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Archaeon

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Sep 27, 2017
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Description
Strike Craft in combat causes enemy point defense to fail to target missiles

Game Version
2.6.1 Verne

What version do you use?

Steam

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
As ive made this bug report nearly every single update since 1.9, im just going to copy paste it and hope it sees attention with Strike Craft now being analyzed under the microscope.

Weapons given the Point Defense flag (able to shoot missiles and Strike Craft) refuse to fire at Missiles if there are hostile strike craft in the same engagement, ignoring incoming missile threats even if the only strike craft targets are out of range of the missiles.

The point defense will resume regular targetting as soon as there are no strike craft in the engagement, returning to fire at the closest missile. The bugged behaviour will re-engage once the strike craft regenerate and are launched again from a ship.

This bug is exploited by the Spiritualist Fallen Empire and the Nanite Fleets of the L-Cluster, leading to their missile-based weaponry being immune to point defense as their strike craft-heavy loadouts break the opposing fleets point defense.

This bug is also abused in multiplayer lobbies, with fleets of hangar-based cruisers accompanying torpedo-corvette swarms to allow for uncounterable alpha strikes.

Steps to reproduce the issue.
This video shows reproduction steps to the issue. It was made back in 1.8 but the bug still exists in the same condition in the current version.

In text:
1. Design a modela of a ship utilizing point defense and a missile type weapon (any kind of missile), preferably armed with both missiles and point defense and can sit at range without having the point defense shoot the enemy ship (artillery stance cruisers fit the bill here)

2. Design a carrier ship. A cruiser or battleship with a single strike craft is sufficient.

3. Build 2 copies of the missile/point defense ship, and a copy of the carrier ship. Engage the point defense/missile ships in combat, preferably in an unoccupied system by using the 'attackallfleets' console command. The ships should exchange missiles seamlessly, while the point defense consistantly shoots the missiles down.

4. Add the carrier ship to the combat encounter. As it deploys strike craft to the engagement between the two point defense ships, the point defense will cease to function in shooting down missiles, even in range, until all the strike craft are neutralized. This is shown best in the video provided above.

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Tested in my own game, the bug works exactly as shown here on the newest version of 2.6.2 with no mods and all DLC active.
This is highly problematic while fight with particular enemies (like prethoryn scourge) happens due to them using both those types of weapons and they become extremely deadly as they field a lot of strike craft and use immensely powerful missiles, making the only possible way to fight them is to use an extremely long range artillery that not everyone may have access to or use properly, anything else dies in seconds (except the new strike crafts after rework).

+1 and please look into it :)
 
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Weapons given the Point Defense flag (able to shoot missiles and Strike Craft) refuse to fire at Missiles if there are hostile strike craft in the same engagement, ignoring incoming missile threats even if the only strike craft targets are out of range of the missiles.
out of range (of the point defense)?

Is this excessive prioritization dependent on the relative lethality of the missiles? (Does the PD ignore a full-tech torpedo for a T1 strike craft?)
 
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out of range (of the point defense)?

Is this excessive prioritization dependent on the relative lethality of the missiles? (Does the PD ignore a full-tech torpedo for a T1 strike craft?)

It doesn't care, it can be makeshift scout wing even.
It ignores it even if there are 500 missiles if there is a single strike craft in the system
 
Last edited:
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out of range (of the point defense)?

Is this excessive prioritization dependent on the relative lethality of the missiles? (Does the PD ignore a full-tech torpedo for a T1 strike craft?)
Out of range of the Point Defense yes, typo on my end when copying the report over. Thanks
 
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Is this still a problem? I’m literally in the process of fitting ships to attack a Spiritualist FE with both missiles and strike craft... This is kind of a big deal... :/