Stellaris Devs, can You Please Take a Look at Strike-Craft Balance?
In the existing 2.x versions as they currently stand [prior to 2.2, which may or may not change things], strike-craft are horribly underpowered.
Some of these reasons include, but are not necessarily limited to:
1.) They move too slowly and take too long to reach the enemy fleet to engage in a fight, in contrast to the long-range guns that can also occupy the L-slot like Kinetic Artillery or Neutron Launchers. This has a significant negative impact on their damage-dealing potential.
2.). They have too large of a turning radius between attack runs and are not attacking all that effectively in the meantime. This means that much of their theoretical damage output is wasted even when they do get in range, as they are often spending more time turning around than actually shooting at their targets, wasting the time in which they would otherwise be able to get in more shots. This also vastly lowers their effective damage output.
If not in 2.2's release itself [although of course it would be strongly preferable], can you at least strongly consider taking a look at it and fixing some of strike craft's issues in a hypothetical 2.2.1 or 2.3?
Because at the moment in 2.1, strike craft are largely a waste of a weapon slot and not worth using. Which really is a pity, as I love the idea of them. I want to be able to use carriers in my fleets and have star fighters battling without the feeling that I'm purposefully sabotaging myself to a significant degree.
In the existing 2.x versions as they currently stand [prior to 2.2, which may or may not change things], strike-craft are horribly underpowered.
Some of these reasons include, but are not necessarily limited to:
1.) They move too slowly and take too long to reach the enemy fleet to engage in a fight, in contrast to the long-range guns that can also occupy the L-slot like Kinetic Artillery or Neutron Launchers. This has a significant negative impact on their damage-dealing potential.
2.). They have too large of a turning radius between attack runs and are not attacking all that effectively in the meantime. This means that much of their theoretical damage output is wasted even when they do get in range, as they are often spending more time turning around than actually shooting at their targets, wasting the time in which they would otherwise be able to get in more shots. This also vastly lowers their effective damage output.
If not in 2.2's release itself [although of course it would be strongly preferable], can you at least strongly consider taking a look at it and fixing some of strike craft's issues in a hypothetical 2.2.1 or 2.3?
Because at the moment in 2.1, strike craft are largely a waste of a weapon slot and not worth using. Which really is a pity, as I love the idea of them. I want to be able to use carriers in my fleets and have star fighters battling without the feeling that I'm purposefully sabotaging myself to a significant degree.