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sitting back at 8.2km does not sound right at all.
Where before they would be annihilated
I still tend to prefer sending mass amount of fighters for OOS. The Eclipse is so easy to build hundreds of in the time it takes me to build a couple Rattles.
The Terran content has changed this quite a bit. I'm having so much more luck with the almighty Asgard. Boy, does that thing murder the hell out of everything. And you can boost the laser's damage even higher with mods (and reduce cooldown). It's probably the slowest damn ship in my fleet, but I can park one in a Xenon sector and enjoy the murder. Worst case, I send an Osaka and Syn as fighter coverage.
Lol
Somehow in the X4 universe you can hire an a completely unqualified pilot for a 500+ million dollar ship.
The real world equivalent is something like hiring a janitor to pilot a cruise ship with zero experience.
2-3, does it matter? I haven't seen 3-4 stars do any better than 0 stars, to me it look like beside arbitrary tiered behaviours.
I even put my 3 star syn pilot in a buffalo for free trading and i'm pretty sure the replacement is a marine with 0~ star and he's pewing stuff to death just fine?
It tells how fast their reaction are as well as how far they are willing to shoot.
For example the rattlesnake main cannons are 7km.
With a 3star pilot he should not be 8km away from the target but rather get blowned up by the Xenon I because he would be within it weapon range.
My Asgard with the same 5 star captains will sit right at about 14 km from the target and bombard it with the main cannon all day long. It even seems to fire it for the full 7 second duration. Sadly, this means it loses a second or 2 worth of damage due to heat build up (the main laser has a mod that allows it to recharge faster and fire longer).
Only my dumb as rocks 0 star pilots will zerg rush the enemy with my Destroyers. All sorts of crazy crap starts happening with them. Misses, broadsides instead of main cannons, trying to shoot fighters with the main cannons, etc.
As in, my 0 star Syn seem to do fine. And So does my 0 star fighters don't seem to behave any different from the 2-3 stars ones. I'm using a fleet of Takobas, the highest mess up his attack runs every times and boost away at the slightest damage taken, just like the 0 stars does.
As for the Rattlesnake, maybe its just bugged.
For frigates and under, it seems the only benefit is better reaction times and less missed shots, particularly on the turrets (service crew largely are responsible for this).
I assume the Rattlesnake is bugged since it's the only destroyer seemingly incapable of using its main battery. When it does, it's very short bursts and usually against smaller ships. Sometimes I'll see it use the main battery against a station before zerg rushing it for broadsides.
Heck even plasma has greater range then it main battery