Carriers and capital ships in 1.03

So it seems they have modified the carrier behaviour; this time the fighters take damage/ get destroyed and after both (or all 4) are destroyed the next battle you get your original load again. interesting .....

But that's not my main concern....

I am just wondering...

WHY do capital ships or any other ships not engage in battle before all availbale fighters are destroyed????

Maybe it's just a bug I don't know, but time and time again I observe my capital ships just waiting and waiting to engage until all my fighters are killed when I'm sure they could already launch a bunch of missiles???

 

19,730 views 13 replies
Reply #1 Top



I am just wondering...

WHY do capital ships or any other ships not engage in battle before all availbale fighters are destroyed????

Maybe it's just a bug I don't know, but time and time again I observe my capital ships just waiting and waiting to engage until all my fighters are killed when I'm sure they could already launch a bunch of missiles???
 

The most common reason your ships will appear as if they are not engaging is that they have no targets in range. The battle viewer will often show ships as advancing in combat when they really are sitting way in back out of range of every target. Watch the ship's speed... If the speed is listed as zero, it is *really* sitting at the back of the battle, not advancing as the battle viewer displays.

During a battlle, click on one of your ships that you think should be firing but isn't, and look at what ship it has targeted and what ship it has listed as defending. Also verify the ship is actually a capital ship and not an escort or guardian class. Those ships will not advance if they are guardiaing a ship that has not yet started moving forward.

Reply #2 Top

My capitals are missile carriers. I put one thruster on it to gain dodge for it. I also 'max' out its range depending on tech level. Max range is 1100. With bonuses from the missile tech line you can increase this to 1475, the LONGEST range weapon in the game! 

If your capitals have NO thrusters on them they will take FOREVER to get to the battle. I dont want my missile boats to get to the battle. I want them to stand off and fire at range as long as possible. 

 

If you designate your 'attack' ships as ASSAULT, they will move as fast as they can to the battle and engage stuff IN BACK first. But they need to survive the fight of fighters or escorts if those are between them and their targets. 

 

I will usually put TWO or THREE thrusters, defenses equal to half the mass and the rest of a single good weapon, usually beams and designate these as Assault. 

Reply #3 Top

I think most of us, certainly myself, need to spend more time evaluating the various ship roles so that we can utilize them more effectively in combat.

There are also ship components that can be attached to ships that give them various advantages and allow them to behave differently.  I hope someone will do a guide regarding these two subtle aspects of ship-to-ship combat.

Reply #4 Top

check out the WIKI:

 

http://galciv3.gamepedia.com/Official_Galactic_Civilizations_III_Wiki

 

The sections on ship roles and ground combat gave me a LOT of enlightenment.  Example, want to counter a missile boat spamming and you have shorter range beams or kinetics? Just define your attack ships as ASSAULT and your defensive ships as ESCORT.  Or, if you have purely balanced capitals, set them all as INTERCEPTOR.  The key that I learned here is the starting range of each type.  And if you have short range weapons and enemy has long range, why thrusters will give the short range guy an advantage, as you can close the distance even faster.

 

The Ground Combat section for example properly explained the role of planetary defenses (I thought it might help in space combat somewhat), that it simply destroys that % of invading troops before combat even starts.  And that even with some enemy troops getting in, it states how pop is divided by # of tiles, which is the number of defenders per mini-round, and resistance affects how many defenders per tile.  Thats how 3 invaders can win against 12 pop, on an 8 tile world, with say 50% resistance.  you have 6 defenders, but only 0.75 (6/8) per tile.  8 mini-rounds of 3 vs 0.75, the invaders will win 100%.  The only way you can successfully defend without taking ANY pop losses is for invaders*soldiering < (pop/tiles)*resistance.  Well, lets just say its a fair fight.  It because much easier with more invaders, but thats what planetary defenses are for.

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Reply #5 Top

For those of you who explicitly want to know what each type of ship does during combat, here is the link that explains it...

http://galciv3.gamepedia.com/Ship_roles

Everyone should read this.  :thumbsup:

Reply #6 Top

Quoting Larsenex, reply 2

My capitals are missile carriers. I put one thruster on it to gain dodge for it. I also 'max' out its range depending on tech level. Max range is 1100. With bonuses from the missile tech line you can increase this to 1475, the LONGEST range weapon in the game! 

If your capitals have NO thrusters on them they will take FOREVER to get to the battle. I dont want my missile boats to get to the battle. I want them to stand off and fire at range as long as possible. 

 

If you designate your 'attack' ships as ASSAULT, they will move as fast as they can to the battle and engage stuff IN BACK first. But they need to survive the fight of fighters or escorts if those are between them and their targets. 

 

I will usually put TWO or THREE thrusters, defenses equal to half the mass and the rest of a single good weapon, usually beams and designate these as Assault. 

 

What do you mean by 'gain dodge'?  Is that a hidden stat somewhere or I'm I just not looking hard enough?

Reply #7 Top

I havent played carriers.  I have fought again many however, the AI truly likes them once they get to that tech.  So, they are SEVERELY flawed IMO, and here is why.  Carrier modules have lots of value and very good threat.  However, the threat is MEANINGLESS, because the real threat are in the fighters which have already launched.  Remember, there is no retreat in combat.  The VALUE is MEANINGLESS as well, because if you kill the fighters, it wont have fighters next turn (i believe I have read you have to respawn them at a starbase?) and it will be easy to pursue the fleet and kill it with another fleet.

 

So, it pisses me off to high heaven, that when I am up against a lot of fighters, I wax them EASILY.  However, once the Carriers and Capital Ships come into range, all ships direct fire on them because of their high VALUE.  KILL THE FARGIN FIGHTERS!  I have lost so many ships because of this, or get damaged and I have to retreat to repair.  Now I havent looked that the details, but the AI Carriers have 'some' armor and weapons.  I'm not sure if the devs designed their carriers this way, to be of a higher threat than and individual fighter, so again, to soak up damage while the fighters continue to nail you.  

 

For having zero control during the game, the devs have a pretty darn good system I think.  However, it is flawed as well in the fact of focus firing on weak targets that can be destroyed in 1 salvo, like fighters.  If there are 10 fighters that have X threat and Y HP, and the carrier has 2X (from guns only, not the threat added from the carrier module) threat and 5Y HP, it makes sense to kill the fighters once at a time, because you reduce the overall threat quicker. 

 

It would be a different story if you damaged weapons, etc, while you destroyed HP, but that is not the case.  A ship is functional even at 1 HP. So, the proper strategy would be to eliminate the THREAT points as quickly as possible.   Hence, kill the fighters.  

 

I simply feel that in combat, the THREAT of carrier modules is meaningless, and VALUE is only valid, if its gonna be a close fight.  Meaning, if you have the option to kill half the fighters, or kill the carrier, and you are going to lose anyways, its better to kill the carrier.  But when you have superiority, killing the high VALUE target first is meaningless, because you kill them all in the end regardless, its just a matter of how much damage you take in the process...and you should kill fighters first.  ALWAYS.

Reply #8 Top

Quoting The, reply 6

What do you mean by 'gain dodge'?  Is that a hidden stat somewhere or I'm I just not looking hard enough?

 

 

There's a dodge stat in the game, I'm certain of this because it's one of the starting traits you can choose (agile) and I've seen factions with that stat significantly outperform their competition in battles with equal ships... but I don't know how it works exactly. While I think it's just a percentage chance to miss, your ships' acceleration and current speed are tracked - does that change the dodge chance? No idea.

Reply #9 Top

There are modules which provide evasion. These start with the jamming modules. This is probably how you are gaining dodge.

Reply #10 Top

thrusters don't add "dodge" chance afaik. there's a line of "jamming" modules (i think it's a side branch of sensors) that improve the dodge chance. there's also a module that reduces hit chance of enemy fleets, which i guess boild down to the same effect. the thalan tech tree has 1 or 2 extra techs that give them some extra passive dodge (probably because the stock thalan race is the race that has the "agile" trait)

Reply #11 Top

Yes Thrusters do add to your 'agility' which can also increase miss chance. 

Reply #12 Top

Quoting Larsenex, reply 11

Yes Thrusters do add to your 'agility' which can also increase miss chance. 

hmm i don't think that's true. thrusters provide tactical speed and acceleration, but no agility/jamming/dodge chance.

could easily break the game  if they did that - just fill up a cargo hull with thrusters until it's at 100% dodge, set the role to "escort"and win the game effortlessly since now you have a ship that draws all shots and is never hit. 

Reply #13 Top

Quoting dansiegel30, reply 7

I havent played carriers.  I have fought again many however, the AI truly likes them once they get to that tech.  So, they are SEVERELY flawed IMO, and here is why.  Carrier modules have lots of value and very good threat.  However, the threat is MEANINGLESS, because the real threat are in the fighters which have already launched.  Remember, there is no retreat in combat.  The VALUE is MEANINGLESS as well, because if you kill the fighters, it wont have fighters next turn (i believe I have read you have to respawn them at a starbase?) and it will be easy to pursue the fleet and kill it with another fleet.

 

So, it pisses me off to high heaven, that when I am up against a lot of fighters, I wax them EASILY.  However, once the Carriers and Capital Ships come into range, all ships direct fire on them because of their high VALUE.  KILL THE FARGIN FIGHTERS!  I have lost so many ships because of this, or get damaged and I have to retreat to repair.  Now I havent looked that the details, but the AI Carriers have 'some' armor and weapons.  I'm not sure if the devs designed their carriers this way, to be of a higher threat than and individual fighter, so again, to soak up damage while the fighters continue to nail you.  

 

For having zero control during the game, the devs have a pretty darn good system I think.  However, it is flawed as well in the fact of focus firing on weak targets that can be destroyed in 1 salvo, like fighters.  If there are 10 fighters that have X threat and Y HP, and the carrier has 2X (from guns only, not the threat added from the carrier module) threat and 5Y HP, it makes sense to kill the fighters once at a time, because you reduce the overall threat quicker. 

 

It would be a different story if you damaged weapons, etc, while you destroyed HP, but that is not the case.  A ship is functional even at 1 HP. So, the proper strategy would be to eliminate the THREAT points as quickly as possible.   Hence, kill the fighters.  

 

I simply feel that in combat, the THREAT of carrier modules is meaningless, and VALUE is only valid, if its gonna be a close fight.  Meaning, if you have the option to kill half the fighters, or kill the carrier, and you are going to lose anyways, its better to kill the carrier.  But when you have superiority, killing the high VALUE target first is meaningless, because you kill them all in the end regardless, its just a matter of how much damage you take in the process...and you should kill fighters first.  ALWAYS.

I think if you change your 'capital' ships role to 'guardian' they will target the interceptors and assault ships first...(High threat, low value targets) Hovering over the role in game will give you a brief idea of what ship roles each role will tend to target first.

However, it might be a good idea to only do this with one or two ships in a fleet. So essentially, copy your capital ship's loadout to a new design, and assign it guardian. Mix a couple guardian ships in with your fleet and they SHOULD tend to target the ships targeting your capital ships.