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Tried tweaking my Juggernaught. All is well.
Wait.
WHAT?
Yes well it appears whatever broke and kept breaking has been fixed. Maybe an error somewhere else that got fixed?
Also Ion Cannons have the same weapon as Titans. With the Range boost from stations of 50%.
So uh. Stations plus Titans Plus Juggernaughts might be a little too many aura.
I think Juggernaughts are expensive, and powerful.
I might cut from the 10 XL slots available to maybe 6. Two core, Two each side. And I think strike craft should follow a similar pattern of reduction. I might add one XL slot to each wing? and replace some Strike Craft slots with missiles. And soften up those wingtip Missiles.
I don't dislike Auras for Juggernaughts. But I might be tempted to say things like Missile speed, Weapons cool down or even a sublight move speed boost could be fun.
My idea about stacking the auras was to enable players to heavily fortify a system against something like an endgame crisis, by parking a Juggernaut and Titan in the system with a Fortress and Ion Cannon. I haven't really done much balance testing because I haven't really run into a situation where I've had a Juggernaut and Titan in a system with a Fortress and Ion Cannon. If you've played doing that and it seems too powerful, I would be down to change it.
I was thinking about changing the Juggernaut anyway. I was playing a match and they seemed a little TOO powerful as I was able to send them around and solo entire group of enemy systems. I think the main issue is the XL weapons 1 shotting too many things. So if you would like anything specific, I can work on adding it. I am still going to try to balance it though. So I might reduce some of the sections.
I have 8 Juggernaughts in my federation.
I can modify the core element of my personal Juggernaught, and all is well. Game complains about having no slots for medium weapons or missiles, but those don't end the game. Instead something is making Stellaris call for missing files which kills the game. Which might explain why I can change the core, but neither wing nor Tip customisation slots without crashing.
So I own more than enough Juggernaught for my own needs. But it remains frustrating to have this sort of bug.
Oh well.
Hehe. Federation Juggernaughts with extended range Missiles go WHOOSH
My personal Juggernaught no matter what shipset dislikes me.
But Federation ones don't care about my shipset.
WEIRD
I wonder if it's a simple load order issue, i've bugfixed a few of those too.
So I just got to Juggernaught tech.
And go to build one, hey look i can customise it!
Sweet.
Build one for my fed Fleet.
Finished, it's covered in missiles!
Try to build one for my own.
Whoops. Crash.
Wanna bet my mod shipset is busted? Probably.
Auras would need to be unique to prevent the additive stacking being excessive, or perhaps just duplicate the standard Titan Aura so extra sources don't change anything., just give you a hand on some of the weaker auras from starbases/titans/juggernaughts.
I mean Point Defense Fire Rate? really?
Although the healing Auras are a bit pants because of how small their buffs are.... A healing Aura Destroyer who trades their front slot for that option would be fun.
Also, Its silly, but Juggernaughts, are they able to be modified with different Hull types?
I've got this itch for swarms of Missiles or lots of medium slots, 1 for one for the strike craft for ALL THE BEAMS!
They'd be shorter ranged and lower damage, but it's not like Juggernaughts are supposed to be combat effective anyway. (And we wouldn't be allowed Neutron launchers which would be Extremely Strong)