Stellaris

Stellaris

Stellaris: Better Combat
Showing 21-30 of 81 entries
< 1  2  3  4  5 ... 9 >
Update: 25 Feb, 2023 @ 7:57pm

A couple minor changes for this patch.

- Changed the combat computer on some Crisis ships from "Carrier" to "Artillery" to correctly reflect their weapon loadouts.
- Increased range of the Photon Cannon and Tactical Ion Cannon from 60 to 70 so they can be effectively used with Line computers.

Update: 10 Feb, 2023 @ 8:47pm

Minor update to fix a few bugs.

- Fixed the fleet size of Titans from 16 to 32 (Note: This was previously increased from 16 to 32 and the hard limit on Titans removed). Note this makes Titans very vulnerable to Torpedoes!
- Fixed the Stalker and Goliath PD Batteries so they now properly target missiles, torpedoes, and strike craft.

A few minor balance changes, too.

- Increased the range of Stalker and Goliath PD Batteries so they can be used effectively with Line computers.
- Changed the target range of Picket computers to 50 (was "short") and Line computers to 70 (was "medium"). I found it hard to optimize ship designs without specific target ranges.
- Modified the base evasion of ships slightly as follows.
- Corvette: No change (was 60, Vanilla 60)
- Frigate: Now 30 (was 35, Vanilla 20)
- Destroyer: Now 40 (was 45, Vanilla 35)
- Cruiser: Now 20 (was 30, Vanilla 10)
- Battleship: Now 10 (was 20, Vanilla 5)
- Titan: Now 5 (was 10, Vanilla 5)
- Juggernaut: Now 0 (was 5, Vanilla 2)

The reductions split the difference between the previous version of SBC and Vanilla.

Update: 2 Jan, 2023 @ 11:23am

Bug Fixes
- Fixed a bug that made Fortresses build instantly.

Updates / Features
- New AI hull preferences, similar to the previous versions of this mod (prior to Orion).
- Updated localisation files for non-English users.
- Moved the new auxiliary modules into their own Physics technology - Advanced Auxiliary Systems (this includes the Advanced Fire-control, Improved Rangefinder, and Shield Regeneration System).
- New specialization for Frigates, "ECM Frigate". Has a speed and accuracy debuff for nearby enemy ships. Does not stack with other ECM Frigates.
- New projectile particle effects for most ballistic weapons.

Balance Changes
- Debuff for the "Autocannon" series weapons given their insane DPS, accuracy, and tracking numbers. Was: +50% hull damage, -75% armor damage. Now: +0% hull damage, -80% armor damage.
- Slight buff to the "Twin Autocannon" series weapons - better accuracy and tracking.

Update: 29 Nov, 2022 @ 8:07pm

Major update for 3.6 Orion. More patch notes to come.

- Rolled back some of the AI modifications due to Orion changes.
- Adjusted SBC's new weapons to be consistent with Orion's changes.
- Removed the Auto-kite and Orbiter computer, as they appear to be redundant with the new computer changes. The Tactician computer remains.
- Removed certain ship sections to reduce "capability creep" and due to Orion's changes in weapon roles (specifically G slots and Torpedo usage), such as: Destroyer 2G bow, Cruiser 2G bow, Cruiser 3L core, Cruiser 2H core, Battleship 3G+2S bow, Battleship 5G core, Battleship 1X+4P bow.
- Made Advanced Strike Craft a prerequisite to use the Destroyer 1H section (mini-carrier).
- Moved the Corvette 1M+1S section to the new Frigate ship class.
- Moved Cruise MIssile series weapons from G slot to L slot.
- Moved Concussion Torpedo series weapons from L slot to G slot. This makes G slot weapons consistent and only for the three torpedo type weapons.
- Moved Rocket Pods from S to M slot, due to Missiles now occupying S slots.
- Changed Armored Interceptors (durable fighters) to Sentinel Defense Wing (special anti-missile and anti-torpedo fighters). Note in Orion, strike craft cannot shoot down missiles and torpedoes anymore - major change! Predictably, the Sentinel Defense Wing will be poor in general combat.

- New global combat modifier: ALL ships, once entering combat, now have a speed reduction (this was in the previous version of SBC) and a new combat damage and fire rate debuff. This is to make combat last longer.

Update: 24 Sep, 2022 @ 5:10pm

- Minor changes for compatibility with 3.5.2 "Fornax".
- Accommodations made for the new Toxoid ships.

New Features
- New auxiliary part, "Improved Rangefinder", that grants +15% weapon range. Researched with Vanilla's Advanced Combat Computers.
- New auxiliary part, "Advanced Fire-control", as an upgrade to the existing "Auxiliary Fire-control". Provides +10 accuracy. Researched with Vanilla's Advanced Combat Computers.
- New auxiliary part, "Shield Regenerator", for military stations only. High power consumption but grants +3% shield regen/day. Multiple parts stack and can make a Defense Station or Fortress very tough to break with non-specialized weapons. Because shields don't recharge immediately if depleted, shield-killing weapons such as the Meteor Torpedo or Gemini Torpedo effectively counter this.

Balance Updates
- Increase tracking bonus from Aux Hydraulics from 10% to 15%.
- Nerf to automatic hull regeneration back to 2.x.x Vanilla days (from 0.25% hull/day and 0.50% armor/day to +2 hull/day and +3 armor/day). Especially for large ships, crisis ships, and "bosses" the percentage-based regen would make them almost impossible to kill. In my view, auto regen should be used to enable ships to operate away from base for extended periods of time, not make them significantly stronger in combat. The old 2.x.x Vanilla setup was much better in this regard.
- 10% damage reduction for the Photon Cannon. I love using the Photon Cannon but felt it was too strong in many situations.
- Big increase in damage and cooldown for the Shock Cannon. Overall DPS is similar.
- Increase firing arc for titan lasers. This allows Auto-Kite / Orbiter Titans to fire their weapon.

Other changes
- Reduced the preference of the Pulse Laser for certain AI personalities.

Update: 27 Aug, 2022 @ 2:26pm

- Fixed the Corvette "Escort" specialization (previously was not granting the +PD damage as advertised).
- Slight buff to the "Defender" specialization. Was -35% or -30% fire rate, now -30% or -25% fire rate (depending on the hull type). This was stacking too much unintentionally with other modifiers.

Update: 27 Jul, 2022 @ 8:52pm

A few important updates with this patch.

Bug fixes
- Fixed a bug that was preventing the AI from building Battleships that fit their weapon preference.
- Fixed a bug that was preventing the AI from building Titans.
- Fixed a bug that unintentionally caused the AI to use the Orbiter computer more often than intended.

General changes
- Increase Elite specialization cost by 25%.
- New global modifier that reduces ship speed in combat by 50%.
- Slight reduction in sublight speed for Titans and Juggernauts.
- Increased the cooldown, damage, and hit points of Halo Rockets by 50%. This is was reduce the number of projectiles on screen for ships with lots of rocket launchers.
- Increased the damage and hull points for Gemini Torpedo Batteries.
- New icon and particle effect for Particle Projector Cannons.
- The Orbiter computer now attempts to maintain fleet formation. This is to better differentiate this behavior vs the Auto-Kite computer, which makes no attempt to maintain formation.

Experimental change
- The strict ship limit for Titans (previously based on naval cap) has been removed. However, Titans now cost 32 supply instead of 16. The intent is to allow more flexibility in fleet composition. Feedback welcome.

Update: 10 Jul, 2022 @ 7:41pm

No changes.

Update: 9 Jul, 2022 @ 5:09pm

Very minor update:

- Defense Platforms, Stations, and Fortresses now have different icons once built under the "Defenses" tab of the starbase.
- Reduced the fleet formation size (ships are closer together).

Update: 26 Jun, 2022 @ 5:14pm

- New weapon and technology icons for the SBC-specific items.