Stellaris

Stellaris

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water Jun 10, 2016 @ 6:08pm
AI does not suffer warp-wind down??????
Im sitting right where they warp in and think I have them with my weaker fleet but they instantly start shooting ignoring the cool down period. They do have warp drives, so is it some edict or something that lets them do this?
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Showing 1-15 of 17 comments
Sathra Jun 10, 2016 @ 6:16pm 
They do. Might have better warp drives?
Not sure, I haven't done a warp game yet.
water Jun 10, 2016 @ 7:07pm 
Does it matter if they are in their own space maybe?
curry124242 Jun 10, 2016 @ 7:24pm 
they do need to wind down!
I often take advantage of it.
SBGaming Jun 10, 2016 @ 7:43pm 
Originally posted by water:
Im sitting right where they warp in and think I have them with my weaker fleet but they instantly start shooting ignoring the cool down period. They do have warp drives, so is it some edict or something that lets them do this?

Does the warp cooldown prevent a ship from firing their weapons? My guess is likely not. To my knowledge the warp cooldownit's just a delay before they can start moving within the system or engaging their warp drives again, but does not necessarily prevent them from engaging in combat if you happen to be parked there.
curry124242 Jun 10, 2016 @ 7:47pm 
Originally posted by SBGaming:
Originally posted by water:
Im sitting right where they warp in and think I have them with my weaker fleet but they instantly start shooting ignoring the cool down period. They do have warp drives, so is it some edict or something that lets them do this?

Does the warp cooldown prevent a ship from firing their weapons? My guess is likely not. To my knowledge the warp cooldownit's just a delay before they can start moving within the system or engaging their warp drives again, but does not necessarily prevent them from engaging in combat if you happen to be parked there.
The wrap drive's wind down do prevent them to firing their weapon, actually, preventing them to do anything(moving, warp to next system, firing weapons etc.)
SBGaming Jun 10, 2016 @ 7:55pm 
Originally posted by curry124242:
The wrap drive's wind down do prevent them to firing their weapon, actually, preventing them to do anything(moving, warp to next system, firing weapons etc.)

I'm reading the Stellaris FTL Wiki page, and I'm seeing nothing about not being able to use weapons during cooldown. If that is true, that makes Warp Drive extremely weak, since to use an example from the wiki page, a fleet that jumps 80 lightyears with Mark 3 drives must spend 26.4 days cooling down. If you enter a system with a station based FTL snare, which draws a fleet to it, rather than parking it on the perimeter of the system, that fleet has to spend 26.4 days being pounded on before they can fire back.

Where did you see or read that Warp Drive ships can't fire while their warp drive is cooling down?
Danceofmasks Jun 10, 2016 @ 7:59pm 
Originally posted by SBGaming:
Where did you see or read that Warp Drive ships can't fire while their warp drive is cooling down?
Bro, I know you know a lot about the game, but if you've played as much as you seem to have, you'd know warp drive cooldown prevents you from shooting.
curry124242 Jun 10, 2016 @ 7:59pm 
i saw that in my game.
enemy fleet jump on top of my fleet once and we enter the engage state. While my fleet was shooting them, they didn't shoot. They did shoot after the cool down bubbles disappeared.

Im suprised that wiki don't mention this. If this is not working as intended, this is a huge bug.
Last edited by curry124242; Jun 10, 2016 @ 8:01pm
SBGaming Jun 10, 2016 @ 8:07pm 
Originally posted by Danceofmasks:
Bro, I know you know a lot about the game, but if you've played as much as you seem to have, you'd know warp drive cooldown prevents you from shooting.

I've only played Wormhole FTL, but now that I know this, I won't ever be choosing Warp Drive. The inability to fire during cooldown just seems like such a big downside, that doesn't make the freedom of travel you get with it worth it.

And yes, I'm googling this, and I'm seeing such threads, which is disappointing.
UntrustedLife Jun 10, 2016 @ 8:43pm 
They probabbly have upgraded drives, or a different FTL method like jump drives or some other one.
Last edited by UntrustedLife; Jun 10, 2016 @ 8:43pm
carlosjuero Jun 10, 2016 @ 8:46pm 
The warp cooldown is a drag - but I am guessing it was a 'balancing' decision since you 1) don't need infrastructure support and [wormhole] 2) don't need to follow set pathways [hyperdrive]. Of course in actual game play it can be bad if you do hit a system with warp interdiction fields, but I guess you could use cheap scouts to hit enemy zones first - see where their bases/fleets are, and loop around (since you have 360 movement) or even throw in a small sacrificial fleet with mainly shields/armor to 'tank' it while your main TF loops to a different entry point and comes in outside of interdiction range. With hyperdrive you are 100% limted to however many entries there are to the system - so if an enemy pops down military stations at hyperdrive lane exits [non Hd using races can get a tech to see hd lanes] you might lose more overall fleet in the initial entry. Haven't played with wormhole yet so don't know how limiting the infrastructure issue would be.

edit: as for AI and cooldown - I have seen them dealing with cooldown, though it does get shorter with higher levels of the drive. Maybe your AI has high drive levels? or a bugged save or something?
Last edited by carlosjuero; Jun 10, 2016 @ 8:47pm
vindicator Jun 10, 2016 @ 9:21pm 
AI bugged with warp down.They can reset wind down if in combat but other time they cant do anything and destroyed.Possibly if they just travel wind down works but if AI on attack mission or attacked - warp down will reset once in combat.Also AI ships can travel through your territory with warp drive if destination system unoccupied.Because of warp down mechanic warp drive fleet is useless for player at war - 25 days of receiving fire without shot back = dead fleet.Also if you play warp drive empire - never run from AI warp fleet it will catch you and without warp down as it attacks you fleet will be gone.You can check warp drive performance by declaring war and jumping to enemy system with military base - your fleet will be helpless while warp down ticks to zero and military platform will fire on it with impunity.
Last edited by vindicator; Jun 10, 2016 @ 9:26pm
SBGaming Jun 10, 2016 @ 9:27pm 
Warp Drive has the advantage of being able to go anywhere, with the downside of a long cooldown (though short warm up). I just did not expect that ships would not be able to fire weapons while their warp engines cooled down. Maybe this explains why I almost never see Warp Empires in or past the mid game. They are either all Hyperdrive or Wormhole.

The key thing though is that Hyperdrive and Wormhole ships have no cooldown, so you get to immediately engage, and I'm still trying to wrap my head around the idea that Paradox thought that Warp Drive's freedom of movement was so powerful that it makes up for the fact that they are sitting ducks after a lengthy Warp jump.

Having to have wormhole stations isn't very limiting, and from my experience, the AI tends to ignore Wormhole stations you build in their territory, even in war. If you play Multiplayer against other people that will be something entirely different. I remember one war where I was constantly being told of a hostile fleet in a system where there was an enemy starport and one of my Wormhole stations.

The limitation of Wormhole stations is that a wormhole station can only generate one wormhole per fleet, so if you have multiple fleets, they have to wait for one fleet to go before the next can. You can get around this by building multiple wormhole stations at certain choke points. Wormhole tech is the only one that can completely ignore Empire borders. As long as you have enough range to get to a system that is not within anyone's borders, a Wormhole construction ship can get to it, and 'ninja' the system away from another Empire with a Frontier Outpost creating a foothold that you can make further wormhole jumps from. Even if Warp Drive had no cooldown, I probably would still play Wormhole tech, because it's that flexible. Hyperdrive has speed, but restricted in where it can go.
vindicator Jun 10, 2016 @ 9:32pm 
Main advantage of hyperdrive is not speed but ability to travel from system gravity well without moving to outskirts first.
Syanis Jun 11, 2016 @ 8:21am 
From what I've seen it looks like weapons can't fire for about the first half of the warp winddown period on both ends. I've repeaedly camped and pingponged enemies back and forth with this and noticed it if it happens to me as well that you warp in and can't fire for a period of time but shorter then the time needed to be able to warp again.
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Date Posted: Jun 10, 2016 @ 6:08pm
Posts: 17