Stellaris

Stellaris

Stellaris: Better Combat
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Update: 27 Apr, 2021 @ 1:27pm

Update: 24 Apr, 2021 @ 10:26pm

Added the thumbnail image.

Update: 24 Apr, 2021 @ 10:25pm

Update: 20 Apr, 2021 @ 9:07pm

- Modified the damage of the heavy autocannon series of weapons based on experience (made them stronger).
- Reduced the rotation speed of defense stations in combat, the rotation speed was massive (50-100x as fast as most ships) which caused them to jump and stutter. Should be a visual change only and does not seem to affect turret tracking or combat, but makes the visuals much better.

Update: 18 Apr, 2021 @ 7:55pm

Update: 18 Apr, 2021 @ 7:49pm

Update: 18 Apr, 2021 @ 3:24pm

- Made necessary changes to fix 3.01 compatibility.
- Added new "Defense Stations" and "Fortresses", essentially large and huge defense platforms:
- Defense Platform: 3000 hull points, 8 total weapon slots, 120 build time, +10 piracy suppression
- Defense Station: 4500 hull points, 3000 base armor, 16 total weapon slots, 360 build time, +5 piracy suppression
- Fortress: 7500 hull points, 6000 base armor, 32 total weapon slots, 720 build time, +5 piracy suppression

These new defenses are available from the beginning of the game.

Update: 12 Apr, 2021 @ 1:37pm

- Added new "Photon Blaster" Tier 1 weapon, an early game XL weapon. A crude version of the later Photon Cannon and Ion Cannon.
- Added new "Pulse Laser" and "Burst Laser" weapons.

- New Carrier Bow section for Destroyers.

- All repeatable technology cost and benefits have been doubled (I found that selecting late game repeatables to be mundane and annoying - your mileage may vary!)

- New repeatable technologies to increase hull points, specific to each ship type.

- Minor other weapon balance changes.

Update: 27 Mar, 2021 @ 5:59pm

Update: 27 Mar, 2021 @ 3:24pm

** Ship changes
-All Destroyer bow sections have an extra aux slot.

New Corvette sections
Gunship (1 medium slot, 1 small slot)
Harasser (1 small slot, +1 utility slots, +1 aux slot)

New Destroyer sections
-Guided Bow (1 guided slot, 2 small gun slots)
-Missile Truck Bow (2 guided slots, 1 PD slot, -1 small utility slot)
-Fire Support Bow (1 XL slot, -4 small utility slots) - Highly experimental section! Very little protection but lots of XL damage. -Possibly a good anti-capital ship role?
-Guided Stern (1 guided slot)

Modified Destroyer section - Picket Bow
This section was basically "missing" a weapon slot. To compensate, an extra small utility slot has been added to this bow.

New Cruiser sections
-Armored Bow (No weapons, +3 medium utility slots)
-Interceptor Bow (1 medium slot, 2 PD slots)
-Guided Bow (2 guided slots)
-Battlecruiser Core (1 XL slot, -2 medium utility slots)
-Glass Cannon Core (3 large slots, -3 medium utility slots)
-Fire Support Core (1 large slot, 1 medium slot, -1 medium utility slots, +1 aux slot)
-Guided Stern (1 guided slot)
-Light PD Stern (1 PD slot, +1 aux slot)

Modified Cruiser section - Missile core
This section now has three guided slots instead of two for more missile-heavy loadouts.

- These changes allow for a lot of flexibility when building cruisers for filling many different roles.

New Battleship sections
All Battleships have one additional medium utility slot in the stern, except the Zenith Bulwark. See below.
- Soul Breaker Bow (3 medium slots, 2 small slots) - This was actually a hidden section already in the game. Relatively small weapons, should be good against smaller ship types.
- Glass Cannon Core (1 XL slot, 2 large slots, -1 large utility slot (2 total) - Less protection but combined with the spinal mount bow, allows 2 XL weapons on a single ship.
- Armored Core (4 medium slots, +1 large utility slot (4 total) - Extra protection and relatively small weapons.
- Zenith Bulwark (1 strike craft, 2 small slots) - Another hidden section already in the game

** New Weapons
Weapon ranges have been changed to better differentiate combat roles. All ships move more slowly in combat to make range more important.
- Some weapons now have extra long range (160), but these also have minimum range. This includes the Kinetic battery, Medium Gauss Rifle, Cruise missile, and all XL weapons. This minimum range potentially makes them vulnerable to swarm and picket computers.
- Some original weapons have had small changes to their effective range to match the combat computer changes.

XL weapons in particular have been made less powerful with large reductions in damage combined with increases in cooldown.

A few new weapon families have been added.
Gauss Rifles - Small and medium kinetic weapons with long range for their size (110 and 160, respectively). Researched separately.
Kinetic Shotguns - Large weapons with very short range (40) and lots of burst DPS. Researched separately with the Gauss Rifle family.
Cruise Missiles - Extra long range guided weapons useful for fire support roles. Less tracking than regular missiles. Researched separately.
Thermal Lances - Medium size, long range energy weapons. Longer range than gamma lasers, but less sustained DPS. Big hull damage bonuses but weak against shields. Researched separately.
Photon Cannon - A super high energy, short range XL weapon. Researched separately.
Tactical Ion Cannon - A titan-sized ion cannon stuffed into a XL turret. Short range. Researched separately.
Point Defense Batteries - medium-sized weapons that can be used as point defense with better range. Great against torpedos and missiles, moderately effective against fighters. Big penalties to armor and shields. Researched separately.

** Changes to ship evasion and tracking
The overall goal was to make Destroyers and Cruisers useful for certain missions, and make L and especially XL weapons less dominant. To do this, tracking bonuses have been reduced for sensors and computers, and base evasion increased for Destroyers and Cruisers. Due to how hit chance is calculated, the relatively modest difference in evasion between Corvettes and Destroyers still makes a big difference. (For example, an XL weapon even with 100% accuracy with no tracking bonus will only hit a 85% evasion corvette 15% of the time, but will hit a 70% evasion Destroyer twice as often.)

-Corvette: Base evasion reduced to 55% (was 60%)
-Destroyer: Base evasion increased to 45% (was 35%)
-Cruiser: Base evasion increased to 30% (was 10%)

** Missile weapons have been modified to make them more differentiated / role-based. All missiles now have shields (equal to their hull points).
- Torpedos: damage increase (~15%) offset by a reduction in speed (~15%). This makes them strong against capital ships, but weak against smaller ships or anything with PD / strike craft.
- Missiles: damage increase (~15%), speed increase (~10%), large health increase (50%), large tracking increase (now 75%, was 30%). This makes them harder to kill with PD weapons and much better against small ships with high evasion.
- Swarmer missiles: Reduced cooldown (~15%) and damage increase (~10%) making them do more damage and also serving their primary purpose of overwhelming PD systems.

** Energy torpedos (the proton and neutron launchers) are now actually torpedos and can be shot down with PD. They are relatively durable and take more shots than regular missiles to kill.

** Balance change between missiles/torpedos, strike craft, and PD
PD weapons now do more base damage. Combined with less base health on strike craft, this makes them a much stronger counter against strike craft than before. However, PD weapons have reduced damage against shields, and all missile weapons are now shielded. This makes them less effective against missiles. Since strike craft weapons penetrate shields, they are a strong counter to lots of missile weapons.

** Sensors now give less tracking bonuses, now provide firing rate bonus instead:
-Level 2: +2 tracking, +5% fire rate (was +5 tracking)
-Level 3: +4 tracking, +10% fire rate (was +10 tracking)
-Level 4: +6 tracking, +15% fire rate (was +15 tracking)

** Combat computer changes
Overall, generally give less tracking and evasion: The sapient/precog picket computers add the most at +25, down from +40. Other modifiers, such as fire rate and accuracy bonuses, have been modified to compensate.

-Line computers: Preferred range increased to 60 (from 50)
-Artillery computers: Preferred range increased to 100 (from 80)
-Carrier computers: Have been repurposed as Fire Support (extra long range) computers. Similar to Artillery computers at longer range. The Precog computer has retained its specific carrier role with engagement range bonuses.
-Platform computers: Give bigger bonuses, with options for different roles (fighting large vs small ships).

** New "Defender combat computer" that provides shield/armor/hull bonuses instead of offensive bonuses. Researched seaparately.

** Thrusters give slightly less evasion per tier to Corvettes (+4 now, previously +5).

** Shield capacitor bonus increased to 15% (previously 10%).

** Defense platforms changes - Overall, these seemed marginal at best at all phases of the game, and completely useless at the end game. These changes are intended to make platforms strong defensive positions, but not necessarily always cost effective since they have zero evasion and cannot withdrawal from combat like ships can.
-Base hull points increased to 3000 (up from 1000)
-All standard sections now have 6 utility slots, up from 3 (allows more shield/armor)
-New special XL weapon section with 1 XL slot, but only 3 utility slots and no aux slot (glass cannon configuration)
-New special Auxiliary section with no weapon slots, +1 medium utility slot (7 total) and +1 aux slot (2 total)
-Increased piracy suppression (now +5, was +2)