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Not sure, I haven't done a warp game yet.
I often take advantage of it.
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.
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?
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.
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.
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?
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.