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General Discussion / Re: Carriers in 0.95
« on: October 14, 2021, 11:11:54 AM »
Yeah, it seems like it was a combo effect of a few things, one was skills getting revamp much harder toward combat ships and less so toward personal carrier skills, and the other were carriers and fighters getting nerfed across the board.
Not only were skills more slanted toward warships and the tier 1 personal carrier skill and the Leadership 3 carrier skill at direct odds with other skills that would benefit carriers, but the fewer personal skills in general also means that the anti-fighter skill "Point Defense" (Advanced Countermeasures 3 in 0.9.1) is a much more common choice in the field than it was in 0.9.1. This combines with the lack of a skill increasing fighter survival rate makes them feel paper thin when running into a fleet with many officers as a larger number of them can now easily rip fighters to shreds with or without adequate weapons for it.
I also feel that the big across the board nerf into every aspect of fighters and carriers in the game was mostly unwarranted. Fighters act as a force multiplier via the coveted ability of being able to attack past allies. Sure, there were some stronger fighters out there, like the Thunders with their previously regular ROF ion cannons which could immediately lock down most non-360 shielded ships. However, the real easy mode strat consisted to combining two much higher performing than their competition components, the Drover and its Reserve Deployment and Sparks the tiniest, fastest, and shielded fighters sporting 5 whole Burst PD lasers in a wing (10 total for only 16 OP) or any other stronger fighter that could go in that slot like Thunders.
In 0.9.1 I wound up starting a carrier only run using an Astral, 2 Herons (Bombers), 3 Moras (Wasps), and 5 Condors (Thunders) and while I'm not the very best StarSector player out there I will say that the run, which ended prior to finding an Astral, did have trouble punching hard enough against pirate cruisers between the 2 herons' bombers that fights would wind up taking long enough for the smaller ships to start running low on CR. It was certainly not the easy ROFL-Stomps that people claimed an all carrier fleet would be, likely due to the fact that it was missing said Astral for more punch and due to the fact that I decided not to use Drovers over the much more vulnerable Condors. It also had a problem that if I had any combat ships at all on the field then all of the carriers would immediately focus all their fighters onto the one combat ship to the detriment of themselves and the battle. I wound up picking up a Falcon-P as a temporary filler and that was a big mistake as then all the Condors and Moras would send their Interceptors to hang out with the Falcon-P who was too timid to engage close enough for the escorts to matter, meanwhile the Condors would be getting destroyed by the frigates their Thunders were meant to counter.
Not only were skills more slanted toward warships and the tier 1 personal carrier skill and the Leadership 3 carrier skill at direct odds with other skills that would benefit carriers, but the fewer personal skills in general also means that the anti-fighter skill "Point Defense" (Advanced Countermeasures 3 in 0.9.1) is a much more common choice in the field than it was in 0.9.1. This combines with the lack of a skill increasing fighter survival rate makes them feel paper thin when running into a fleet with many officers as a larger number of them can now easily rip fighters to shreds with or without adequate weapons for it.
I also feel that the big across the board nerf into every aspect of fighters and carriers in the game was mostly unwarranted. Fighters act as a force multiplier via the coveted ability of being able to attack past allies. Sure, there were some stronger fighters out there, like the Thunders with their previously regular ROF ion cannons which could immediately lock down most non-360 shielded ships. However, the real easy mode strat consisted to combining two much higher performing than their competition components, the Drover and its Reserve Deployment and Sparks the tiniest, fastest, and shielded fighters sporting 5 whole Burst PD lasers in a wing (10 total for only 16 OP) or any other stronger fighter that could go in that slot like Thunders.
In 0.9.1 I wound up starting a carrier only run using an Astral, 2 Herons (Bombers), 3 Moras (Wasps), and 5 Condors (Thunders) and while I'm not the very best StarSector player out there I will say that the run, which ended prior to finding an Astral, did have trouble punching hard enough against pirate cruisers between the 2 herons' bombers that fights would wind up taking long enough for the smaller ships to start running low on CR. It was certainly not the easy ROFL-Stomps that people claimed an all carrier fleet would be, likely due to the fact that it was missing said Astral for more punch and due to the fact that I decided not to use Drovers over the much more vulnerable Condors. It also had a problem that if I had any combat ships at all on the field then all of the carriers would immediately focus all their fighters onto the one combat ship to the detriment of themselves and the battle. I wound up picking up a Falcon-P as a temporary filler and that was a big mistake as then all the Condors and Moras would send their Interceptors to hang out with the Falcon-P who was too timid to engage close enough for the escorts to matter, meanwhile the Condors would be getting destroyed by the frigates their Thunders were meant to counter.