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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1742548 times)

Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3810 on: November 21, 2016, 09:33:38 pm »

I suppose you missed that thing that someone made a guide of which created corvettes of over 100% evasion?
Tell me more please! :P
I haven't progressed late into the game enough for end-game crises (because I'm STILL playing the 'broken military dictatorship' timeline and am bordering just restarting the whole thing after getting 3 vassals, which of course wasn't recorded in the ironman game as a steam achievement when it did happen for reasons unknown since I don't have any mods running. :V). But I digress.

Corvettes seem really useful against the lower tracking weapons, especially with high engines and autocannons, with backup, but overall seem better than other ships (at least more survive in a way compared to the cruisers I keep fielding despite BOTH rushing to the front...past my destroyers, even if the destroyer loadout is M/S compared to those who literally stay alongside my battleships with L/M.)

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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3811 on: November 21, 2016, 09:37:59 pm »

I believe this is relevant when talking about missiles. In the sense of 'what the fuck is going on with them?'
No seriously what. Was half this game designed and coded by horses or something?
Horse-programming seems more and more common these days.
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Powder Miner

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3812 on: November 21, 2016, 11:31:50 pm »

I actually switched FROM missiles to fully kinetic after my missile fleet got its ass kicked one too many times, then I switched to one weapon out of three kinetic and watched it actually match my missiles for damage.

My kinetic fleet has been slaughtering just about everything, and the ratio really is fantastic. Against mundane opponents, my battleship Giga Cannons do a real good job of shelling the hell out of them plus huge waves of bombers that basically tear their capital ships and stations to pieces, my cruisers always have fantastic damage output, and I've already gone over my destroyers and corvettes and how they obliterated the awakened empire fleet

My cruisers inevitably get killed way more than any of my other ships against mundane opponents because they don't have the dodge of my lesser ships nor the tank of my battleships, but I always replace them because they do quite a bit of damage. Corvettes used to be objectively better than other ships, but you have to keep in mind they only decimated the awakened empire for two reasons: A. The awakened empire was spamming fancy energy lances that disintegrated my battleships but they didn't actually field very many weapons that are good against cruiser and smaller, and B. My cruisers were taking the brunt of the damage and dealing damage too.

Against mundane empires, my capital ships are absolutely indisposable, and without them and the cruisers my smaller ships would have been squashed like bugs a while ago in my perennial liberation wars.
« Last Edit: November 21, 2016, 11:36:44 pm by Powder Miner »
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TempAcc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3813 on: November 22, 2016, 07:44:24 am »

I've been suspecting that the missile effects were just eye candy for a good while now after following battles in slow motion, but I didn't realize just how horribly implemented missiles are until now, holy shit. Thank god I almost always pick kinecting weapons anyway, because going from BRRRRAAP BRRRAAAP on enemy fleets is way cooler then missiles and pew pew lasers.
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redwallzyl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3814 on: November 23, 2016, 10:30:16 pm »

does anyone know of a mod that changes the games timescale? like making the date in the corner go up like 10 times faster and making everyone die faster? it really annoyed me. if there not one i might just slap a big -pop growth and age on everyone. hmm custom setup like that could be good. makes experience bonuses really valuable.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3815 on: November 23, 2016, 10:34:09 pm »

Have you tried speeding up the game using the time controls?
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redwallzyl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3816 on: November 23, 2016, 10:45:29 pm »

Have you tried speeding up the game using the time controls?
what exactly does that do?
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3817 on: November 23, 2016, 10:50:09 pm »

It... speeds up the game. Just like any other Paradox grand-strat title. Max speed is good for quickly getting through years, minimum speed is good for... uh, watching battles? Honestly I just leave it at top speed and pause when I need to make decisions or build shit.
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redwallzyl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3818 on: November 23, 2016, 11:07:27 pm »

oh that. i run the game fine at full speed. what i want is the actual displayed date to appear to go up faster to a "year" is actually like 10 so i don't have to pretend its not there. it would feel much nicer to me if each tick was a week instead of a day. feels weird getting to the end game in a hundred or so years. I'm thinking about modding in a custom trait that slices of age hugely but increased experience gain and than creating a bunch of custom empires and giving it to them all. i would have to make it really expensive though so it couldn't be easily removed via gene modding. I would have to manually give it to all the primitives in game though and that would be annoying. fallen empires wouldn't get it but they should be long lived as part of their advancedness. might just make my own trait mod anyway, none of the downloadable ones have quite what i want.
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TempAcc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3819 on: November 24, 2016, 06:29:46 am »

The problem is that influence is such a tight resource you'd prob have trouble replacing your leaders and still have enough influence for other things. Trying to create a stock of influence with a short lived race is kind of a nightmare since your leaders keep dying.
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redwallzyl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3820 on: November 24, 2016, 09:19:09 am »

then i could a a +3 or something influence modifier to the trait.
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etgfrog

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3821 on: November 24, 2016, 09:45:02 pm »

I suppose you missed that thing that someone made a guide of which created corvettes of over 100% evasion?
This doesn't work at all anymore, tracking subtracts the target's evasion. So those small guns with 60% tracking will only have their accuracy reduced by 40% when shooting the 100% evasion corvette.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3822 on: November 25, 2016, 12:16:13 am »

I'd hardly call that not working at all. That's still a pretty huge bonus. And it would make them nigh invulnerable to larger guns.

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NullForceOmega

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3823 on: November 25, 2016, 12:37:01 am »

Being immune to big guns isn't relevant when you've got a few (dozen) cruisers with lots of small guns.
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Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3824 on: November 25, 2016, 01:08:16 am »

Being immune to big guns isn't relevant when you've got a few (dozen) cruisers with lots of small guns.
PD destroyers with small arms compliment works too :3
That's how I took on corvette rushes...that admittedly were very laggy using a destroyer/cruiser screen, putting all those 's' slots to work combined with bigger 'M' and 'L' slots for diversity.

Though it's usually always numbers that win, rather than tech unless there's a big gap in between :-\ Can't forget when I faced 35 corvettes with 25 of mine + 10 or so destroyers. Was wiped hard :-[ Although I did use missiles and they used ballistics at the time, I had Missiles IV and they had whatever-the-coilgun-was-at-II.
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