Missile/kinetic/laser fleet modules broken?

In my limited testing it appears fleet support modules such as the Acceleration Field and Missile Guidance Array are nonfunctional. They don't appear to cause stat changes anywhere (ship designer stat panel and module tooltips, individual and fleet stat panels and tooltips). I've also attempted to observe their effects in combat by adding/removing them. Damage isn't changing for any weapon. Kinetics are the only weapon with a fleet module to boost range. At first I thought it might be a situation where they simply didn't stack to prevent ultra long range kinetic weapons, but even a single module seems nonfunctional, as with one Acceleration Field you can engineer fleets where kinetics should fire first, but they don't. I didn't attempt to test accuracy and cooldown fleet modules in combat.

10,184 views 9 replies
Reply #1 Top

Is this going to be addressed in 4.1? Should I be examining fleet modules?

Reply #2 Top

Hmm... I show that they are working correctly. The Missile Guidance Array in particular seems to be easy to see since its increasing the attack of the ship by 25%. Where are you seeing the issue?

Reply #3 Top

Testing missile guidance array. I have taken screenshots of tooltip info in the design area, which show no change when the module is added. Forming a fleet with 6 such ships, the stat summary and individual missiles in combat are showing only base damage.

Reply #4 Top

By my reckoning the acceleration field should be making my kinetic ships fire first. During combat they are not, the anomaly guardians with lasers are clearly firing first as I watch the battle play out. A range or damage increase is also not reflected in any stat pane. These test ships were also equipped with barrier field generators, which do appear to be working together.

 

 

 

 

 

Reply #5 Top

Steam 4.1, no mods.

Reply #6 Top

Thanks for doing this review. I don't even know if they work.

Reply #7 Top

Once ultra long range kinetic weapons are possible via multiple acceleration modules, it will be interesting to experiment with them. Would it make the kinetic carrier modules worthwhile? If there's no range cap and enemies must close the entire distance of your weapon range, it might be better to make many medium ships that will obliterate any other fleet before it gets close.

Reply #8 Top

I did some testing with ship modules that increase the speed of a fleet. I found that I could use any combination I wanted and it would all stack. If I used 6 ships that increase fleet speed by 2, then putting them in the same fleet increased their speed by 12. I also could put different tiers of modules on the same ship (put a +2 and a +4 on the same ship). The only limit I saw was that I could only put 1 of each module on the same ship.

Overall, I think this bug is a wide open exploit. I think the game should check to see if you have multiple modules of the same type (in this case increase fleet speed), and only allow the best module apply, and apply only once.

Reply #9 Top

I think it's intended for modules to stack, I can't think of any which don't, except for the ones that don't work at all. I suspect this is to encourage you to use fleets. Rather than prevent modules from stacking, I'd prefer the AI be able to field competitive ships and fleets.