What would you say to giving Destroyers a hangar bow, with nothing except a single hangar slot? That would let you get strike craft into the offensive game much earlier. This is balanced and equivalent in strength according to the component equation
on the wiki.
Effectively these could function like helicopter-destroyers in modern navies.
I would love this addition because it would give the player fighters during the only period of the game when they are semi effective, mid game before battleships take over with their extreme ranges.
The one thing I've noticed is that Strike Craft in the current version is really good for a *balanced* composition.
They're high damage vs all types of targets (ignoring shields and has bonus armor damage). They have high tracking and accuracy, which means they're equivalent good vs corvette spam as capital ships. Plus they scale extremely well (since the repeatable techs give them +10% damage/atkspd instead of +5%). Basically, you want to treat them as if they were high performance M weapons (unless the opponent has heavy PD). They may not have the alpha damage of L/XL weapons, but they have a whole lot more utility and handles a large variety of enemy fleet compositions. They have much higher damage and better upgrades than missiles, and are extremely punishing when enemy fleets lack PD and your strike craft just stays in battle dealing damage as the battle drags on.
Also, Hangars use a whole lot less power than kinetic arty / neutron torp
I found it extremely helpful for my cruisers/battleships to all carry some strike craft, which cleans up enemy corvettes/destroyers handily, and is very punishing to shield-heavy fleets.
And for those who say strike craft are just glorified missiles? You have used it enough
To see these massive swarms of locusts fly through the battlespace, shattering squadrons of ships at a time like a destructive tsunami, is a glory to behold.
That is the argument, and I will respectfully disagree that I do not use them enough. I often make missile and fighter only fleets just for fun even though I know they are less effective than normal fleets because of how cool they look, and they aren't even as cool now because they can no longer engage each other in dog fights.
Yes, fighters are effective against corvettes and destroyers, I actually point this out in the OP. It was the original point of this entire thread actually. That fighter target priority should be changed so that they act as the large carrier ship's counter to smaller vessels first and foremost, the problem is that their target priority has them target the battleships first where their damage is mostly wasted because of the huge Hull Point and Armor Point numbers all the while destroyers sit right next to them, a ship that the fighters damage could actually destroy, picking them off one by one while they swarm battleships ineffectively, and all of this not even including the bigger issue I'll address next.
Problem with the new changes, no matter how cool they look, the increase to weapon's range for L and XL weapons makes fighters completely useless in the most important phase of combat, the opening salvo phase. In a battle of equivalent fleet strength between a fighter based and artillery based fleet, Titans engage from 250, then battleships at 150, and during this time, the fighters launch
but they don't fly towards the enemy fleet because their "weapon's range" is something closer to 100. By the time they hit their weapon's range, they've flown halfway across the star system in the
wrong direction and by the time they turn around and start delivering their damage, a fleet that focused entirely on L and XL weapons will have destroyed half of their opponent carrier fleet meaning they have erased half the fighter damage before it has even gotten a chance to engage. In fact because of the weapon's range increases, I build point defense less than I ever have before even with the great buff to missile damage because I can simply kill most missile fleets outright late game before they enter targeting range. Just throw in a few PD destroyers into the fleet to deal with the first wave of missiles, then the missile saturation on the battlefield just gets weaker and weaker from there.
And yes, I do feel fighters are currently nothing more than glorified swarmer missiles. They do little damage, penetrate all shields, and are hard to shoot down. That's pretty much a swarmer missile, except swarmer missiles actually fly towards the enemy first and foremost instead of in random directions at combat start. . .
Strike craft already have 100% accuracy and high tracking, ranging from 50% for Flagella and Scout Wings to 70% for Improved and Advanced Strike Craft. That's higher than anything else in the game except for Autocannons.
https://stellaris.paradoxwikis.com/Weapon_components#Strike_craft
Their problems are more general than that; wide turning arc that reduces their effective DPS, and the bug that causes them to fly off to the side rather than at the target. Fix these problems and things are mostly ok.
I still think compressing fighters and bombers into a single strike craft set and preventing them from fighting other strike craft is streamlining the baby out with the bathwater. Dogfights are a staple of space opera. To eliminate them is just obscene. It removes the one thing that clearly distinguishes them from missiles, as well as the tactical choice between using carriers to target other large ships (bombers) or as anti-bomber and anti-missile "picket carriers" (fighters). They should at least be able to attack each other again.
Agreed. The turn radius problem is a silly one. That could be fixed just by adjusting a few numbers in the RAWs. The bug where the strike craft fly off in random directions can be solved by increasing fighters "weapon's range". I for one believe that fighters should launch as soon as your fleet enters a star system with an enemy fleet. This would make it so fighters are the first thing that engages the enemy, long before the artillery gets in range. This would give them a distinct role in combat, and it would be like fighters engaging fleets "over the horizon". At the very least, fighter range should be equal to the longest artillery range in game to prevent them flying off in random directions problem. They'd still be less effective, but at least they'd get to the enemy fleet in time to do something.
As to compressing them into one strike craft, I'm more or less okay with that IF they restore the ability of fighters to shoot at other fighters again. I never really liked that they could shoot down missiles actually, but shooting other strike craft down both looks really cool in game and it's an important sci-fi staple. I truly believe that the role of strike craft can be solidified by a simple change to their target priority. With the changes to 2.0, my new fighter target priority would be this:
If fighter, than attack
No fighter, than Corvette
No Corvette, than Destroyer
No Destroyer, than Cruiser
No Cruiser, than Battleship
No Battleship, than Titan
This change assumes first that they ever fix the weapon's range and turn radius issues which knee cap fighters severely right out the carrier, but it would give fighters a distinct role that is not filled by any other ship in the fleet. They would become a fleet's main weapon against Corvette and Destroyer heavy fleets while the L and XL weapons would focus on the larger vessels.