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Please read the announcement here .
That said yes, we do include carrier-specific models in our ME shipsets.
so we can start using them at beginning i hate to research strikecraft but can only be able to put them to defensive platforms
+++just make graviton launchers sections next tier
Not to mention, the ships are currently balanced around this number of weapons. Adding another section would buff them beyond their intended power level.
Also, at this juncture any change to this setup would result in backwards-incompatibility. Custom shipsets would have to be adjusted to match and it wouldn't really benefit them in any way. It would be irresponsible of us to mess with it outside of a total rework (and we're not planning on doing one at this time)
It is just the game offers shitty carrier craft.
...
For now...
Simple does no damage.
The Strike Craft Tree needs to be modded or changed.
The combat AI of the SCs also need to change.
They should be able to launch higher dps weapons.
Even if fighters start dealing damage earlier, they got no alpha strike and dps is not high enough to stand against good high-ranged fleet of Titan + Dreadnoughts + Battleships cause this fleet just deletes enemy with huge alpha strike.
The best example would be that high-ranged fleet destroys a citadel of 14k fleet power in a few days and carrier-only fleet needs about a month.
So strike crafts needs a huge buff ===> PD needs a buff ===> torpedoes and rockets needs a buff..
5. After mothership catches some enemy in range they all rearrange and start moving to that enemy. That's ok for those fighters who were moving to the front cause they are already close to that enemy. And that's not ok for those fighters who are far behind cause now they have to spend half of whole combat time moving to that enemy.
There're several possible ways to resolve this issue. I suggest changing rotations from 90 and -90 to 15 and -15 cause this is still not straight to the front but close enough to start fighting soon. And it just looks much better when you see mass fighters moving together (but not in one large 'fighterball' as it would be if you set all the modules roations to 0).
I've tried to use SCX Carriers and found them very nice addition to the game BUT there's one thing that should be fixed to use strike crafts properly.
In SCX Core section_templates\SCX_Carrier.txt you use rotation = 90 and -90 in some hangar modules.
The result is (by steps):
1. Combat starts at large distance by a Titan (in my or enemy fleet)
2. Carriers head to the enemy fleet according to their behaviour
3. Carriers launch strike crafts according to the launch time in settings (1.5 sec from the combat start if I remember correctly)
4. Strike crafts see no enemy in the range of mothership so they continue moving in their launch directions.. and this is where rotation 90 and -90 plays their bad role cause some strike crafts just move to the front (cause no rotation is set and the default is 0, and '0' means 'forward of the mothership') but others move to the far right (90) and left (-90). And they continue moving.
(to be continued)