Stellaris

Stellaris

Stellaris Combat Renewed
SumYungGuy  [developer] 18 Apr, 2017 @ 2:11pm
The Basics
Since this mod changes everything about your fleet ships, I realized I'd need a place to explain how it changes things. I don't want to cram it all in the description, so here we go.


Ship Sizes
The original theme of ship sizes remains intact. Corvettes have high evasion and battleships absorb massive punishment. The others are in between.

Battleships now have x32 healh of a corvette, but 8 Corvettes at comparable cost can still keep up with the fight thanks to their evasion.

All ships only have 80 hull though, without any Armor or Shields! This is fine at the game start when you've only got cheap Corvettes to worry about, but you'll want at least one level of either protection sooner rather than later.


Weapon Sizes
The size of your weapon slots matter!

Small slots are only half as effective against larger vessels as much of their combat power is wasted on a high Tracking stat to catch Corvettes.

And vice versa for Large slots whose tracking is painfully low.

Medium slots are balanced between the two, but are slightly less efficient overall to encourage specializing weapons. The exceptions to this rule is Torpedos which are geared to bringing heavier ships down and Swarm missiles, catching even the fastest light vessel.

X-L weapons being as rare the slots are come with their own unique stats.


Weapon Types
In addition to having weapons that simply counter Shields or Armor, each weapon class has been placed on a spectrum of damage potential.

Against smaller ships the weapons of choice are:
Autocannons
Plasma Throwers
Swarm Missiles
Arc Emitters

Balanced between these and heavier weapons are:
The starting three!
Missiles
Lasers
Mass Drivers

And the bane of defensive installations and battleships:
Disruptors
Torpedos
Kinetic Artillery
Lances
Mega Cannon

Within each category, your weapon slot size still makes a great deal of difference, so always stop to consider what weapon sizes you want to use!

Additionally, Missiles of all types get their place in the weapon eco-system with a large 50% damage output increase over comparable weapon slots and types to account for their vulnerability to Point Defense.


Targetting
Part of the mod has added weights to every weapon so that they will prefer to target the size of ship that they are most effective against. So your Anti-Corvette Battleships won't waste their time pointing the Arc Emitters at Cruisers and the like.