Stellaris
Advanced Weapons (4.1+)
Hiển thị 21-25 trong 25 mục
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Cập nhật: 6 Thg01, 2023 @ 11:07pm

A major long-awaited update:
- Attempts to balance Amoebas by making them less robust, less potent, slower-regenerating, and less evasive
- Amoebas do however gain a great boost of speed. Top-tier Eggs zoom around at 500 while top-tier Sharks peak at 750.
- Amoeba Eggs gain a substantial amount of armor penetration and bonus damage.
- Amoeba Sharks remain bypassing shields and doing bonus armor damage, but they will now prioritize and are able to engage other strike craft as well as missiles.
- PPCs are untouched (for now)
- Twin Kinetic Artillery gains extra range and damage in addition to partial shield penetration and extra shield damage
- Twin Autocannons gain extra damage, fire rate, shield pen, and shield damage
- Crystalline Missiles (formerly nearly useless due to a snail's pace of missile speed) gain a concerning amount of speed, lose a substantial amount of health, gain damage, and gain size-based damage scaling - 50% for missiles, 100% for torpedoes. Both become Explosive instead of Energy, bypass Shields (if they hit), and partially pen armor with bonus armor and hull damage. Possibly too powerful, might nerf in the future.
- Crystalline torpedoes remain at 0 evasiveness but gain a bit of health while missiles gain a fair amount of evasion while retaining a fairly low health.
- Lances are largely untouched (for now) except for balancing shield and armor damage values; they now do half damage to shields, but heaps to armor, partially pen armor, and do a bit of bonus hull damage. Very spicy.
- Mass Accelerators absolutely wreck shields, but struggle with armor, and gain a substantial amount of range, fire rate, and damage to be competitive with Lances
- To help combat overpowered Amoebas (as well as the changes to the crystalline missiles), Aegis systems are significantly stronger with slightly improved range, better fire rate, and better dps (nearly double). This is offset by the Aegis systems gaining proper Kinetic properties, handling Shields better but struggling with Armor.
- Added a Dark Matter Afterburner at +33% speed and +25% evasion (both are multiplicative).
- Heavy Flak was honestly forgotten, I might want to revisit that in a future update.
- Finally fixed the stupid localization issue with the Titanic Ivory Lances

Cập nhật: 13 Thg04, 2020 @ 3:57pm

Corrected my failure to properly reference and set up the icons for the new reactor boosters.

Cập nhật: 13 Thg04, 2020 @ 3:34pm

Added a series of reactor boosters to supply power for those expensive PPCs and Amoeba strike craft and lance-heavy builds. These do take a significant number of alloys and strategic resources, including dark matter at the top end.

Cập nhật: 17 Thg03, 2020 @ 11:32am

Ideally fixed the title and description for the Titanic Ivory Lances as well as the 2.6 compatibility.

Cập nhật: 29 Thg02, 2020 @ 4:31pm