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GamingHUD

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Somewhat inspired by the recent discussions about battleships, I figured it might be worth having a topic specifically about strikecraft and the problems there of at present.

There are a couple of observable issues with strikecraft:
*Launch/travel times mean that pure carrier battleships get significantly outclassed by one only using guns (XL slots and kinetic artillery can get off many shots long before strikecraft can be engaged)
*Don't regenerate in combat at all, so can be easily countered with minimal investment in PD.

I've been hankering for a carrier campaign recently, but with the state they're in at the moment there's no real point. So I set out to buff them a small bit to make such a campaign palatable. I opted against doing what seemed most obvious at the time (making them faster) and instead decided to buff their engagement range (which is what led me to creating this thread).

Vanilla engagement range is 130, which is 10 units greater than the best range weapon (Giga Cannon, 120). Sounds good, right?

At first I upped it to 200. I then pitted them against @GloatingSwine 's preferred battleship loadout and had no effect on the outcome. I pumped strike craft engagement up to 300, because hey, maybe the difference between 100 and 200 isn't that great. Zero change again.

Why? Because strike craft engagement range has zero effect on when combat is initiated. Combat was always being initiated at roughly the 100 unit mark in the above because that was the range of the best weaponry in either loadout. Maybe I'm a noob for thinking it would make a difference, but since I can't find any other range stats dealing with them (non-counting the individual strikecraft weapon range here) it seemed like the logical conclusion to make.

I then altered the small red laser to have a range of 300 (I'm lazy and it's top of the list, plus pure carriers have S slots :p) and observed. Combat initiated much further out due to that change and the strike craft deployed, eventually reaching their targets.

After this, I did the opposite of sorts and filled out the weapon slots on the carriers with autocannons due to medium only having about 40 range. For the purpose of this particular step, I matched them against corvettes also using autocannons so the carriers would be the ones initiating combat. Oddity this time, as combat initiated before the 40 unit range of the M slot autocannons - so either the hangar modules do confer a range somewhere (which I can't find) or battleships have some default minimum engagement range. I couldn't say which at this point. For posterity sake, I also threw two of those autocannon fleets at each other and combat only initiated at "knife range" as you'd expect from the weapons loadout.

To wrap it up, I re-equipped the modded small red lasers, dropped the strikecraft engagement values back to vanilla. Once more, combat initiated at the range of the red lasers. Strikecraft also deployed but moved out to their engagement range and disappeared.

So I learned the following:
*Strikecraft engagement doesn't affect when ship combat is initiated.
*Strikecraft will always deploy at the start of combat, regardless of range.
*There doesn't seem to be a way to have hangar modules affect when combat starts but I'm not an experienced modder, so I could easily be missing a value hidden away somewhere.

tl;dr the way strikecraft work right now negates their supposed range advantage but not for the reasons you might suspect

Edit: I apologise if the post is hard to follow. I'm terrible at composing my thoughts.
 
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Risa

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Strike crafts need to have their speed doubled, just as missiles do.
Strike crafts need to have their evasion and tracking boosted greatly, because they are much smaller than corvettes, so naturally shall be more agile.
 
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GamingHUD

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Out of interest, what happens if you stick with the standard strike craft range but give them 80% evasion?

Just a quick series of late night tests using the following loadouts (everything else is autocomplete):

Artillery BB: Tachyon Lance, 4 Kinetic Artillery.
Flak BB: Tachyon Lance, 3 Kinetic Artillery.
Carrier BB: 3 bomber hangers (tier 3), 1 kinetic artillery, rest of weapon slots plasma cannons.

80% Evasion Test 1
10 Artillery BB vs 10 Carrier BB.
Result: The artillery BBs only lost one ship in the process of wiping out the carrier BB fleet, remaining total hull at 48.9%. Perhaps unsurprisingly the one artillery BB killed was from the ever annoying bug that makes a single battleship break from and position itself ahead of the formation. Suspect that'll be a re-occuring theme here.

80% Evasion Test 2
10 Flak BB vs 10 carrier BB.
Result: Flak BBs won and took 2 casualties, though overall fleet hull is at 88.5% so they took less damage than pure artillery.

80% Evasion Test 3
8 Artillery, 2 Flak vs 10 carrier BB.
Result: Carrier BB's once again lose and candidly so, only inflicting 1 casualty which again is the BB leading as result of previously mentioned bug. Total hull of mix fleet after battle is at 70.7%.

Reverted evasion back to vanilla and instead doubled speed for bombers. Same loadouts as before.

Red Goes Faster Test 1
10 Artillery BB vs 10 Carrier BB
Result: Much closer this time, perhaps not unsurprisingly as evasion doesn't factor in this particular arena. Artillery BBs won suffered 8 casualties in the process, total hull points of only 4.3% remaining for the survivors.

Red Goes Faster Test 2
10 Flak BB vs 10 Carrier BB
Result: Flak BB again took 2 casualties and won. They suffered more damage from double speed bombers than their 80% evasion counterparts, with remaining total hull at 81.6%

Red Goes Faster Test 3
8 Artillery, 2 Flak vs 10 carrier BB
Result: Mixed fleet won, taking 7 casualties with the survivors having 78.9% total hull remaining. So where double speed enjoyed success in the previous two tests over 80% evasion, this time it performed worse.

And just to round it out, everything vanilla

Control Test 1
10 Artillery BB vs 10 Carrier BB
Result: Artillery won, suffered 2 casualties and had total hull 66.3% remaining. Bombers seemed to focus a bit more here than the evasion test, but not too much difference between the two as you'd expect.

Control Test 2
10 Flak BB vs 10 Carrier BB
Result: Flak BB triumph, only losing one ship which (not for the first time) is the "lead" BB. Total hull remaining 90.6%. As expected, the vanilla carriers perform quite a bit worse than the buffed ones.

Control Test 3
8 Artillery, 2 Flak vs 10 Carrier BB
Result: Mixed fleet victorious in final test, suffering 1 casualty and remaining total hull at 72.4%. Again more or less as expected to perform worse.
 
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Pchang

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I believe the strike craft have their own ranges. That may interact with the engagement range. You can also play around with the number of strike craft per hangar. There is a regeneration rate, but apparently it does not work in combat (like vanilla shields). Maybe there is a way to cut and paste from the shield capacitor code that would cause hangars to regenerate strike craft during battles.
 

GamingHUD

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I believe the strike craft have their own ranges. That may interact with the engagement range. You can also play around with the number of strike craft per hangar. There is a regeneration rate, but apparently it does not work in combat (like vanilla shields). Maybe there is a way to cut and paste from the shield capacitor code that would cause hangars to regenerate strike craft during battles.

I will have a play around with the weapon range (can't hurt to try) around later on today and see what effect it has.

As far as regenerating strike craft in combat, I believe that would be up to pdox to add the functionality but don't quote me on that.
 

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In your observations, what actually led to the carrier's deaths? Blundering into range and getting ripped up, or the strike craft leaving them undergunned compared to conventional weapons (especially if they were quickly wiped out by PD)?

A good resolution might be an AI package that causes the carrier battleships to retreat away from combat once engaged, up to a range of 200 or thereabouts. Combine that with the speed boost and the evasion introduction and we might see some interesting results.
 
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Pchang

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In your observations, what actually led to the carrier's deaths? Blundering into range and getting ripped up, or the strike craft leaving them undergunned compared to conventional weapons (especially if they were quickly wiped out by PD)?

A good resolution might be an AI package that causes the carrier battleships to retreat away from combat once engaged, up to a range of 200 or thereabouts. Combine that with the speed boost and the evasion introduction and we might see some interesting results.

Unfortunately, there is no way to mod the combat computer to behave in that way.
 

GloatingSwine

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In your observations, what actually led to the carrier's deaths? Blundering into range and getting ripped up, or the strike craft leaving them undergunned compared to conventional weapons (especially if they were quickly wiped out by PD)?

Both of those things.

Because strike craft ignore shields, all the other weapons on a pure carrier, which are not large or numerous, have to deal with all of the shields of the opposing fleet, meaning their shots are usually wasted taking down half the shields of something that subsequently dies before they've done any hull damage to it.

Now, that does mean that you can synergise the carrier core with a spinal mount Arc Emitter and a rear large matter disruptor. But 1. If you have Unbidden tech you beat the game already and 2. it's not guaranteed you'll get unbidden as your EC. You still lose an unacceptable proportion of your DPS against flak armed enemies as well.
 
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GamingHUD

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I believe the strike craft have their own ranges. That may interact with the engagement range. You can also play around with the number of strike craft per hangar. There is a regeneration rate, but apparently it does not work in combat (like vanilla shields). Maybe there is a way to cut and paste from the shield capacitor code that would cause hangars to regenerate strike craft during battles.

I ended up testing whether or not modding strike craft range would affect when the carrier initiates combat and sadly this does not. It just makes the strikecraft themselves shoot earlier after being deployed.

Basically as far as I can tell, a ship will initiate combat based on their preferred_attack_range and the weapons it is equipped with. For battleships, as an example, their preferred_attack_range is max, so if you equip it with a giga cannon, it'll initiate combat at 120 units. If the best range weapon it has is 100 units (say Kinetic artillery) that's when combat will be initiated (unless opponent fleet has giga cannons).

Since all weapon ranges are defined in weapon_components.csv, I figured I'd also try out adding an entry for the t3 bombers as part of these tests but that didn't work unfortunately. So back to square one in trying to figure out how/if hangar modules affect combat initiation and fix it.

In your observations, what actually led to the carrier's deaths? Blundering into range and getting ripped up, or the strike craft leaving them under gunned compared to conventional weapons (especially if they were quickly wiped out by PD)?

A good resolution might be an AI package that causes the carrier battleships to retreat away from combat once engaged, up to a range of 200 or thereabouts. Combine that with the speed boost and the evasion introduction and we might see some interesting results.

My observations are more or less in line with what @GloatingSwine posted.

I do feel the chalice is poisoned a tad, due to the battleship formation bug, but it seems unlikely that it would make a huge difference overall and fixing it might even benefit the artillery loadout if anything.

The Red-Goes-Faster-Test-1 result sounds good. It shows bombers have enough / close to enough fire power comparable to other weapons.

Just to add to that; whilst I had the modded 300 range small red lasers (nerfed damage to zero) equipped and strike craft engagement range modded similarly (but vanilla speeds), I noted that bombers arrived and began attacking artillery fleet at somewhere around the 120-140 unit mark, so they were able to get in some damage before the tachyon lances & kinetic artillery got into firing range (and the carrier fleet ended up winning).
 

Milten

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Because strike craft ignore shields, all the other weapons on a pure carrier, which are not large or numerous, have to deal with all of the shields of the opposing fleet, meaning their shots are usually wasted taking down half the shields of something that subsequently dies before they've done any hull damage to it.
Interesting. Do you think that strike crafts would be more efficient if they didn't ignore shields? Especially in combination with other types of ships?
 

GamingHUD

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My opinion is that bomber DPS is sufficiently good enough as is that it offsets the lack of efficiency from other weapons systems onboard a pure carrier. But there are other elements at work that make this not necessarily the case when put to practice.
 

Trooper0102

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I actually did do a little testing (I feel strike craft are a bit underwhelming at the moment.) and I found what really helped strike craft was a boost to health, giving them 1.5x HP made them feel better since they could live through more than 2 shots [Fighters VS equal PD tier] or 3 [Bombers VS equal PD tier] which also mean that they had more of an effect without being disruptive to the delicate balance between them.
 

GloatingSwine

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I actually did do a little testing (I feel strike craft are a bit underwhelming at the moment.) and I found what really helped strike craft was a boost to health, giving them 1.5x HP made them feel better since they could live through more than 2 shots [Fighters VS equal PD tier] or 3 [Bombers VS equal PD tier] which also mean that they had more of an effect without being disruptive to the delicate balance between them.

Did you test them against Flak Artillery though?

Point defence isn't as relevant as Flak Artillery which is much stronger and dual purpose (it protects from corvettes as well).
 

SuiciSpai

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Flack should be nerfed, starting with making them only for one purpose, figthting bombers. Does not change anything in this case, but at least is not the no brainer anti-missiles and anti strike craft like is now. This will reduce the actual numbers of flak, because you would need to split your defences between point defense and flacks and not only spam flack.
 
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Trooper0102

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Most AI's don't use flak though, they actually prefer PD- and only on their Destroyers.

I suppose that is a small flaw with these test threads; What the 'Win' condition is, either PvAI or PvP.
 

Milten

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I still hope there might somewhat believable solution regarding flak and PD. Making strikecrafts shrug off PD/flak direct hits doesn't seem like the one to me.
 

GamingHUD

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Most AI's don't use flak though, they actually prefer PD- and only on their Destroyers.

I suppose that is a small flaw with these test threads; What the 'Win' condition is, either PvAI or PvP.

To be fair, the thread isn't really about testing conventional buffs to improve strike craft viability (though such is fine and still provides useful data). At the moment, I don't think it prudent to even attempt to buff strikecraft when, in my opinion based on what I uncovered in the OP, carriers aren't functioning properly (if we operate on the assumption that carriers are supposed to be long range superiority).
 

Trooper0102

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To be fair, the thread isn't really about testing conventional buffs to improve strike craft viability (though such is fine and still provides useful data). At the moment, I don't think it prudent to even attempt to buff strikecraft when, in my opinion based on what I uncovered in the OP, carriers aren't functioning properly (if we operate on the assumption that carriers are supposed to be long range superiority).

Isn't that just an issue with fleets in general though? I'm fairly certain in 'The Ideal Patch Notes' thread I went over something like that.

I'd also like to see fleet stances; Close-in [Brawling 1.0 style- hopefully prettier™.], Standard [As is now.], and Skirmish [Move to the furthest weapon range continuously.].
Paired with Fleet Focus; Closest Targets, Furthest Targets, Ascending (Small to big) Targets, Descending (Big to small) Targets
And have that with Focus Fire (First 5 targets), Standard (First 10~ targets), and Spread fire (First 20 Targets)
Add in fleet formations;
  • Circle: Rings of ships in size order to the core (Corvettes on the outside, Then destroyers, Cruisers, and Battleships as the core.)
  • Wedge (As now with Corvettes being first, Destroyers, Cruisers, Battleships)
  • Clusters (Corvettes ring Destroyers, Destroyers Ring Cruisers, Cruisers Ring Battleships.)
  • Box/line (Flat variant of the Wedge.)