Strike craft/Carrier fleet viability MATH for 2.62 /please help

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majber

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Aug 17, 2010
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Can anyone please test and report on MATH behind current (2.62 Federations) viability of mostly Carrier/Strike craft fleet composition?

Maybe someone has already done this test?

Im not talking about - if Carrier/strike crafts fleets already OP? NO - only if they are viable choice already?

What are your opinions after playing?
 
Not smart enough for MATH. Just my 2 cents.
Focused heavily on strikecraft all game. Performed very poorly against Spiritualist awakened empire, so PD definitely is hard counter as it should be.
Performed decently against Prethoryn. Although Tachyon Lance BB and lone Neutron Launcher in back, plus 1 titan per fleet, did 2-3 times more damage than strikecraft. Although that is no surprise either since scourge is unshielded.
 
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It is not really anything with much math. You just need to test different compositions vs different enemies and calculate how many times less damage SC make per ship.
Against scourge one must pay attention to percentage of their missile hits and their damage ratios. If SC can bring down damage from scourge missiles to the same figures as their acid spit damage, that would mean that SC is fantastically effective PD.
 
FYI: I did some testing against the Unbidden to see if the Strike Craft would be useful there as, on paper, they should have a huge number of advantages with only a minimal number of disadvantages. Even then they were vastly worse than other vanilla fleet types like "Penetration" or TL+2KA+2NL or GC+4NL or whatever.

Visually what seemed to be the problem(s) were:
  • Delay in damage while flying towards a target
  • ** Retargeting to another ship or fleet before finishing off the current [wounded] target **
  • The Carrier computer didn't do a good job at all of keeping the carriers at "long range"
 
I found GigaCannon / 4 Gamma / SC / KA Battleships with line computers to be good jack of all trade fleet.

They lose to the classic X/4L BB-Monofleets, but they fare pretty well against AI fleet compositions.
The best thing about SC seems to be their PD-ability, though. They shoot down a lot of missles/torps.
 
FYI: I did some testing against the Unbidden to see if the Strike Craft would be useful there as, on paper, they should have a huge number of advantages with only a minimal number of disadvantages. Even then they were vastly worse than other vanilla fleet types like "Penetration" or TL+2KA+2NL or GC+4NL or whatever.

Visually what seemed to be the problem(s) were:
  • Delay in damage while flying towards a target
  • ** Retargeting to another ship or fleet before finishing off the current [wounded] target **
  • The Carrier computer didn't do a good job at all of keeping the carriers at "long range"
  • The flight times for SC and GW are a joke - they have speeds that aren't all that much more than their launching warships, despite being several orders of magnitude smaller. GW should realistically cover any reasonable (or even somewhat ureasonable) battlescape in a day, and even a low-realism simulation like Stellaris should have them getting to their targets in a few days, not weeks. SC shouldn't be much slower, even if it's just for a high-G burn out to the enemy fleet and then a more reasonable but still faster than warship speed afterward.
  • The insistence on SC having forward-fire-only weapons (actually only in the forward direction of their vector, no allowance for pivoting the ship while coasting), short weapon cooldowns, and too large of orbits around targets force them to retarget constantly to try to stay active. Even if you don't visually have them carry turrets, allow them to effectively do it by slide-strafing - pair that up with orbits around their targets that keep them in range and that would limit a lot of the on-station lost damage.
  • Stellaris does a poor job of maintaining stable ranges with all classes and weapons loadouts - it just doesn't know how to effectively turn around the engines and turrets to fight while going in reverse. They may also be trying to avoid pointing the afts of their BBs to the enemy because so much of their damage comes from the X-slot FF cannons (and don't even get me started on X-slots).