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RgZera

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I have been reading a lot about complaints about strike craft and missiles in general. Missiles i understand they suck too much. But strike craft not regenerating doesnt seem to be as big of a problem.

For starter your other ships dont regenerate after destroyed either.

Some math:
-hangar is like an L slot weapon so 4 points where normal s weapon is 1.
-3 strike craft is like 4 corvettes since normal corvette has 3 S weapon slots
-for strike craft to be worthwhile they have to last as long as corvettes do and give the same dps
-OR last half as much but deal twice as much damage

Problem is that the original orbiting behaviour and short range looks bad and isnt practical. They will just go for the backline ships and on their way they get killed by PD

In my mod i gave strike craft lower squadron size but buffed their hp evasion and range. I also changed the stupid looking orbiting behaviour to charging instead.
Their evasion is 80-90% just as small fighters should have higher evasion than corvettes obviously.
They rush into the thick of the fight shoot whatever is in range while still having focus on priority targets.
They still get killed eventually BUT they deal enough damage to make up for it and take out several key targets.

The way to counter them works in 2 ways. I added a module to buff accuracy and tracking of all weapons on the ship with that module. So a weapon with 4 dps with 80% acc and 40 tracking becomes 5 dps weapon with 100%acc and 60 tracking. In end result weapon against 80% evasion SC hits 80% of time instead of the original 40%.
The second way is ofc deploying your own strike craft.

I also added some hangar heavy sections to support this kind of play and while my mod is lightyears away from being balanced as it was never intended to be balanced but strike craft is kind of an interesting choice now.
Especially if they are shooting wraith plasma cannons and fill the screen with beautiful blue lights instead of disgusting laser beams in circles.

Once 1.5 is released missiles are going to be buffed or so wiz has said. I hope its gonna be mechanically and not simply by adding damage or range for that matter. Deploying strike craft with missiles could be the new meta. Or if not new meta but AT LEAST a reasonable choice.

What do you guys think?
 

terrycloth

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I have been reading a lot about complaints about strike craft and missiles in general. Missiles i understand they suck too much. But strike craft not regenerating doesnt seem to be as big of a problem.

For starter your other ships dont regenerate after destroyed either.

Some math:
-hangar is like an L slot weapon so 4 points where normal s weapon is 1.
-3 strike craft is like 4 corvettes since normal corvette has 3 S weapon slots
-for strike craft to be worthwhile they have to last as long as corvettes do and give the same dps
-OR last half as much but deal twice as much damage

Problem is that the original orbiting behaviour and short range looks bad and isnt practical. They will just go for the backline ships and on their way they get killed by PD

In my mod i gave strike craft lower squadron size but buffed their hp evasion and range. I also changed the stupid looking orbiting behaviour to charging instead.
Their evasion is 80-90% just as small fighters should have higher evasion than corvettes obviously.
They rush into the thick of the fight shoot whatever is in range while still having focus on priority targets.
They still get killed eventually BUT they deal enough damage to make up for it and take out several key targets.

The way to counter them works in 2 ways. I added a module to buff accuracy and tracking of all weapons on the ship with that module. So a weapon with 4 dps with 80% acc and 40 tracking becomes 5 dps weapon with 100%acc and 60 tracking. In end result weapon against 80% evasion SC hits 80% of time instead of the original 40%.
The second way is ofc deploying your own strike craft.

I also added some hangar heavy sections to support this kind of play and while my mod is lightyears away from being balanced as it was never intended to be balanced but strike craft is kind of an interesting choice now.
Especially if they are shooting wraith plasma cannons and fill the screen with beautiful blue lights instead of disgusting laser beams in circles.

Once 1.5 is released missiles are going to be buffed or so wiz has said. I hope its gonna be mechanically and not simply by adding damage or range for that matter. Deploying strike craft with missiles could be the new meta. Or if not new meta but AT LEAST a reasonable choice.

What do you guys think?

The main value of corvettes is that they soak up fire that would otherwise be going to your real ships. Strike craft don't do that since they only get targeted by PD, and unless you're using (mostly worthless) missiles they're the only thing being targeted by PD.

They only do a tiny bit more damage than the L-slot weapon they're replacing (20 instead of 16 IIRC?) and have a huge delay before they do any damage at all (although at least they don't suffer from the overkill problems that missiles have). So having them active throughout the fight (by regenerating) would put them in about the right place.

Having them active for more of the fight by giving them a ton of evasion isn't a bad thing either, though. n.n

The accuracy-boosting module seems really overpowered, though. +40% accuracy? o_O To be balanced it'd need to cost something like 20% of the entire cost of the ship.
 

RgZera

Second Lieutenant
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The main value of corvettes is that they soak up fire that would otherwise be going to your real ships. Strike craft don't do that since they only get targeted by PD, and unless you're using (mostly worthless) missiles they're the only thing being targeted by PD.

They only do a tiny bit more damage than the L-slot weapon they're replacing (20 instead of 16 IIRC?) and have a huge delay before they do any damage at all (although at least they don't suffer from the overkill problems that missiles have). So having them active throughout the fight (by regenerating) would put them in about the right place.

Having them active for more of the fight by giving them a ton of evasion isn't a bad thing either, though. n.n

The accuracy-boosting module seems really overpowered, though. +40% accuracy? o_O To be balanced it'd need to cost something like 20% of the entire cost of the ship.

Well yeah... i did not think so much about balance till now. Its a stargate mod and by balance i imagined OP tech races having tall empire with fewer but very powerful ships whereas others have 4-5 times the fleet and you have an epic brawl. In the end tall empires need 70% more fleet power to come out on top since fleet power is mostly dps and that doesnt mean their ships last. Especially when some weapons dont even focus fire and your 20 ships have to shoot at 100 XD. But hey stellaris is mostly about fun not competitive multiplayer so im happy with it. Last game Goa'uld rolled in with 1M fleet my ancient fleet was 400k and my asgard ally had 300k. We lost but poor Anubis couldnt enjoy his victory because with his fleet weakened the ORI purged him very bad. Plasma beams cutting everything up in no time. Goa'uld must have had like 1 million minerals stashed because he rebuilt half of his fleet pretty quickly with the 60 or so planets he had and Ori not having such a strong economy bled out in like 3 wars XD Then i quit obviously since it takes forever to conquer/vassalise everything with current war scores. If i ever manage to get more people maybe Wraith stays alive till late game too and it can be ancient asgard tauri coalition vs wraith goauld ori XD