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Sreff

Recruit
Jun 4, 2023
1
0
Hello devs if you’re reading this,
I was recently testing out ship builds (before I was rudely interrupted with a war from a xenophobic FE since one of my subjects built a star as next to their systems despite their only world being within cleansing range) and couldn’t seem to get carriers to work. I tried both a battleship and cruiser carrier build maxing out strike craft slots (all modules maxed) with mainly swarmer missiles for no min range if chased by corvs and also long range to overwhelm PD and kill larger ships plus some disrupters for anything close for the dmg and disengagement chance if that has been ported over yet. Thing is, on both ships they would just kamikaze charge the enemy getting even closer to the enemy than my swarmer ai corvettes with super close range weaponry despite having the Psionic carrier AI and super long range weapons. The range on the strike craft is 10 but I assumed that is the strike craft, not the range of the hanger and that the strike craft would fly over to 10 range; is this wrong or is there a bug with my super expensive battleships and mildly expensive cruisers charging to their deaths with almost no dmg after their initial wave since the strike craft get shot down by PD or flak? If it is part of the game that hangers make the ships get really close it seems counter intuitive since they’d have to get close every time the hanger is ready to release a new ship, and since ship AI prioritises larger ships so the corps would be left till last despite them being screening ships with the large expensive carriers going first as they charge past the frontline to effectively take the enemy on the date (very close).


EDIT:
I have just tested it again, and when I add a large proportion of ships with swarmer ai, they hang back a little, but not quite as far as 150, more like 60 roughly, somewhere between artillery and line, not making use of the range of it’s weapons at all and not out ranging the enemy at all so it still draws a lot of fire despite the massive range it wields. Also, I designed the cruisers with max afterburners bc I wanted them to try and stay at max range with max speed using gale speed, modifiers and such in order to kite the enemy using pure cruiser fleets and permanently out range slower ships but if they are targeted at all, instead of moving back and going to 150 they do a kamikaze: so it kiiiinda works if I have huge proportion of corvs as screening ships as the cruisers are unlikely to be targeted, but cruisers are kinda screening ships too, small enough for speed and a little evasion and can be equipped to kill star bases or smaller ships mainly, and battleships for larger things and it seems ironic to use screening ships for screening ships, especially when said cruisers are designed to kite and out range rather than kamikaze like a CQ battleship.
 
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