Well crap... I've just been getting back into the game and have been really enjoying my latest strike craft + missile builds. Guess this means I need to limit the amount of strike craft again. Which begs to ask, what is the most efficient use of them with this "bug" in mind? Just 1 hangar per ship and use them more for ranging, anti-corvette, and anti-missile?
Personally, I think they should limit the number of craft per module to two. It would probably help with balancing and calculations, as well as lessen the graphical impact they can contribute if, you're like me, and like to have fast fleets of pure cruisers outfitted with both missiles and craft. The sheer swarm of missiles and craft can be a bit overwhelming for the engine lol.
God damn, have strike craft EVER worked properly in this game?
Personally, I think they should limit the number of craft per module to two. It would probably help with balancing and calculations, as well as lessen the graphical impact they can contribute if, you're like me, and like to have fast fleets of pure cruisers outfitted with both missiles and craft. The sheer swarm of missiles and craft can be a bit overwhelming for the engine lol.
God damn, have strike craft EVER worked properly in this game?
Last edited: