Sranchammer
Arcane
They could have just said 'reworking the AI to create more problems'
I'd say having armor is a thing that you do on battleships and to a lesser extent with cruisers because they have more space than power and they aren't going to be hit with plasma alone so they'll last longer after the shields are down.Honestly do you guys use all that armor? I have found simply maxing shields then as soon as possible grabbing capaciters, end game battleships regen shields so fast it becomes a damage threshold type thing where the regen value is simply negated as damage to the ship, then power comes in and lets you jam more shields for more regen.
Corvettes are indeed much, much more useful than destroyers and also more useful than cruisers. However, battleships start to become a bit of a problem because of how much more range they possess, particularly after Arc Emitters come around which completely ignore evasion. Corvettes are also weak against missiles and carrier wings which they are also vulnerable against because of their low durability and limited point defence.
Weapon tech's damage increase I think is in a decent place, it dodges the problem that (for example) Europa Universalis games have where a single tech can have way, way, wayyyyyyy too much impact and older weapons become completely obsolete. But it is true that weapon tech is not top priority for ship improvement, as far as I can figure out the priority is power>AI>sensors>shields/armor>weapons for ships (size+spaceport upgrades aside, obviously). Improvements to everything else come after improvements to power, with effective value of each fleet cap point used also costing more (but one can obviously make sure they can afford their fancy new boats).
I'd say having armor is a thing that you do on battleships and to a lesser extent with cruisers because they have more space than power and they aren't going to be hit with plasma alone so they'll last longer after the shields are down.Honestly do you guys use all that armor? I have found simply maxing shields then as soon as possible grabbing capaciters, end game battleships regen shields so fast it becomes a damage threshold type thing where the regen value is simply negated as damage to the ship, then power comes in and lets you jam more shields for more regen.
Should always take Capacitor tho, with battleships you should use the other A slot for the self-healing hull tho since that saves on running back to base.
I've also built a military station with FTL inhibitor near the spaceport (withing its gun range) so AI ships don't retreat too fast. And don't build mining stations outside of home system or they'll attack those first.I'd assume he's just cheesing his spaceport - AI loves to rush into your sistem, get half-killed by it, then escape back. Rince and repeat until the warscore is high enough for it to lose. You also don't want to have any fleet as actually having it might repel them - it's the weak fleet that attracts them the most. Also generates a ton of debris in the process which leads to lots of nice study.
I send 1 ship to enemy territory so it arrives directly opposite their capital, wait till the enemy fleet shows up and flies close to the star, then order my ship to go back. Yes, the AI is chasing after 1 corvette from across half the galaxy.Is the AI doing that from across the galaxy though?
I know if you build a military station in the AI's home system it will continually bum rush it with equal forces, not realizing that the range advantage of the station lets it win every time and quickly autorepair. If the AI doesn't have missiles then you can even gun down their spaceport with L-size slots on your station built just out of their range.
I send 1 ship to enemy territory so it arrives directly opposite their capital, wait till the enemy fleet shows up and flies close to the star, then order my ship to go back. Yes, the AI is chasing after 1 corvette from across half the galaxy.
Damn, no wonder the late game crisis hit me like a truck. Always wondered what the planet list is for since you only have one planet.
Next time, I'm gonna colonize another lump of rock!
Those AI fuckers won't know what's happening!
That isn't really true at all. You're also seeing the Unbidden as a PROBLEM rather than an opportunity. An alien menace that eats all the filthy Xenos and leave their planets open for the taking? YES PLEASE. They're not hard to keep contained as they aren't really that aggressive, and I tend to just leave them be while pushing them in the direction of the enemy.If you have a strong enough fleet when the Unbidden spawn, you win. If you don't, you lose. It is as simple as that, since again, the AI is utterly helpless.
Yeah, the really terribad thing about missiles is that they lose everything which would have made missiles useful realistically: The fact that a missile has effectively infinite range as, unlike unguided projectiles, they are capable of terminal attack maneuvers so that moving between the time the shots are fired and the time the shots arrive doesn't force a miss. The fact that missiles can be trivially outranged at any tech level makes them worthless: In any kind of realistic setting, even the most primitive missiles will outrange the most advanced direct-fire weapons.Also: Missiles suck.
I didn't believe all of the naysayers, and started using missiles but... boy, are they bad. By the time the first missiles reached the enemy, one third of my fleet was already gone from the enemies superior range and instant damage.
That's what I did the first time around. In the end, they had eaten everyone besides me (including the awakened empires).They're not hard to keep contained as they aren't really that aggressive, and I tend to just leave them be while pushing them in the direction of the enemy.
Realistic setting:Never seen the big appeal of missiles in a realistic space setting. Turtle-like velocity compared to tiny relativistic projectiles that travel many kilometers a second, easy to detect and shoot down with either projectile weapons or lasers, easy to jam if remote-controlled, susceptible to countermeasures if not, limited explosive power in space due to the lack of an atmosphere, expensive to make, heavy to carry... What's the point?
Yes, tech was useless before 1.3. But not anymore.Weapon tech in Stellaris is pretty much useless.
For example I barely research any.
First high tier weapons are costly(minerals) and use more power but their damage or other stat increase is fairly low.
The most cost effective ship is corvette with basic components(excluding drive as its essential for strategic movement). Cheap to build, maintain(even at 2 or 3 times or navy limit) and still have its 300HP and guns.
If shields(deflectors) were flat damage reduction like in MoO and ships have different hull armor(as base for HP - treat its as separated component like engines), and different tiers of components actually offer more range of stats and bigger difference then yeah tech could serve as a bigger power multiplier.
But now?
Sometimes giving better weapons is counter productive for ships.
I just swarm enemy with cheap as corvettes and scavenge debris. No tech needed.