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When you run a Dreadnaught/Cruiser fleet into a stack of bombers and fighters, losing 10 times the production in 1 turn you will understand.
The early game is for getting flag and command ships leveled up so they can actually contribute with or outgun the big boys.
A 36 logistic bomber stack will soak your military production replacing losses and dramatically slow your movement while your repair if you throw unescorted cruisers at them. It gets a lot worse with capitals.
I hope you are wrong Xcorps. Because forced into a ship build style and forced to run fighters and bombers otherwise you have no hope is a horrible way to build a game. All styles should be playable and with the right tech be able to flourish and win, otherwise you just built a rail shooter and there is only one style that wins. I don't play games like that and will not give a positive review for games like that. We were told in the discussion boards by the devs that was not the case in combat. That all vessels and bases would fire at what was in range, but have a priority for specific weapons to fire at capitol or small if both types were available targets. Not what appears to be happening. I watched Das Tactic rush a star base with one capitol ship that stayed at max range and watched the star base not fire for most of the battle only to miss when it did fire at his capitol ship and see the fighters and frigates just swarm it and murder it. That is not tactics. That is a failed AI for combat and a broken dynamic and meta. But, once again I play games my way, you play games your way and there is no right way, unless the Devs break the game for one meta style, which is piss poor game design. Chris
No, they do shoot at them. But they target capitals as priority and the cooldown on bombers is quite low.
I found last game that having a dreadnaught, 2 battleships, a flagship, 2 or 3 beam cruisers and 2 or 3 missile cruisers escorted by frigates in I think a 96log fleet was pretty much unstoppable. You just need to replace frigates.
I didn't say that, or anything like that. I said that from a manufacturing cost standpoint, not escorting your capital ships is expensive.
I sent a 4 dreadnaught fleet on a Leroy Jenkins charge against a home core and lost all 4 of them, after killing about 6 stacks of bombers and a half dozen starbases and dozens of planet defenders. Perfectly reasonable, but expensive.
The developers erroneously made -50% as Slow Research Pacing, for example, and thought that Research became really slowed. It is not exactly slow overall. This only makes it slow at the very beginning of the game, with diminishing impact as turns go up because of other multipliers.
Should make it x70%, similar to the effect of Approval, if x50% is too slow for Slow.
My two cents.
Fixed in 2.01. Though not positive if the Cabernet fix was made public or not. Intuitive got fixed too.
Thanks!