Dauntless/Bulk Cruiser developed. Personally, if they get around to developing Bulk Cruiser, I would go for the carrier variant that the Rebels/NR used. It would compensate for the loss of laser cannon firepower by the Assault Frigate tweak by bringing its own complement of quad laser cannons in addition to her starfighter complement.
Title: Re: NR's Multi-purpose ships
Post by: Helix345 on March 30, 2017, 03:46:59 PM
the maldrood has the bulk cruiser in the demo
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 30, 2017, 04:06:45 PM
the maldrood has the bulk cruiser in the demo
I was talking about for the NR lineup
Title: Re: NR's Multi-purpose ships
Post by: Bucman55 on March 30, 2017, 06:14:11 PM
I was talking about for the NR lineup
It's the same ship though. You would only have to do some code stuff and it would then be available to both the NR (locked at era 2 or 3) and Maldrood.
Title: Re: NR's Multi-purpose ships
Post by: Pali on March 30, 2017, 06:38:46 PM
I think you're undervaluing the Assault Frigate, or relying on it too heavily.  It sucks as a front line ship, but when used as a flanking or second-line vessel it is excellent - it has good speed and an odd profile that makes it somewhat harder to hit, and provides good support for front line MCs and Dreadnaughts by adding a mix of anti-fighter and anti-ship weaponry while also serving as a light carrier (2 pop ship that carries 2 squads).  The fighter complement of many NR ships is a huge part of their balance - the MC40 isn't much of a ship, no doubt, but then it is also the only era 1-2 NR ship that isn't a capital ship that can spawn B-wings, which dramatically ups its total firepower.  While NR frigates may be weaker ship-to-ship combatants than their Imperial counterparts, damn near every single one of them carries torpedo-equipped fighters, which very few Imperial ships do.

Yes, if you send a single squad of Y-wings at an IPV or other anti-fighter ship they will get shredded - but that is true of any bomber squadron vs anti-fighter ship in the game save perhaps K-wings and Furions.  Bombers are to be used en masse, not individually - send five squads of NR fighters at an anti-fighter ship at they'll kill it with minimal losses.

The DP20 is best used as a scout (PTE is toggled for them and never runs out) or in groups against heavy fighters and bombers, where its missiles can do the most good.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 30, 2017, 08:03:34 PM
The DP20 is best used as a scout (PTE is toggled for them and never runs out) or in groups against heavy fighters and bombers, where its missiles can do the most good.
You just made me realized I could use the gunship to run down the erratic transports while I'm occupied with the enemy fleet and shipyard.  ;)
Title: Re: NR's Multi-purpose ships
Post by: briG on March 30, 2017, 08:52:08 PM
I think you're undervaluing the Assault Frigate, or relying on it too heavily.  It sucks as a front line ship, but when used as a flanking or second-line vessel it is excellent - it has good speed and an odd profile that makes it somewhat harder to hit, and provides good support for front line MCs and Dreadnaughts by adding a mix of anti-fighter and anti-ship weaponry while also serving as a light carrier (2 pop ship that carries 2 squads).  The fighter complement of many NR ships is a huge part of their balance - the MC40 isn't much of a ship, no doubt, but then it is also the only era 1-2 NR ship that isn't a capital ship that can spawn B-wings, which dramatically ups its total firepower.  While NR frigates may be weaker ship-to-ship combatants than their Imperial counterparts, damn near every single one of them carries torpedo-equipped fighters, which very few Imperial ships do.

Yes, if you send a single squad of Y-wings at an IPV or other anti-fighter ship they will get shredded - but that is true of any bomber squadron vs anti-fighter ship in the game save perhaps K-wings and Furions.  Bombers are to be used en masse, not individually - send five squads of NR fighters at an anti-fighter ship at they'll kill it with minimal losses.

The DP20 is best used as a scout (PTE is toggled for them and never runs out) or in groups against heavy fighters and bombers, where its missiles can do the most good.

The problem with the Assault Frigate is specifically it's mixed armament, and the fact it is rather light armament. I did forget it carried 2 X-Wing squadrons though because the only time I used them was at the beginning of the game where they are large part of your starting fleets. But between Turbolasers and Quad lascannons(the 2 single laser cannon hardpoints are laughable) I don't see them cleaning up any targets. The 2 X-Wings are its only redeeming factor. The MC40 is irrevocably bad, especially since it's concussion missile hard-points are basically nonexistant. The B-Wings are nice, but this is also a ship that gobbles up 3 population. I'd rather take 3 B-Wings over the MC40.

I'm quite aware of the reliance of NR on their starfighters. That would be fine... only anti-fighter ships(especially IPVs) are a blender of long range death for fighters and bombers to the point where even en-masse can't survive long enough to destroy the typical anti-starfighter complement of ships. Versus Greater Maldrood number of IPV's typically range anywhere from 5-14. The gladiator-class also slightly compounds this issue(though it is mixed armament so not by much) with it's lascannon armament. To give you an idea my fleets are usually composed of:
3x ISD-II/MC80b/MC80 Home run
4-5x Hapan Battledragons
4-5x Dreadnaughts
3x Quasars
1x Fleet commander

So I'm not exactly fielding a scant amount of starfighters here. I can fling all of my fighters who have concussion missiles and torps with my bombers at these anti-fighter ships, but  by the time the shields of IPV drop, I've lost half of them. And then I run into the problem of not having any fighters to destroy their bombers and have to retreat. I have to play with my starfighters behind the front line of capital ships, only venturing out to kill bombers until the frigates have cleared out the
anti-fighter threats.

And I'm 100% sure a CR90 is going to do a better job at whatever you send a DP20 to do. I've tried.

edit: I just thought it would be neat if the Assault Frigate MkII from the base game made a comeback. They would be quite useful sluggers to use instead of dreadnoughts. They would likely have to be buildable only in limited numbers.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 30, 2017, 10:06:42 PM
I think you're undervaluing the Assault Frigate, or relying on it too heavily.  It sucks as a front line ship, but when used as a flanking or second-line vessel it is excellent - it has good speed and an odd profile that makes it somewhat harder to hit, and provides good support for front line MCs and Dreadnaughts by adding a mix of anti-fighter and anti-ship weaponry while also serving as a light carrier (2 pop ship that carries 2 squads).  The fighter complement of many NR ships is a huge part of their balance - the MC40 isn't much of a ship, no doubt, but then it is also the only era 1-2 NR ship that isn't a capital ship that can spawn B-wings, which dramatically ups its total firepower.  While NR frigates may be weaker ship-to-ship combatants than their Imperial counterparts, damn near every single one of them carries torpedo-equipped fighters, which very few Imperial ships do.

Yes, if you send a single squad of Y-wings at an IPV or other anti-fighter ship they will get shredded - but that is true of any bomber squadron vs anti-fighter ship in the game save perhaps K-wings and Furions.  Bombers are to be used en masse, not individually - send five squads of NR fighters at an anti-fighter ship at they'll kill it with minimal losses.

The DP20 is best used as a scout (PTE is toggled for them and never runs out) or in groups against heavy fighters and bombers, where its missiles can do the most good.

To play this game in a somewhat realistic manner, the NR player has to rely on the Assault Frigate.  The NR would not spam Dreadnaughts due to massive crew requirements, but in the game you pretty much have to because the Assault Frigate and MC40 are so bad.

The MC40 is not an option because honestly it is a terrible ship.  Yes it carries good fighters, but when your fighters are depleted you are left with the most over costed ship pop wise.

The Corona is another ship outclassed by it's predecessors.  At least the Nebulons, weak as they are, fire their weapons.
Title: Re: NR's Multi-purpose ships
Post by: Revanchist on March 30, 2017, 10:53:13 PM
Think of Coronas as Quasars, not Nebulons.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 30, 2017, 11:13:53 PM
Think of Coronas as Quasars, not Nebulons.

So, for all purposes, the NR lacks a light frigate in Era 4 & 5.

Edit:  at least the Quasar is effective at killing fighters.  The Corona fails at this as well.
Title: Re: NR's Multi-purpose ships
Post by: Pali on March 31, 2017, 04:38:08 AM
The problem with the Assault Frigate is specifically it's mixed armament, and the fact it is rather light armament. I did forget it carried 2 X-Wing squadrons though because the only time I used them was at the beginning of the game where they are large part of your starting fleets. But between Turbolasers and Quad lascannons(the 2 single laser cannon hardpoints are laughable) I don't see them cleaning up any targets. The 2 X-Wings are its only redeeming factor. The MC40 is irrevocably bad, especially since it's concussion missile hard-points are basically nonexistant. The B-Wings are nice, but this is also a ship that gobbles up 3 population. I'd rather take 3 B-Wings over the MC40.

I'm quite aware of the reliance of NR on their starfighters. That would be fine... only anti-fighter ships(especially IPVs) are a blender of long range death for fighters and bombers to the point where even en-masse can't survive long enough to destroy the typical anti-starfighter complement of ships. Versus Greater Maldrood number of IPV's typically range anywhere from 5-14. The gladiator-class also slightly compounds this issue(though it is mixed armament so not by much) with it's lascannon armament. To give you an idea my fleets are usually composed of:
3x ISD-II/MC80b/MC80 Home run
4-5x Hapan Battledragons
4-5x Dreadnaughts
3x Quasars
1x Fleet commander

So I'm not exactly fielding a scant amount of starfighters here. I can fling all of my fighters who have concussion missiles and torps with my bombers at these anti-fighter ships, but  by the time the shields of IPV drop, I've lost half of them. And then I run into the problem of not having any fighters to destroy their bombers and have to retreat. I have to play with my starfighters behind the front line of capital ships, only venturing out to kill bombers until the frigates have cleared out the
anti-fighter threats.

And I'm 100% sure a CR90 is going to do a better job at whatever you send a DP20 to do. I've tried.

edit: I just thought it would be neat if the Assault Frigate MkII from the base game made a comeback. They would be quite useful sluggers to use instead of dreadnoughts. They would likely have to be buildable only in limited numbers.

I'm not saying you should fling your fighters and bombers at anti-fighter ships, but I simply do not believe you if you're saying that several squadrons of NR fighters and bombers can't make short work of an IPV - the IPV dies pretty easily to a lot of torpedos, just like every other corvette.  If your enemy is throwing 14 IPVs at you, that's a third of it's maximum pop - your big ships then should be enough to slaughter those IPVs as you keep your fighters and bombers away from them.  Don't rush your enemy - advance slowly, see how they are deployed, and deploy yourself to counter them.

I forgot the MC40 is 3 pop, was thinking of it as 2 (not in a position to double-check at the moment, so taking your word on it).  I agree that at 3 it is very lacking.  The Assault Frigate I stand by - you say that aside from the X-wings it is lacking, but part of the ship's balance is that it has the X-wings.  The ship isn't meant to kill on its own, it is meant to serve as a part of a larger force as a second liner and to cover the flanks of your formation.

To be perfectly honest, I think that if you're having a problem with that fleet, it's a problem of deployment and tactics, not the ships themselves - that fleet should do just fine against most AI fleets of comparable size, though I've never been a fan of the battledragons - I prefer NR fighters to Hapan, and I'd rather have other NR ships in their place (a pair of Assault Frigates, another Quasar or two, and a mix of CR90s and DP20s for the rest of the pop).  Don't underestimate NR anti-fighter ships - they help your fighters gain supremacy, and once you have it, you have the battle.  Also, a few DP20s with PTE running can dance along the side of a fight drawing fire that barely hits them - a micro-heavy tactic as you need to constantly have them turn to throw off fire, but not an ineffective one.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 31, 2017, 08:39:25 AM
I forgot to ask this but I'm baffled why Assault Frigate has a complement of 2 squadrons? She has external umbilical docks, but she doesn't have a hangar (lost in the refit process) and can't take docked ships other than a modified assault shuttle through hyperspace.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 31, 2017, 09:01:03 AM
I'm not saying you should fling your fighters and bombers at anti-fighter ships, but I simply do not believe you if you're saying that several squadrons of NR fighters and bombers can't make short work of an IPV - the IPV dies pretty easily to a lot of torpedos, just like every other corvette.  If your enemy is throwing 14 IPVs at you, that's a third of it's maximum pop - your big ships then should be enough to slaughter those IPVs as you keep your fighters and bombers away from them.  Don't rush your enemy - advance slowly, see how they are deployed, and deploy yourself to counter them.

I forgot the MC40 is 3 pop, was thinking of it as 2 (not in a position to double-check at the moment, so taking your word on it).  I agree that at 3 it is very lacking.  The Assault Frigate I stand by - you say that aside from the X-wings it is lacking, but part of the ship's balance is that it has the X-wings.  The ship isn't meant to kill on its own, it is meant to serve as a part of a larger force as a second liner and to cover the flanks of your formation.

To be perfectly honest, I think that if you're having a problem with that fleet, it's a problem of deployment and tactics, not the ships themselves - that fleet should do just fine against most AI fleets of comparable size, though I've never been a fan of the battledragons - I prefer NR fighters to Hapan, and I'd rather have other NR ships in their place (a pair of Assault Frigates, another Quasar or two, and a mix of CR90s and DP20s for the rest of the pop).  Don't underestimate NR anti-fighter ships - they help your fighters gain supremacy, and once you have it, you have the battle.  Also, a few DP20s with PTE running can dance along the side of a fight drawing fire that barely hits them - a micro-heavy tactic as you need to constantly have them turn to throw off fire, but not an ineffective one.

You implied that I should when you said "Yes, if you send a single squad of Y-wings at an IPV or other anti-fighter ship they will get shredded - but that is true of any bomber squadron vs anti-fighter ship in the game save perhaps K-wings and Furions.  Bombers are to be used en masse, not individually - send five squads of NR fighters at an anti-fighter ship at they'll kill it with minimal losses." Regardless...

I don't have trouble dealing with enemy fleets generally with that composition if I hide my starfighers until anti-fighter threats are dealt with. That fleet specifically is the only way I know of that NR can fight ship-to-ship effectively and therefore not be hamstrung by anti-fighter corvette spam. I do end up losing some ships to gladiator spam with IPV spam because 20+ Skiprays are hard to counter even with a blob of concussion missile and torpedo equipped fighter bombers making rounds. Sometimes I think I should ditch some Quasars and just place CR90s in their stead to cover this weakness. Which again goes against the NR military doctrine.
Title: Re: NR's Multi-purpose ships
Post by: Slornie on March 31, 2017, 12:45:55 PM
I forgot to ask this but I'm baffled why Assault Frigate has a complement of 2 squadrons? She has external umbilical docks, but she doesn't have a hangar (lost in the refit process) and can't take docked ships other than a modified assault shuttle through hyperspace.
The fighters can't be carried through hyperspace on the umbilicals, no, but the 2 squadrons are hyperdrive equipped which means they can travel separately alongside the Assault Frigate and still be supported by it (fuel, crew facilities etc).
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on March 31, 2017, 02:01:08 PM
I think you're undervaluing the Assault Frigate, or relying on it too heavily.  It sucks as a front line ship, but when used as a flanking or second-line vessel it is excellent - it has good speed and an odd profile that makes it somewhat harder to hit, and provides good support for front line MCs and Dreadnaughts by adding a mix of anti-fighter and anti-ship weaponry while also serving as a light carrier (2 pop ship that carries 2 squads).
Well, the word Assault in the moniker Assault Frigate along with her fluff tend to make one think she is heavy on firepower for her size. But that is kinda diluted by having the majority of her armament be laser cannons.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on March 31, 2017, 04:42:30 PM
Well, the word Assault in the moniker Assault Frigate along with her fluff tend to make one think she is heavy on firepower for her size. But that is kinda diluted by having the majority of her armament be laser cannons.

Yes.  This is it.
Title: Re: NR's Multi-purpose ships
Post by: briG on March 31, 2017, 04:54:20 PM
Deadly wet noodle assault craft
Title: Re: NR's Multi-purpose ships
Post by: Pali on April 04, 2017, 01:15:20 AM
Well, the word Assault in the moniker Assault Frigate along with her fluff tend to make one think she is heavy on firepower for her size.

I will freely grant that the name is misleading.

Quote from: briG
You implied that I should when you said "Yes, if you send a single squad of Y-wings at an IPV or other anti-fighter ship they will get shredded - but that is true of any bomber squadron vs anti-fighter ship in the game save perhaps K-wings and Furions.  Bombers are to be used en masse, not individually - send five squads of NR fighters at an anti-fighter ship at they'll kill it with minimal losses." Regardless...

I meant individually.  Massed squads of missile-equipped fighters start to lose effectiveness the more targets that you have, because every missile that is fired at a target that dies before it arrives is wasted, and you'll have a lot of your fighters end up wasting their missiles by concentrating too much on one target while ignoring the others.  A single IPV will die to a group of NR squadrons with the NR taking almost no losses - five IPVs will take more with them even if the NR fighters are upped proportionally because more NR weapons fire will be wasted.
Title: Re: NR's Multi-purpose ships
Post by: Corey on April 04, 2017, 03:10:07 AM
Well, the word Assault in the moniker Assault Frigate along with her fluff tend to make one think she is heavy on firepower for her size. But that is kinda diluted by having the majority of her armament be laser cannons.

This is part of the problem- in a lot of cases how a unit is described as being used in Legends is entirely inconsistent with what its armament makes it look like it can do. So, no matter how accurate we try to make the armament, that doesn't mean it's necessarily going to do all the things the lore says it did, because most of that was made up by people who were looking for a ship name in a rough size category and made it do whatever plot purpose they needed at the moment, which varies not just between ships but within that class. If we try to balance around the stats too much (though to be fair, EaW doesn't provide all the necessary mechanisms to balance around that), you get a lot of cases people will say "well shouldn't it also be able to do x?" If we try to balance too much around the lore roles and capabilities, a lot of those stats have to go out the window. You also end up with a lot of obvious edge cases, like Mon Remonda standing up to Iron Fist.

Do keep in mind just how much of the NR's power comes from the fighters (a lot of people discount that for whatever reason), but there are also a few places where the NR's likely getting some changes. For one thing, saying fuck representing the weapon numbers with pulses when it comes to laser cannons, which the NR uses more frequently, and just giving them whatever it takes to make them more effective at actually taking out fighters. For the Assault Frigate, we'll probably move to the Saga armament. In some places, there's just some stuff that we just clearly need to fix (MC40a pop cap value being too high, much like the VSDs costing 6 for the longest time).

Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 04, 2017, 08:54:56 AM
Well, if the Saga loadout fix is possible, you could actually drop the Dreadnought from the NR lineup to bring in another ship.
*cough* bulk cruiser carrier *cough* *cough*has quad laser cannons to compensate for AF losing her laser cannons *cough*
Sorry, that was a long cough racking.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on April 04, 2017, 11:37:37 AM
Well, if the Saga loadout fix is possible, you could actually drop the Dreadnought from the NR lineup to bring in another ship.
*cough* bulk cruiser carrier *cough* *cough*has quad laser cannons to compensate for AF losing her laser cannons *cough*
Sorry, that was a long cough racking.

At the very least make the Dreadnought limited production like the CCVSD.
Title: Re: NR's Multi-purpose ships
Post by: briG on April 04, 2017, 10:08:27 PM
Saga armament would be good for the Assault frigate, and then just removing the Dreadnought from NR would be warranted.

2x Quad Turbolaser
2-4x Turbolaser
0-2x Med Turbolaser

Something like that I suppose. Just eyeballing it looks like it would have a bit more punch than the original Dreadnaught.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 12, 2017, 09:16:26 AM
It was going to be a long-winded post because I found Rebellion Alliance sourcebook 2nd edition and Imperial sourcebook Ist edition. All I can say is Wookiepedia need to be MORE consistent. Especially when the community there didn't realize the fluff indicated the AF and Dreadnaught are supposed to be more or less same in the firepower department.
Title: Re: NR's Multi-purpose ships
Post by: briG on April 13, 2017, 07:02:58 PM
I went ahead and made some tweaks myself to the AF. In 2.1.

Replaced the quad lascannons with quad turbolasers, 3x pulse
Left the normal turbolasers unchanged
Changed the single lascannons to med turbolasers and gave them 5x pulse

Totals up to
Quad Turbos 60 DPV / 15 DPS x2
Turbolaser 40 DPV / 10 DPS x2
Med Turbolaser 20 DPV/ 5 DPS x2

Total 60 turbolaser dps, still pales in comparason to the Dreadnaught's 88.75, but a marked improvement in their usability nonetheless. I'll probably make the Med Turbos dual turbos and play with that.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 14, 2017, 04:37:20 PM
Love it, thanks for the tip!
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 24, 2017, 03:13:06 PM
OKAY! I'm ready to jump back in after some time away for a fresher perspective. Now we'll be looking at Imperial Sourcebook Edition 1 and 2 for WEG system that the wookiepedia apparently based the armament on. I also have the Rebel Alliance sourcebook (2E).

In the Imperial Sourcebook 1st edition, Dreadnaught had 10 laser cannons, 20 quad laser cannons, and 10 turbolaser batteries.
In 2nd edition; 10 turbolaser cannons, 20 quad turbolaser cannons, and 10 turbolaser batteries.
The entry for both editions is same. The issue with the entry is that it does not SAY if the refits affect the type and/or number of the weapons at all.

Now for Rebel Alliance sourcebook 2nd edition: 15 laser cannons, 20 quad laser cannons, 15 turbolaser batteries.

The problem? That entry said the AF is a highly-modified IMPERIAL Dreadnaught. Which both Imperial Sourcebook Dreadnought entries are. So someone dropped the ball for the Rebel Alliance Sourcebook's entry for Assault Frigate when they revised it for 2E, especially as the laser cannons disappeared from the 2E Imperial Dreadnaught, replaced by their turbolaser counterparts. However, the AF entry noted that despite additional emplacements for single cannons and turbolaser batteries, the armament is shorter ranged and has a lower fire rate due to power generators being diverted and fewer gunners (smaller crew) compared to Imperial Dreadnaught indicating a wash in the firepower department (while losing reach).

So in term of gameplay, the AF would have same armament (turbolaser cannons+turbolaser batteries and quad turbolaser cannons) as the Dreadnaught for simplicity's sake and be having more or less same firepower strength.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 24, 2017, 04:12:44 PM
So once again we're back to relative few difference between the two ships for noting gained, and back to the Dreadnaught being more popular due to higher range and fire rate giving it a better edge for defending against starfighters, and then Assualt Frigates' higher shields are negated because of shorter range.
Title: Re: NR's Multi-purpose ships
Post by: DarthRevansRevenge on April 24, 2017, 04:34:34 PM
looks like it
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 24, 2017, 04:51:57 PM
Not necessarily. This mean that Dreadnaught can go back to being Imperial faction aligned ship while the NR use Assault Frigate. Fire rate and range won't be cut back in TR.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 24, 2017, 05:35:41 PM
I don't really see the point of that considering that the NR does have a large list of almost useless frigates (which ships depends on fleet tactics). Depending on ship to ship firepower VS fighters VS shielding. Though last I checked the Dreadnaught was in large supply for the NR...

In addition I apologize for any past rudeness sometimes I get agitated and lash out passive aggressively on forums.

Thirdly I was reading up on Thrawn for an idea for a new mechanic in Ascendancy (Dummy Trading Ships) and noticed that Thrawn considered the Chimera outgunned by four Assault Frigates. While I can't calculate the DPS myself due to a lack of ability to read the mod's code, I can compare the raw number of guns.

Using 2.1 figures and bonuses.
Assuming the Chimera used Era 1 Fighters and factoring in Thrawn's bonuses (I don't have the figures for Era 2 fighters nor for the Chimera's fighters) and full fighter wing compliment. 25% Health, 10% Damage, 10% Shield, and 15% Speed increases. Guns in parenthesizes are using damage bonus.
544 (+54.4) Turbolasers.
32 (+3.2) Octuple Turbolasers.
12 (+1.2) Heavy Turbolasers.
40 (+4) Heavy Ion Cannons.
Tractor Beams.
3 TIE Fighters. (6+0.6 Laser Cannons)
1 TIE Interceptor (should be shielded but not represented in TR, unless I'm mistaken.) (4+0.4 Laser Cannons)
2 Bombers (possibly replaced by Simitars? One again not sure.) (2+0.2 Laser Cannons, 2+0.2 Proton Torpedos)
Assuming that a Heavy turret has double the firepower, feel free to correct me, doing the math it comes down to.
916.4 Turbolasers
88 Ion Cannons
Tractor Beams
13.2 Laser Cannons
2.2 Proton Torpedos

Now for the Assault Frigates
4 Assault Frigates
128 Turbolasers
128 Laser Cannons
160 Quad Laser Cannons
8 X-Wings (32 Laser Cannons, 16 Proton Torpedos)
Once again calculating raw gun amount
128 Turbolasers
800 Laser Cannons
16 Proton Torpedos

Now doing the math to figure out how outgunned Thrawn was.
128 Turbolasers / 916.4 Turbolasers = 0.139 Times Turbolaser Outgunned
0 Ion Cannons / 88 Ion Cannons = 0 Times Ion Cannons Outgunned
0 Tractor Beams / Undefined Tractor Beams = 0 Times Tractor Beams Outgunned
800 Laser Cannons / 13.2 Laser Cannons = 60.606 Times Laser Cannons Outgunned
16 Proton Torpedoes / 2.2 Proton Torpedoes = 7.272 Times Proton Torpedos Outgunned

So the question is of course then, should a group of double the pop cap of Assault Frigates be able to outgun an ISD2 with leader bonuses? As a side note, I guess Thrawn was really scared of those Proton Torpedoes. As an additional side note, according to Wookiepedia Assault Frigates carried these things on them. http://starwars.wikia.com/wiki/Gamma-class_assault_shuttle If the Assault Frigate really does need a buff, how about boarding parties eh? If that's in the base game. As a third side note, despite the umbilical docking cords not working in hyperspace Assault Frigates in 2.1 did carry X-Wings which can hyperspace on their own.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 24, 2017, 07:38:17 PM
Laser have its damage reduced against frigate hull and shield. It's in here;  http://thrawnsrevenge.com/forums/index.php?topic=6482.0
"Laser Cannon Multipliers;
Vs. Fighter Shield/Armor 1x, Vs Frigate/Capital Shield 0.25x, Vs Ship Armor 0.5x, Vs Station Armor 0.25x"

Heavy Turbolaser is 30% more firepower than turbolaser (Heavy TB = 6.5, TB = 5)

You can do a skirmish with someone in multiplay to see how long 4 Assault Frigates last against Thrawn's CHimerea. Not counting the starfighters.

Also, NR has plenty of dreadnaughts, OUTSIDE Katana Fleet. Yes, but they much prefer to convert them into more Assault Frigate Mk. 1. You do know AF is converted from Dreadnaught?
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 24, 2017, 07:50:49 PM
Yes I know that lasers do less damage against hulls and shields, if they didn't I would say the Assault Frigates might, might stand a chance. And like I said it was a raw guns comparison and as such it was obvious Thrawn in game was not in fact outgunned by those Frigates.

And yes I know the Assault Frigates were converted from Dreadnaughts and they had many outside the Katana Fleet, the Wookiepedia and I think the 2.1 manual nentions they had plenty to go around but not enough crews for them.

No I couldn't go against someone with four AFs VS the Chimera, I didn't have the time and friends were busy thus leading to the raw gun comparison, which even taking in the reduced heavy damage modifer still stands more or less.
Title: Re: NR's Multi-purpose ships
Post by: Slornie on April 25, 2017, 05:00:57 PM
Thirdly I was reading up on Thrawn for an idea for a new mechanic in Ascendancy (Dummy Trading Ships) and noticed that Thrawn considered the Chimera outgunned by four Assault Frigates. While I can't calculate the DPS myself due to a lack of ability to read the mod's code, I can compare the raw number of guns.

Using 2.1 figures and bonuses.
[Stats were here]

So the question is of course then, should a group of double the pop cap of Assault Frigates be able to outgun an ISD2 with leader bonuses?

Going off my rough notes* on the numbers from 2.1 I have an ISD-II at 510 DPS (hull/shields) + 100 DPS (shields only), and an Assault Frigate at 180 DPS (hull/shield).  That would make the fight 510 (+ 100) vs 720, not including any command bonuses for either side and exclusive of any fighters.

Another comparison to make from later in the Thrawn Trilogy is the battle for the Katana Fleet, where Bel Iblis' six Katana-type Dreadnaughts (a variant of the basis from which the Assault Frigates are modified) were hard pressed against two ISD-Is but five of them outgunned Judicator after Peremptory was destroyed.  Of course another variable in this case is what proportion (and portion) of the standard Dreadnaught armament had been replaced with ion cannons - either as part of the Katana-type spec. or as post-capture modifications by Bel Iblis.


*Calculated against the standard armour category in the mod (Frigate).
Title: Re: NR's Multi-purpose ships
Post by: briG on April 25, 2017, 11:09:47 PM
I don't really see the point of that considering that the NR does have a large list of almost useless frigates (which ships depends on fleet tactics). Depending on ship to ship firepower VS fighters VS shielding. Though last I checked the Dreadnaught was in large supply for the NR...

In addition I apologize for any past rudeness sometimes I get agitated and lash out passive aggressively on forums.

Thirdly I was reading up on Thrawn for an idea for a new mechanic in Ascendancy (Dummy Trading Ships) and noticed that Thrawn considered the Chimera outgunned by four Assault Frigates. While I can't calculate the DPS myself due to a lack of ability to read the mod's code, I can compare the raw number of guns.


So the question is of course then, should a group of double the pop cap of Assault Frigates be able to outgun an ISD2 with leader bonuses? As a side note, I guess Thrawn was really scared of those Proton Torpedoes. As an additional side note, according to Wookiepedia Assault Frigates carried these things on them. http://starwars.wikia.com/wiki/Gamma-class_assault_shuttle If the Assault Frigate really does need a buff, how about boarding parties eh? If that's in the base game. As a third side note, despite the umbilical docking cords not working in hyperspace Assault Frigates in 2.1 did carry X-Wings which can hyperspace on their own.

The point is variety and lore reasons that have already been described, detailing the crew requirements of the Assault Frigate compared to the standard Dreadnaught.

To answer your question...

From a balance perspective, no, a capital ship like an ISD is supposed to excel at fighting other ships(unless we're getting into even larger numbers of assault frigates). That and the fact that the assault frigate is *drumroll*-

-bad.

In game depending on if the Chimera was player controlled it would go something like this: Chimera focuses on one AF until shields drop and takes down turbolaser hardpoints and repeats with the 3 other ships until no threat remains. From a lore perspective, it would probably still have to hyperspace out because it's fighter complement would have been destroyed completely by that time, but not until destroying the Assault Frigates. From a gameplay perspective, it would win because the game doesn't count 'carried' starfighters as having units on the playing field(at least for TIE Fighters and such it doesn't).
Title: Re: NR's Multi-purpose ships
Post by: the_trots on April 25, 2017, 11:28:27 PM
the fact that the assault frigate is *drumroll*-

-bad.



Yes.  This is it.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 26, 2017, 07:00:29 AM
Well let's just kill any unique qualities the ship has then.

As a side note is the only reason you two want the Assualt Frigate changed is because of the Dreadnaught's lore?
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 26, 2017, 08:05:21 AM
Well let's just kill any unique qualities the ship has then.

As a side note is the only reason you two want the Assualt Frigate changed is because of the Dreadnaught's lore?
No. We want Assault Frigate to be changed because of HER lore. I already listed my findings from the ORIGINAL sources that first statted out both ships. see below.
In the Imperial Sourcebook 1st edition, Dreadnaught had 10 laser cannons, 20 quad laser cannons, and 10 turbolaser batteries.
In 2nd edition; 10 turbolaser cannons, 20 quad turbolaser cannons, and 10 turbolaser batteries.
The entry for both editions is same. The issue with the entry is that it does not SAY if the refits affect the type and/or number of the weapons at all.

Now for Rebel Alliance sourcebook 2nd edition: 15 laser cannons, 20 quad laser cannons, 15 turbolaser batteries.

The problem? That entry said the AF is a highly-modified IMPERIAL Dreadnaught. Which both Imperial Sourcebook Dreadnought entries are. So someone dropped the ball for the Rebel Alliance Sourcebook's entry for Assault Frigate when they revised it for 2E, especially as the laser cannons disappeared from the 2E Imperial Dreadnaught, replaced by their turbolaser counterparts.

Now, what makes AF unique? She's faster and more maneuverable because of cut down superstructure and added maneuvering fins. She has stronger shields to make up for loss of her hull durability. And well, apparently deploying (supporting) two squadrons of starfighters (in ICW 2.2). Compared to Imperial Dreadnaught.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 26, 2017, 09:35:39 AM
It doesn't have any uniqueness in that state as it's just a Strike Cruiser with no ion weaponrey.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 26, 2017, 11:46:31 AM
It doesn't have any uniqueness in that state as it's just a Strike Cruiser with no ion weaponrey.
I like the appearance of the 2nd variant of Assault Frigate Mk I (my banner :P).
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 26, 2017, 11:54:21 AM
I prefer the TR / Rebellion model.
Title: Re: NR's Multi-purpose ships
Post by: HobbesHurlbut on April 26, 2017, 12:10:44 PM
I prefer the TR / Rebellion model.
Heh what was it about the first variant you liked?

I like the 2nd variant because it looks cleaner and feels less haphazard for being a stripped down Imperial Dreadnaught. The 'chin structures' (using the Nebulon-B's chin structures) on the other hand I'm more or less ambivalent about.
Title: Re: NR's Multi-purpose ships
Post by: GreyStar on April 26, 2017, 12:35:33 PM
(https://steamuserimages-a.akamaihd.net/ugc/81466992421646251/39A07712E1154A4C29793082639C0E9B59480A66/)

Because it leads to shots like this.
Title: Re: NR's Multi-purpose ships
Post by: the_trots on April 28, 2017, 12:03:14 AM
No. We want Assault Frigate to be changed because of HER lore. I already listed my findings from the ORIGINAL sources that first statted out both ships. see below.
Now, what makes AF unique? She's faster and more maneuverable because of cut down superstructure and added maneuvering fins. She has stronger shields to make up for loss of her hull durability. And well, apparently deploying (supporting) two squadrons of starfighters (in ICW 2.2). Compared to Imperial Dreadnaught.

Yes sir.  Hobbes has gotten to the bottom of this.