Stellaris

Stellaris

Stellaris: Better Combat
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Update: 21 Jun, 2022 @ 7:45pm

- Updates as necessary for 3.4.4 compatibility.
- Reorder of combat computers in the ship designer to better support players using UI scaling.

New Features
- New Corvette section, "Garda Flak Carrier" with 3 point defense guns.
- New weapon icons for many of the SBC-specific weapons.
- Increase the cost of Elite specialization by 20%.

Update: 18 Jun, 2022 @ 12:30am

Bug Fixes
- Fixed a bug that prevented orbital rings from having the correct amount of power.

New Features
- New basic Auto-Kite computer that is available from game start.
- AI players will now use specializations in certain conditions:
1. Each personality has a preference.
2. AI players will not use specializations if low on alloys (<5K) and will use them more often when they have an abundance of alloys (>10K).

Adjustments
- Increased the cost of specializations approximately 50%.

Update: 30 May, 2022 @ 10:06pm

New Features
- Add localisation files for other supported languages.
- Add new specializations, a new unique component slot. Each ship can only have 1 specialization (or none). The specializations are as follows:
1. General Purpose Elite. This is similar to the deprecated Elite Equipment Upgrade that went into an aux slot. Basically, pay a big premium and make this ship an ace with big bonuses all around.
2. Defender. This is similar to the deprecated Defender combat computer. Big bonuses to armor, shield, and shield regeneration, with a big penalty to fire rate.
3. Escort. An enhanced Point Defense configuration. PD and range bonuses but a penalty to all other weapons.
4. Fire Support. Big bonuses to fire rate, tracking, and accuracy but big penalties to hull points and evasion.
5. Interceptor. Big combat speed bonus to allow ships to get into close range quickly.

Not all specializations are available to all ship types and the bonuses are slightly different by ship class. For example, Destroyers typically get extra tracking in exchange for fewer other bonuses, and Interceptor is for Corvettes only.

The intent of each specialization should be pretty straightforward. I am sure there are other configurations to use / exploit these specializations, please provide your feedback! Note that specializations are intended to be optional. Since they are not free and are mostly double-edged swords with drawbacks (except for Elite), there may be many cases where no specialization is the best choice.

For this version the AI will not use specializations.

- Remove Elite Equipment Upgrade and Defender Combat computer (Deprecated by specializations).
- With removal of the Defender computer, Battleships no longer have a short range computer. A new computer, "Guardian Computer", is a short range replacement that is similar to the picket computer; however it does not provide tracking bonuses and instead gives a combat speed bonus.
- Orbiter and Auto-Kite computer are now researched alongside the existing "Advanced Combat Computer" technology. The additional technology requirement has been removed. This was intended to get these into use earlier in the game.
- Add new Orbiter combat computer (Artillery range orbiter). Similar to the regular Artillery computer, but attempts to maintain an orbit around the target instead of holding position. Does not maintain formation.
- Species pack ships (Humanoid, Lithoid, Aquatic, Plantoid, Necroid, Nemesis) for new ship sections, now show a species-appropriate section instead of the default Mammalian section.

Balance changes
1. Significant nerf to the Gauss Rifle series of weapons:
- Increase cooldown by 10%.
- Change bonuses to Gauss Rifle weapons from +50% shield / -50% armor / +25% hull to +50% shield / -50% hull.
2. Lesser nerf to the Heavy Autocannon and Twin Autocannon series of weapons:
- Increase damage per shot 10%.
- Change bonuses from +50% shield / -67% armor / +50% hull to +67% shield / -67% armor.

Graphical changes
- New unique graphics for the Cruise Missile series of weapons.
- New unique graphics for the Stalker and Goliath Point Defense weapons.

Update: 16 May, 2022 @ 6:47pm

- Updates necessary to work with 3.4.2 "Cepheus".

Other changes
- Updated graphics and sound effect for the Pulse Laser.
- Updated graphics for Plasma weapons. Projectile velocity increased.
- Updated graphics for the Titan Shock Cannon.
- Updated graphics for the Null Void weapon.
- New aux item, "Auxiliary Hydraulics", available from game start. This increases weapon tracking by 10%.

Balance changes
- Reduced the number of utility slots in the Cruiser "Glass Cannon Core" from 1 to zero.
- Changed loadout of the Cruiser "Armored Bow". Was 6 utility slots, now 5 utility slots + 1 aux slot.

Update: 24 Apr, 2022 @ 7:58pm

- Minor bug fixed affecting two personalities and their use of repeatables.

- Reduced strike craft armor damage bonus from 50% to 25%.

- Added a Point Defense damage bonus for Defender computers.

- Adjusted the computer buffs to be more consistent across types:
Picket computers: ++fire rate, ++tracking
Line computers: ++fire rate, +++accuracy
Artillery computers: +++fire rate, +accuracy
Carrier computers: +fire rate, +range, +accuracy

- Increased the range spread for combat computers.
- Swarm (20), picket (50), and defender (50) computers are unchanged.
- Line computers (70) are unchanged.
- Artillery computers have target range increased from 100 to 120.
- Carrier computers have target range increased from 150 to 170.
- LR computers have target range increased from 220 to 240.
Weapons ranges have been adjusted to fit neatly into these new spaces. This to better differentiate the roles from each other, especially the artillery computer, which I found in testing to not have a clear role.

- Increased the cost of the Heavy Autocannon series of weapons.

- Added a patch only for use with Amazing Space Battles that displays missed projectiles. (ASB by default hides laser and projectile shots that miss)

Update: 27 Mar, 2022 @ 1:33pm

- Minor graphical tweaks, such as increasing the projectile velocity of Gauss Cannons and Kinetic Batteries.

Update: 10 Mar, 2022 @ 9:20pm

- Minor fixes due to 3.3.2 "Libra".
- Increased orbit size for Swarm computers from 10 to 25. This is mostly a visual change since virtually no weapons have a range less than 30, aside from some oddball weapons on event ships.
- Changed Defender computer bonus from evasion to armor/hull regeneration.
- Increased research cost for Kinetic Cache III.
- Minor non-technical name changes for weapons (Introducing the "Mark II Incinerator" - a gold star if you know where this reference comes from!)

Update: 6 Feb, 2022 @ 6:25pm

Balance changes:
- Heavy Autocannon series weapon tracking increased from 0% to 5%.
- Significant increase in health and armor for missile based weapons.
- Small increases in tracking bonuses (+5%) for some computers.

Bug fixes:
- Fixed a bug that prevented strike craft from engaging starbases in some situations.

New features:
- New Destroyer Bow section, "Spitfire Bow", with 3 S weapon slots and an extra aux slot, 3 aux slots total. This is the only Destroyer configuration with 3 aux slots.
- New H-slot option, "Carrier Defense Wing". More durable than regular strike craft, but with slower movement and limited range (engagement range of 80, slightly longer than a Line computer).

Update: 11 Jan, 2022 @ 9:21pm

- Fixed a bug that prevented Advanced Strike Craft from engaging in all combat situations.
- New H-Slot option, "Resilient Interceptor", that is significantly less powerful than Advanced Strike Fighters but much better at staying alive in contested environments (such as lots of PD weapons). This was based on some scenario testing late game where Advanced Strike Fighters, even in large numbers, were quickly depleted in sustained combat.

- New combat computer, "Auto-Kite" computer, that aggressively kites enemy units and tries to maintain maximum distance. Feedback appreciated.

Update: 3 Jan, 2022 @ 11:13am

- Minor bug fixes to clean up the error log.
- New graphic for Energy Torpedoes (blue plume).