Carriers (Full Version)

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Uncle Lumpy -> Carriers (8/11/2015 7:56:52 PM)

Has anyone found an effective use of carriers? It seems to me in my games the fighters swarm their target, but the carriers still lumber after them into enemy fire range. They also seem rather expensive for their "punch."




DeadlyShoe -> RE: Carriers (8/11/2015 8:40:03 PM)

stick a single missile on them and set them to max range if you want to manipulate their range.

they are expensive for their punch. Fighters just arn't that relevant until gravity wells come into play, since that extends combat ranges significantly.

also, while the conventional vision of a carrier involves it being slow, they benefit dramatically from high speed and good turning letting them keep the range open




Uncle Lumpy -> RE: Carriers (8/11/2015 8:58:38 PM)

Thanks DeadlyShoe. I hoped there was some purpose for them.




SirHoraceHarkness -> RE: Carriers (8/11/2015 10:18:39 PM)

Never liked carriers too much but then again I mainly use a swarming cruiser strat to out produce any war targets. A cruiser fleet might not win a fight against a cap fleet but it will take a good chunk out before it dies and I can have another complete fleet affordably built and on the way before the first fleet is dead. This is especially effective against war targets with tougher ships than you as you keep them bound up in their home territories defending against your swarms and they don't have time to raid your infrastructure but you will eventually knock thiers out and tip the production war in your favor so they can't keep up with new hulls.




CyclopsSlayer -> RE: Carriers (8/12/2015 1:07:07 AM)

Late game I tend to avoid pure carriers in favor of 2-4 bays on a Cap.
But for defending a base, nothing beats fighters, well 30-40 Bays on a LSP tends to ruin an attackers day.




Uncle Lumpy -> RE: Carriers (8/12/2015 3:41:30 PM)

I've really been enjoying my cruiser fleets, too. I find they're a good balance between manueverabiliy and attack. I like to work two or three fleets in rotation. First fleet softens them up. Then the second fleet finishes them off, while the first fleet refules and repairs. If the target is large enough, I add a third fleet into the rotation. Will have to explore mass quantities of fighter bays on LAPs in end game. Sounds like fun.[:)]




SirHoraceHarkness -> RE: Carriers (8/13/2015 2:08:19 AM)

I've tried the fighter bays in defense bases and space ports and they are ok but when the really big fleets of end tech ships start showing up they just don't have the stopping power to quickly take them out before the defenses are broken. Works great early to mid game though vs pirate raids and overly aggressive empires with a bigger bark than bite. Otoh I use the research unleashed v2.1 mod and the end game torpedoes and tractor beams make short work of even the stage 7 upgraded shakturi but are super expensive in materials and hard to fit in large numbers on mobile hulls and still have plenty of room left for everything else. This means you need large swarms of ships to use them effectively hence my cruiser spam because trying to spam cap ships at end game will break even a maxed out economy. Basically by the time I'm at end tech I have switched the ratio of ships to 1% for escorts through destroyers with cruisers at 85% and cap ships 12% with the rest at zero because my caps double as troopships and I don't use carriers. I've also found that the ai does much better waging war if you set fleets to 10 and strike fleets to 5 as they seem to react quicker to invasions and if I need a hammer fleet I can merge a few ai run fleets and run it manually.




Uncle Lumpy -> RE: Carriers (8/13/2015 3:17:12 AM)

Hammer fleet. Pray tell, how do you structure your's. I'm still learning the nuances of the game. Maybe have played about 12-15 games. Always want to bring "the mostest to bear the quickest," so I can dictate the engagement. Recently have been really interested in area weapons (nice and close for my"hammer fleet"with a lot of inexpensive fire power). Still agree on the cruiser swarm (in rotation). Yet, still there's something to be said about a "Hammer Fleet!" Happy hunting, eh!




SirHoraceHarkness -> RE: Carriers (8/13/2015 5:04:26 AM)

Hammer fleet is two fold depending on need. The easy one for a fast reaction is just grab all the biggest ships currently in the military list and make a new fleet then have them form up and deploy. When I need a specialist hammer fleet for taking on end game empires strong points that even the swarms bounce off of then I make two ship classes. One is the hammer which is as many torpedoes and shields as possible with just enough fuel, thrust and support to make it to the target in a timely manner with the second less numerous class of fast heavily shielded ew tackler ships to deploy warp deny fields, ion blasts and tractor beams to lock down ships for the hammer. Pretty simple but you can go as in depth as your inner micromanager can handle and make all sorts of specialist ships. I'm lazy though and distilled it down to just two. [:'(]




Uncle Lumpy -> RE: Carriers (8/13/2015 11:58:52 AM)

Ah, yes. Classic pincer, using "hammer"and anvil. I forgot about that. I tend to load all my Capital ships with hyper deny. Classic let's hit them all at once with everything. I can see your approach might be more efficient/economical. You would definitely have more space for weapons and shields on your Capital ships. Lots of shields seems to be crucial for Capital ships. Doesn't matter how overwhelming your firepower is if your ship can't last long enough to deliver it.

Simplest/most effective approach doesn't necessarily mean lazy. [;)]




Shark7 -> RE: Carriers (8/20/2015 5:28:32 PM)

I have found one very useful role for carrier fleets...Planet Defense Busters. Make up a large fleet of carriers and let them attack ahead of your invasion fleet. The fighters work very well for removing defense platforms and star ports.

My basic carrier design has 4-6 bays, a couple of point defense, and a stand-off weapon (missile or torpedo) and heavy shielding.

Fleet of 12 carriers with 12 Cruisers and destroyers for escort. I also put at least 1 fighter bay on a destroyer and 2 on a cruiser late game.




Bingeling -> RE: Carriers (8/20/2015 6:50:07 PM)

With default AI designs, a group of 4-5 carriers in a fleet does indeed put a good dent in colony defenses. I guess your 12 can clean things up quite well.

It may not be optimal, but I enjoy carriers.




Uncle Lumpy -> RE: Carriers (8/24/2015 2:02:16 PM)

Maybe I have the "Tactical Behavior in Combat" set wrong or miss understand them all together. As I understand the settings: "Evade" seems pretty self evident ("Run away! Run away!"). "Stand off" should mean engaging with only your longest ranged weapon. "All Weapons" means to engage and close range, beginning your attack with your longest ranged weapon and moving closer so each decreasing ranged weapon on your ship is brought into action. "Point Blank" suggests none of your weapons fire until your shortest ranged weapon is at its minimum range, then every weapon on your ship is fired at once at the target. That being said, are fighters considered a "Weapon" of the carrier or not? If so, I could set the carrier at Stand Off and launch my fighters at the target while my ship would attempt to remain at a relative safe distance from the target. Or if fighters are not considered a "Weapon" of the carrier, then I should use DeadlyShoe's suggestion above to keep my carrier as far out of range of retaliation from the target as possible. I really don't want my carriers in close combat even with a weaker opponent (nor my Troop Transports either). I really like Shark7's idea for a pre-invasion strike fleet and want to utilize my ships appropriately when I attempt it.




Shark7 -> RE: Carriers (8/24/2015 5:14:44 PM)

My idea is expensive though, I never have more than 2 of those fleets, and they have a very specific role. Admittedly, they also make for great pirate hunters when you aren't at war, and I use them for that as well. A fleet like that can even give the Legendary Pirates a run for their money.




Aeson -> RE: Carriers (8/24/2015 11:07:44 PM)

quote:

Maybe I have the "Tactical Behavior in Combat" set wrong or miss understand them all together. As I understand the settings: "Evade" seems pretty self evident ("Run away! Run away!"). "Stand off" should mean engaging with only your longest ranged weapon. "All Weapons" means to engage and close range, beginning your attack with your longest ranged weapon and moving closer so each decreasing ranged weapon on your ship is brought into action. "Point Blank" suggests none of your weapons fire until your shortest ranged weapon is at its minimum range, then every weapon on your ship is fired at once at the target.

The "evade" setting appears to cause the ship to close to roughly the maximum range of the shortest-ranged weapon carried by the ship which will result in the ship remaining beyond range of the weapons carried by the target, with preference given to remaining out of range, based upon a small set of tests against a station armed exclusively with long-range guns and another station armed exclusively with unupgraded maxos blasters. Against the gun station, an evade/evade test ship armed with epsilon torpedoes and maxos blasters was happy to close to within blaster range of the target, remaining at roughly the same range as an otherwise identical all weapons/all weapons design; against the blaster-armed station, the evade/evade test ship refused to close to within blaster range but did close to torpedo range, remaining at roughly the same range as an otherwise identical standoff/standoff ship (note that occasionally the ship would close to just outside of torpedo range, probably due to the small difference in range between unupgraded Epsilon Torpedoes and unupgraded Maxos Blasters). Evidence for the preference of the ships to remain beyond range of hostile weapons over closing with the target to bring it within range of their own weapons comes from a test where ships armed with unupgraded Maxos Blasters refused to come within range of a station armed with a single unupgraded Maxos Blaster and another pair of tests where ships with Assault Missiles refused to come within firing range of a station armed with identically-upgraded Assault Missiles. I did not test this sufficiently to determine if evade chooses a range of x*(target's maximum range) where x > 1 or a range of (target's maximum range) + x where x > 0, or simply chooses the shortest-ranged weapon whose range exceeds that of the hostile target, but the last seems most likely to me based upon the behavior of the evade/evade ships when closing with a target.

Ships on standoff orders will maneuver to open the range up to roughly the maximum range of their longest-ranged weapon and ships on all weapons orders will maneuver to open the range to roughly the maximum range of their shortest-ranged weapon if they begin the engagement significantly closer than that, but ships with evade orders do not appear to bother maneuvering to increase the range as long as they are outside of the range of the longest-ranged hostile weapon (based upon a test where three ships armed with Assault Missiles engaged a pirate station armed with Pulse Blasters having begun the engagement well within assault missile range of the station but beyond the range of the station's blasters; the all weapons and standoff designs went to maximum range, but the evade design just sat where it started). In the unlikely event that ships with evade/evade orders engage one another (unlikely because no military design defaults to evade/evade stances and civilian ships by default flee upon sighting warships, but such a scenario may arise if you have some ships of evade/evade designs and some defect to or are captured by a hostile faction), you're likely to see the ships dance into and out of firing range of one another, assuming the ships have similar maximum weapon ranges. While military evade/evade designs will not intentionally close to within range of a hostile ship's weapons, they will attempt to remain relatively close to the target, and the interplay of the various ships' maneuvers as they attempt to remain close but not too close to one another will occasionally result in the ships coming within firing range of one another.

Stance settings additionally appear to have no bearing on the range at which a ship will begin to fire its weapons; a ship set to point blank/point blank began firing at approximately the same range as ships of identical designs set to standoff/standoff and all weapons/all weapons instead of point blank/point blank. Weapons therefore appear to begin firing as soon as a valid target comes within range, regardless of stance setting.

quote:

That being said, are fighters considered a "Weapon" of the carrier or not? If so, I could set the carrier at Stand Off and launch my fighters at the target while my ship would attempt to remain at a relative safe distance from the target. Or if fighters are not considered a "Weapon" of the carrier, then I should use DeadlyShoe's suggestion above to keep my carrier as far out of range of retaliation from the target as possible. I really don't want my carriers in close combat even with a weaker opponent (nor my Troop Transports either). I really like Shark7's idea for a pre-invasion strike fleet and want to utilize my ships appropriately when I attempt it.

Fighter bays appear to be considered weapons; default military roles accept them as the only armament of the vessel, and standoff orders do not put the carrier in close proximity to the target even if the fighter bays are the only 'weapons' carried by the ship (not certain of the exact range, but the range used appears to be somewhat greater than that of similarly-advanced missiles). My personal preference at this point is evade/evade for dedicated carriers, though I don't recall ever having any real problems with standoff stance.

As far as whether or not to arm dedicated carriers with primary weapons (missiles, torpedoes, blasters, railguns), my preference at this point is to not bother with primary weapons on dedicated carriers; a missile/torpedo or two is not going to make much of a difference on a carrier which already has several fighter bays, nor is such an armament likely to help the carrier to any significant degree if the carrier is for some reason engaged while missing a significant fraction of its fighter force or if an opposing force manages to push through a carrier fleet's fighter group. I'd sooner have additional shield generators, additional armor, additional drive or maneuvering thrusters, a spare hyperdrive, spare damage control (or preferably repair) and countermeasures components, a spare command center, specialty weapons (tractor beams or an area graviton weapon, preferably, as these can help control the engagement range, but graviton beams or ion cannons can work), or perhaps even a bit of extra fuel than a handful of primary weapons. Remember, despite the fact that dedicated carriers can be 50% larger than standard warships, a full-size carrier has at least 10% less space available for components other than fighter bays than a full-size standard warship, and if you want said full-size carrier to be as fast and as maneuverable sublight as the full-size warship you're already spending about 50% more space on drive and maneuvering thrusters (granted, this is more a consideration for carriers intended to see fleet actions, where being roughly as fast as the opposition is desirable if it doesn't cost the ship too much elsewhere, than for carriers intended to bust spaceports).




Uncle Lumpy -> RE: Carriers (8/25/2015 6:02:10 PM)

Aeson, thank you for your great explanation! It goes long way towards explaining some of the squirrelly actions I've seen some of my ships perform in combat. I'll have to rethink my strategy.




Blabsawaw22 -> RE: Carriers (8/26/2015 1:43:58 PM)

Aeson,

Your explanation is great and all but it is pretty self explanatory..

ask your self, "do you want your ships to fly in close and use all weapons or do you want them to stay away and/or Evade?"

that gives you the answer on what you will set for your All Weapons/Evade setting.. of course the size of your ship depends on the Stronger or weaker type target.. so that's simple and I didn't think needed an explanation..

HOWEVER..


Now if you can Explain these, then you are truly gifted! haha (because nobody - including the developer can or has explained what these settings do! hahae






[image]local://upfiles/50589/A5184228918840EAB2AADE95E5FA6E86.jpg[/image]




Blabsawaw22 -> RE: Carriers (8/26/2015 1:46:21 PM)

a bit off topic but this isn't self explanatory either..






[image]local://upfiles/50589/2952D1E0312E462D96DFD078C127D434.jpg[/image]




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