Stellaris

Stellaris

Advanced Weapons (4.0+)
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Update: 23 Mar, 2023 @ 5:21am

Updated Amoeba Fighter engagement ranges appropriately, scaling from 125 at teir-1 to 320 at tier-6.
Undefined strike craft engagement ranges defaults to 0 now, for some reason [shrug]

Update: 22 Mar, 2023 @ 4:22am

Simple version update.

Update: 20 Feb, 2023 @ 5:01pm

Today's change brings armor components that give bonuses to both armor and hull. They'll need to have unlocked strategic resource extraction techs, crystal-forged plating tech, and Neutronium armor tech. These start out simple with roughly-equivalent bonuses to Armor that Neutronium provides plus a slight bonus over Crystal-forged plating. This develops eventually into very potent armor components that give large and equivalent bonuses to hull and armor as well as a small percentage multiplier to hull strength.

It doesn't matter how much armor or shield you have if your hull is paper-thin, especially if you're taking fire from weapons that pierce through armor and shields, even partially.

Update: 15 Feb, 2023 @ 3:49pm

Substantially dialed back all crystalline missiles: I did not realize prior that a ship's "size" is equivalent to its numerical size in fleet/naval capacity, and is additive on top of the base value; torpedoes at 10 dps and 100% size bonus already do 20 dps to corvettes (size 1), and 90 dps to battleships (size 8). With this, the Guided-slot missiles all cap at 30 DPS now, with Torpedoes retaining their 100% size bonus for a whopping 270 DPS when they connect and Missiles clocking in around 150 DPS when they connect.

Sliver missiles' base DPS was retained, but their size-bonus was dialed back to 25% from 33%, still making them very reliable weapons but better in-balance with other systems; the ruby slivers at 28.5 base DPS still will do about 35.6 DPS to Corvettes and 85.5 DPS to Battleships. These numbers are effectively doubled for the sliver-swarms.

All of these weapons are extremely powerful against Gigastructures planetary craft since they have a size factor of 50 for Attack Moons and 250 for Planetcraft.

Also dialed back amoeba fighters a bit, with black-death sharks peaking at ~120 dps and Eggs peaking at ~160 dps. Still very strong, but hopefully not obscene. I feel comfortable with this.

Update: 14 Feb, 2023 @ 12:16pm

Adjusted up the costs and upkeeps of missile components and amoeba fighter components to T6 from T5

Update: 14 Feb, 2023 @ 11:17am

Nerfed Crystalline missiles a bit as they were feeling quite strong:

  • Missiles have been slowed down and hit a bit less hard, capping out at about 40 DPS for Ruby missiles, though they retain their long range and good evasion and tracking and their 50% per-size bonus.
  • Torpedoes have been nerfed a little in damage, Ruby torps capping at 72 DPS, but have been substantially slowed down and lost a little more tracking.
  • Amoeba Sharks were slightly nerfed in DPS while Eggs were slightly buffed. Still very strong and considering further nerfage
  • New Sliver missiles for S and M slots with low tracking and low evasion (generally better than equivalent Torpedoes), low health, but very high speed. Has similar damage profile to crystal missiles, and has a 33% per-size-damage buff. Now you too can have your very own Carnival! (Arpeggio of Blue Steel reference)

Update: 9 Jan, 2023 @ 1:32am

- Fixed Crystalline Missile/Torpedo Speeds being far too fast based on a misunderstanding of missile speed numbers.

Update: 9 Jan, 2023 @ 1:05am

- Tweaked and adjusted Lances: An overall slight nerf, down to 607 DPS from 666, slightly more consistent damage, and slower rate of fire generally; Lances decrease in fire rate and increase in damage per shot in each tier, and increase in a more stepwise model (50% increase per tier in DPS)
- Rebalanced Heavy Flak, put its DPS roughly on par with T5 Gauss (since it requires that tech), gave it good shield stripping and moderate shield pen, good accuracy and tracking and good range as well as prioritizing missiles and strike craft.

Update: 6 Jan, 2023 @ 11:07pm

A major long-awaited update:
- Attempts to balance Amoebas by making them less robust, less potent, slower-regenerating, and less evasive
- Amoebas do however gain a great boost of speed. Top-tier Eggs zoom around at 500 while top-tier Sharks peak at 750.
- Amoeba Eggs gain a substantial amount of armor penetration and bonus damage.
- Amoeba Sharks remain bypassing shields and doing bonus armor damage, but they will now prioritize and are able to engage other strike craft as well as missiles.
- PPCs are untouched (for now)
- Twin Kinetic Artillery gains extra range and damage in addition to partial shield penetration and extra shield damage
- Twin Autocannons gain extra damage, fire rate, shield pen, and shield damage
- Crystalline Missiles (formerly nearly useless due to a snail's pace of missile speed) gain a concerning amount of speed, lose a substantial amount of health, gain damage, and gain size-based damage scaling - 50% for missiles, 100% for torpedoes. Both become Explosive instead of Energy, bypass Shields (if they hit), and partially pen armor with bonus armor and hull damage. Possibly too powerful, might nerf in the future.
- Crystalline torpedoes remain at 0 evasiveness but gain a bit of health while missiles gain a fair amount of evasion while retaining a fairly low health.
- Lances are largely untouched (for now) except for balancing shield and armor damage values; they now do half damage to shields, but heaps to armor, partially pen armor, and do a bit of bonus hull damage. Very spicy.
- Mass Accelerators absolutely wreck shields, but struggle with armor, and gain a substantial amount of range, fire rate, and damage to be competitive with Lances
- To help combat overpowered Amoebas (as well as the changes to the crystalline missiles), Aegis systems are significantly stronger with slightly improved range, better fire rate, and better dps (nearly double). This is offset by the Aegis systems gaining proper Kinetic properties, handling Shields better but struggling with Armor.
- Added a Dark Matter Afterburner at +33% speed and +25% evasion (both are multiplicative).
- Heavy Flak was honestly forgotten, I might want to revisit that in a future update.
- Finally fixed the stupid localization issue with the Titanic Ivory Lances

Update: 13 Apr, 2020 @ 3:57pm

Corrected my failure to properly reference and set up the icons for the new reactor boosters.