Author Topic: Aerofighters in GH2  (Read 1179 times)

Offline Tomn

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Aerofighters in GH2
« on: March 31, 2008, 10:06:00 PM »
I used to love aerofighters back in GH1.  I wasn't very good with them, and I kept getting shot down through pure bad luck in one hit, but I loved them all the same.  Question, however: How do they work in GH2?  Do they still get a "flying" bonus?  Do they still get the speed dodging bonus (I can't rightly tell how fast I'm going, anyways).  And above all, how does salvage work for them?  As far as I can tell, the only way to get salvage on a regular basis is to intimidate a pilot into ejecting, then to steal his mech, then to rip out the hands and stick them onto the body of your Wraith in an affront to man and God alike.

On a related note, since I can't quite find it, how does mech engineering work in GH2?  I remember vaguely that you're not allowed to overload components anymore, or something?

Offline Onisuzume

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« Reply #1 on: April 01, 2008, 01:50:42 AM »
Yeah, they still work.

Take the Wraith as an example.

Offline Francisco Munoz

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Aerofighters in GH2
« Reply #2 on: April 01, 2008, 05:07:52 AM »
Click shift-R to see all the rolls made in the combat.. you can see the speed dodge bonus and all the others ones too.

Offline Erathoniel

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Aerofighters in GH2
« Reply #3 on: April 01, 2008, 06:25:51 AM »
I think the aerofighters may lose some of their benefits in space.

Engineering does now have a hard cap.

Offline clasic_traveller_diehard

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« Reply #4 on: April 01, 2008, 07:54:26 AM »
areofighters can attain the highest speed

and since there is no air resistance their agility could go up(in theory)

but since there is no gravity there should be no elevation bonus and no crashing

Offline Burzmali

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« Reply #5 on: April 01, 2008, 08:09:04 AM »
Quoting: clasic_traveller_diehard
and since there is no air resistance their agility could go up(in theory)

Without air resistance, an aerofighter would have almost no maneuverability.  Most of the design features that make a jet agile in an atmosphere don't work in space.

Offline clasic_traveller_diehard

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« Reply #6 on: April 01, 2008, 08:23:38 AM »
if it has a space tag it i would assume it as some sort of thrust vectoring

but with out air their aerodynamic shape would be useless so their advantage would come from their high thrust to weight ratio as a result of needing big engine and light materials

hmm lack of air could explain the cost of missiles though

Offline macksting

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Aerofighters in GH2
« Reply #7 on: April 01, 2008, 08:39:49 AM »
Quoting: Burzmali
Without air resistance, an aerofighter would have almost no maneuverability. Most of the design features that make a jet agile in an atmosphere don't work in space.

Battroids have relatively few benefits, realistically; in space, certainly very few. The same functions could be performed with more specialized, less structurally weak forms.
I suspect GearHead has a limited, less oppressive version of the anime aesthetic, "if it looks good, if flies good."

Offline Burzmali

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Aerofighters in GH2
« Reply #8 on: April 01, 2008, 09:33:21 AM »
Biggest disadvantage:

No Hands

In GH2, that's a game breaker.  If you can't take the weapons off of defeated mecha, you will never break even on the missile racks of the Wraith.

Offline clasic_traveller_diehard

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Aerofighters in GH2
« Reply #9 on: April 01, 2008, 11:40:51 AM »
I've been wracking my brains trying to find some plus side to the areofighter that doesn't apply to battleroids and as the game stands i can't think of any

so heres what needs to be changed to make areofighters stand a chance

1.make missiles cheaper

2.assume that areofighters fly head first and have a low forward profile while battleroids fly gut first and are big targets in front and behind(areofighters have a mv of -2 in space and battleroids have a -3)

3.assume that areofighters are more structurally sturdy than battleroids at high speed turns  (tighter turning radius)

Offline Francisco Munoz

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Aerofighters in GH2
« Reply #10 on: April 01, 2008, 11:47:28 AM »
Each mecha form has its own maximun speed and enemies get a malus to hit you if you move fast
 Usually a moving -7 Wraith is harder to hit (even if space with not an extra flying bonus) than a moving -4 buruburu.

Offline Burzmali

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« Reply #11 on: April 01, 2008, 12:14:29 PM »
Yes, but AoE and anti-air weapons negate most of those bonuses.  The standard particle cannon so common in GH2 that flying a mecha is pretty foolhardy.

Offline clasic_traveller_diehard

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« Reply #12 on: April 01, 2008, 01:39:33 PM »
how many dpm do you have to go to get -1 to hit?

Offline Tomn

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« Reply #13 on: April 01, 2008, 10:26:39 PM »
OK, so they still get bonuses to their dodging, that's good.  On the downside, they have no hands, and thus no salvage, which is a really big minus.  

On a side note, if you're using the menu to control your mech, apparently you can't check the rolls.  And there's no speed indicator anywhere, so I'm just kinda guessing how fast I'm moving.

Speaking of which, considering the fact that engineering now has a hard cap, and considering that your standard Wraith is already almost full, and considering that good sensors/ECM/Overcharges/Engines take up more slots, is the Wraith a tad gimped when it comes to ricing, or is that just me?

Offline clasic_traveller_diehard

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Aerofighters in GH2
« Reply #14 on: April 02, 2008, 07:49:16 AM »
wait if you don't have hands you don't get to salvage stuff!?!

what if your lance mate has hands?