Bugged? OP? Anyone?
I've had no no problems with them... I find them super useful to have... They create Meatshields for my glass cannons. So to speak.
Carriers are pretty sweet. Especially when you craft a fleet around one with support ships and tons of 1 logistic point fighters.
The only down side is occasionally the logistics won't work, i.e., your logistics is at, say, 110 for a fleet. With a huge carrier (15 logistics points) 2 huge support ships (30 logistic points) you should have 65 logistic points remaining. Lately, you are not able to add 65 1 logistic point each fighters to reach your 110 logistic points total.
In combat (especially at higher tech levels) they are devastating and often destroy entire enemy fleets before they are even in range to open fire.
luceo non uro
I don't know why but carriers are still usually broken for me most of the time. They rarely seem to spawn "assault" ships, and often give me useless ass "guardian" class fighters. Apparently they work just fine for everybody else though. I haven't tried building them yet in my current game so who knows, maybe they will actually work right this time. I doubt it though...
Change the carrier class to capital and they work just fine. I suspect if you use them as "support" they don't do anything.
I ALWAYS make my carriers "capital" class ships. I have never seen any point in wasting a large hull size to have it sit in the back.
I have seen the "guardian" class fighters as well, and can confirm it is very very annoying. Will try to provide a saved game tonight and create a support ticket.
This may depend on your weapons research. If you focus on mass reduction specialties, especially for weapons, you get some incredibly hard hitting 6hp ships by turn 100. It's easily enough that 4 fighters will clean up against most small fleets until the enemy gains better defensive tech.
Remember, the system creates your drones based on the best available tech you have. The more you can cram into a tiny hull, the better the drone fighters you get.
It says assault fighters on the map, in the designer and on the specific module, but spawns guardians in combat. I have not researched carrier focus to even get guardian drones yet in this game.
My issue is NOT with the power of the carrier fighters, it is their combat role. They are supposed to be "assault" class ships, meaning they go straight for the enemy forces. Mine often spawn as "guardian" class ships, meaning they stay in the back and only defend when enemy ships come into range of whatever it is they are defending.
Yep that is exactly the issue I often have also darknicademis
Wow, that's really weird. I'm always a heavy carrier user (B-line to it right after transports) but they're always assault fighters.
I wonder if your research progression is part of it? My fighters always start with beam weapons and I don't really research defenses until much later. Perhaps if you're more well-rounded than me you'll end up with fighters that better suit guardian roles?
I apologize if stating the obvious, which carrier modules are on the ships, Carrier Module, High Capacity Carrier Module or Drone Carrier Module? Also when you selected Carrier Focus did you choose Interceptor or Guardian Drones? I use carriers a lot, and never selected Drone Carrier Module or Guardian Drones. I have had nothing but assault fighters spawn.
Yes, this was broken at some point in the recent past. The fighters always spawn based on your best tech... the type of carrier no longer seems to matter. Making the carrier's be capitol ships rather than support Helps encourage the game to spawn assault fighters rather than guardians,
but in general, if your defensive tech is better than your weapon's tech... you will get guardians.
Couldn't you fix this by changing the Assault fighter blueprint and removing any defenses?
It would be all weaponry and this assault class or such?
Yah, that makes sense. I've always made the carrier ships "Support" too and I guess my bias towards glass cannons (Doom rays with no appreciable defense) generally works out.
Thanks Everyone. For an idea of my research here is a pic
For carrier tech, i have not even researched carrier focus.
Regarding carrier module it is
If this is intentional design, I would suggest a rework in the future. Allowing users to select which role a fighter/drone plays seems important and should be more directly controlled by the player (maybe as it used to be by specific carrier module, if I understand correctly). Likewise, I would ideally want to see my fighters/drone armed with my choice of weapon/defense. If I am in a two (or more) way war, I dont want to only be able to put together a single strategy for multiple fronts/opponents. One opponent may be specializing in one weapon and defense while another could be doing something different. So letting me specify the role and perhaps making fighters user created? Or selecting the weapon type and defense type a specific carrier uses?
In addition, I wonder whether it makes sense to have fighters/drones not respawn automatically after each fight, but have to be rejuvanated over time. So maybe it models the hitpoints method and automatically heals a set amount or percentage per turn (perhaps 1 fighter per carrier module per turn is rejuvanated). This would allow consecutive fleets to wear down a carrier fleet if done in quick succession. Just a thought, I have not messed with carriers too much and I suspect this forum has a better sense of whether the balance is appropriate.
Hi Gauntlet, thank you for the suggestion. Would I need to start a new game for the edit to the fighter blueprint to take effect? I know there are some changes that only update on new game creation. Thank you!
Taslios, I will also give switching a roles a try and see if that helps in addition to more weapon research. Thanks everyone.
I think you would need to start a new game.
Also I'm pretty sure Fighters do die and take 2-5 turns to be replenished... but it is difficult to confirm.
Fighters should be a weapon system and really not a unit, they can then get a percent weapon and defense bonus as you progress in techs. Point Defense should actually act as a weapon against them (whilst your main weapons target enemy ships perhaps) and other defenses just defend against their weapons etc. etc.... I digress... there are a dozen ways to do Carriers I'd prefer to how they are done now...
I find carriers to be weak. They are too costly in size. Fighters are too weak. Battleships and Missile cruisers kick butt. Only good carrier are Huge class Mercenary carrier.
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