Stellaris medium range. A place to share content, ask questions and/or. Stellaris medium range

 
 A place to share content, ask questions and/orStellaris medium range  Pace of colony ship production is more like 1 per decade throughout

#9. Plasma melts armor and flak does its job extremely well. 2. None of their ship ever produce debris and their ship configuration is quite deadly. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. On a 1000 star galaxy, 14 AI, 5 advanced starts, Commodore difficulty, Glavius AI if modded. Among the changes with this update are six new galaxy shapes to mix up the pattern of your interstellar empires a. That would be an obvious negative. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. Defense Platforms are effectively Destroyers with one additional Medium slot and bonus weapon range, but without engines, evasion, admiral and ability to retreat. Being able to dump new colonies into a sector and let your governors take care of it is a good system,. I not only want to talk about some of the changes they made but also want to suggest potential new ones that. I believe line is median range, so if you line up all your weapons by range, it will pick the optimal range of the middle one. Also the trade pick up range of starbases travels through gateways. Lord_Of_Millipedes. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. The more nations the better, it allows for more variety in my experience. A medium shield provides twice as much shield power than a small shield. With 4 small phased disruptors for 12 attacks at 15 mean hull damage, cumulative chance for disengagement is 10. By Obsidian Shadow. View this video if you want to lea. 46 Badges. For Destroyers, Medium Weaponry works best. Hull- 9. But I would like, when hovering over a fleet, if under the hull, shields, and armor there was just a little text line that said: Max Weapons Range: 147. ago. The range is 2, because the difference between the highest and lowest. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Using the catapult involves a few steps. 10 Pyxis. Space Superiority Fighters. even on the autocannon's worst target it has 40% the effectiveness of plasma. That's fine, and these make decent planets. 3 medium weapons, two PD, one hangar. Artillery: The ship will stay at long range, firing its longest range weapons on the target. Release date / Patch. 90 Badges. So does trade protection. Discover smart, unique perspectives on Stellaris and the topics that matter most to you like Gaming, Science Fiction, Stellar, Stellar Lumens, Videogames. Absolutely any explanation of disruptors is basically garbage from top to bottom, much more so than any other weapon because the way they operate is dependent on also knowing how OTHER totally soft sci-fi technologies work - that being the shields they pass straight through. This is. For the Gunship stern a medium Gauss Cannon could be used, again it really depends on what’s needed. See the Stellaris wiki for more info on how to install. Compare EU4 or CK2 to Stellaris. 67. For me best experience is a challange. My favourite is elliptical, huge, 5x primitives and 3x habitable worlds and crisis on +2. What ‘good’ means depends on the type of component. more point defense, less hangars. 4 damage taking into account accuracy and evasion. If it's a close-in ship (auto cannons, small weapon slots) then it wants to get in close to be in optimal range. 875 damage. Now you need to move the Locator, because the Locator is the weapon/turret itself, like for the medium weapon, you have to adjust it to 11. mitis and C. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. It was announced on 2019-10-19 and released on 2020-03-17 accompanied by the free 2. Aim for 100k to 200k total fleet power. 37 per month. The early vessels can't engage from long range. Last game felt like it was somewhere in that range as well. Skipping gets blocked by ftl inhibitors on stations/planets or interdictor ships. 9. 6 Orion update for Paradox’s spacey grand strategy Stellaris is live now, and it's done that, but in a way I hadn’t quite imagined. 68 is when you can achieve the maximum possible growth bonus, +3 on top of your. A Sector is a semi-independent administrative region under the control of a Governor. The hyperlanes are too grid-like and homogenous. FE/AE and the Contingency are the best examples for this. You designate one prison world, one fleet HQ, one resort etc and asign the governors that suit each one. Legacy Wikis. Compared to other weapons, they trade strength for versatility, sporting an average range with no minimum, no extreme strengths or crippling weaknesses, and average damage output. (If I dont know it's more dangerous. The enigmatic decoders are really good on this ship as well. The term naked corvette refers to using a basic corvette hull fitted with only basic, starting weaponry, eschewing shields, armor and more advanced technology. Number ranges are dependent on galaxy size; minimum can be set at zero. However, the alloys would cost 0. To the AI, the Starbase Types is a Starbase auto build guide. 54, 29. Assign an number of ships to a set of very general orders. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. 2 Ancient Cavitation Collapser 2. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the. So it looks like there are 3 key stats Stat best avg worst Tracking (chance to hit) Small Medium Large Damage per hit* (Alphastrikes) Large Medium Small Range Large Medium Small Ignoring XL/G/P for now as they're far more limited. Data Structure. Once an envoy is assigned to a task, it cannot be reassigned again for a year. Like even without mods late game trade value can outpace everything else especially when stock exchange, and trade value boosts are thought about. Thread starter Altruist; Start date Mar 25, 2023;. There can be no more than 5 Fallen Empires, one of each kind. Plasma has -75% to shields and +100% armor and +50% hull. . (range 120), artillery combat computer (+5% range) and a cautious admiral (+20% range) get severly or rather deadly outdistanced by medium lasers on a star base (tooltip: +90% range). Just place the Kilroy. 25 habitable planets. The Carrier computer has two values: It details the ship holds position at 150. Small and tiny galaxies can only be 2 Arm Spirals, Barred Spirals, Elliptical, and Ring shapes. Updated for Stellaris 3. All point defence is point defence for the entire fleet, because point defence doesn't care what the target of the missile is and fleets cluster enough that every point defence gun can fire at any incoming missile. PD has the obvious purpose of killing missiles and strike craft; small turrets have good tracking for shooting corvettes; Large, XL, and Titan weapons have the long-range alpha-strike ability for which this post is written; and, Hangars come with PD slots. IE; C:Users<YOURUSERNAMEHEREDocumentsParadox InteractiveStellaris. Completing it is fairly simple, though only if players are able to solve. © Paradox Interactive. Use medium galaxy, with 0. Makes a big difference in battle. Broadside stern also gives an additional utility slot, making Whirlwinds the obvious selection for your stern (in fact, even on an Artillery ship I'd still take the Broadside stern just because an extra utility. There are three weapons that seem to be doing best on Corvettes. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. Missiles have excellent range and medium firepower, Disruptors bypass hull and armor but deal low damage, and Autocannons have very high damage but suck against armor. User Agreement1. " Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. Patch 3. plasma meanwhile has 5% of the effectiveness of. (I recently upgraded and can finally handle it; before that it was Medium). that is a 325% difference in base DPS before adjusting for modifiers. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. STORE COMMUNITY About SUPPORT. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Large vs Small Weapons. They regulate basic game behaviors and settings that are not opened to scripting (the number of ethic points, camera field-of-view,. A Federation fleet from every species class. Think of corvettes as an expandable screen. When im on my laptop, which is pretty often now i play with just 10-14 empires. Hello all! Searching on the Paradox forums it seems that the general consensus for the current meta is that the best focus are kinetic and plasma…Medium planets are in the middle, and probably more realistic as your resource planets over time, though the planetary capacity may trade a few resource districts for urban. . Agrocite,. As you tend to have more borders. Ascension Path Rework In 3. They're small fast ships with short range weapons that come in close to fight. Even a drop from Range 30 to 15 would basically cut the coverage area by 3/4 (Stellaris doesn’t handle the vertical element well enough to worry about it actually cutting the volume by 7/8). I was making +7k ECs a month off of trading 350 alloys a month, and never dropped below +4k because the AI were buying them whenever the price dropped. Keep the rest of the settings at default. KiM! Jul 6, 2016. 2 colonies per decade is a good early game pace, though you're slower than that at first. The Modding Den is a server dedicated to Stellaris Modding invite to our discord server. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Strike craft also becomes available making small and medium weapons obsolete. Im real close to sixty worlds once I integrate this one kingdom, so prolly somewhere around 70-80 planets total. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. 0 unless otherwise noted. Rich systems defended by fierce creatures, hostile pockets of resistance to your civilization, and the sleeping giants of the universe – the Fallen Empires who may yet. I've seen some posts on Reddit saying it's "median range", but is there proof of this?Stellaris' primary energy weapons begin with the red laser and progress through blue, UV, Xray and finish on gamma. Only a limited number of planets can be directly controlled before suffering inefficiency penalties to Influence as well as empire-wide income. . Crisis on x5. 1x tech and worlds. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. 72% Accuracy vs Medium 74% Accuracy vs Large Large Red Laser: 50% Accuracy vs Small (Corv) 60% Accuracy vs Medium (Destroyer/Cruisers) 70% Accuracy vs Large (Battleships) This is just an example. A note on trade value, trade travels through gateways. Carriers have the same problem - if you have a carrier ship with 6 point defence and 3 hangar slots, the median range weapon will be point defence, so the ship will start the fight by flying to PD range. Space is lovely, dark and deep, but it has secrets it wants to keep. Corvettes would take position in and around the cluster, launching torpedo's at large targets or using small weapons to combat other corvettes or eliminate enemy picket ship destroyers. Max out their speed with afterburners etc. This page was last edited on 17 April 2021, at 08:13. If you start a ranged battle against a larger fleet and they only have battleships and cruisers, you would ofc prefer gauss cannons, if you can choose only. laagamer. Its definitely a good challange if thats what your after. 99 DPS. The early vessels can't engage from long range. If you have the ship designer, the combat computer. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless. 8 "Gemini" Coop Open Beta available now - Steam News. . #2. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. More empires makes for more crowded games with a lot going on, but reduces early exploration and landgrabbing opportunities. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. As always, this has been a look at how Strike Craft might more realistically be shown in Stellaris. Some targets will get through your flak/point defense, or strike craft screen. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Complete spectral freedom: Our next-generation White Light. I've seen some posts on Reddit saying it's "median range", but is there proof of this? Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаThis is 100% determined by the ships computer. 9 (aka "Caelum") was released on 2023-09-12 with the checksum 629C. So, when forming your fleet, you’ll need to seriously consider what kinds of ships to include, especially if you want to take advantage of this new cloaking tech. It says to double engagement range. A large weapon with dam 45 and acc 70% actually does 7. Which result in inability to fire those weapons. 2 Anti-Hull 2. Which is the distance at which the base ship will choose a target, and that's set by the longest range other weapon on the ship because hangars don't have an expected damage so they don't choose a target and strike craft only become valid for target selection once they get into their own very short range (targets are chosen based on the best. But that only works with destroyer spam. This depends on the weapon range (example 130 for proton launchers) multiplied by modifiers such as admiral traits and computer. 1 Anti-Armor 2. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 400 below sized galaxy. . Jump to latest Follow Reply. 0 tile planets were. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Click the "Catapult Fleet" option from the icon bar. It has two slots for Extra Large weapons, 6 hanger slots for fighter craft and five slots for medium sized weapons. 89. If you use auto-generated ship designs those will also be improved. Small stormfire autocannon- 19. Sadly, most situations. Schwartz_wee • 2 yr. The "Silent, Casual" players should have bonuses, they're not expected to be playing Ensign or scaling Commodore. . They are built around stars in order to harvest their energy. © Paradox Interactive. ACID REFLUX is the last of three Klues that can be found in the Tarkatan Colony Mesa of Mortal Kombat 1's Invasions Mode. Stellaris Real-time strategy Strategy video game Gaming. The CEO revealed that customers wouldn’t feel range anxiety thanks to the battery technology these platforms will incorporate. The update also. Frigates seem outclassed by Cruisers and there's not much point in using them. GC13 The Last Emperor of Sol. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. Aside from rare circumstances where Shielding is not in play (for instance, neutron stars or Prethoryn Scourge) Hangars will always be the way to go. Once we understand what goes into a ship, we'll talk about one of the most important yet most often ignored aspects of Stellaris combat: retreat and disengagement. Gun batteries. I vary this one. Ships do not defend themselves with point defence, they shoot any missile. Carrier: The ship will stay at the maximum engagement range of its hangars. This article is for the console version of Stellaris only. the only penalty you have with smaller weapons is range however with the ship ai just rushing this is not a large problem. Only by about . Leader Consolidation. It is developed by Paradox Development Studio and published by Paradox. 5 average damage and will hit 80% of the time, for 25. One H, Hangar slot, is equal to one L slot. Recently in patch 3. Paradox Forum. It's also worth noting that the Whirlwind Missile got a big damage buff and is also up to 120 range while fitting in a Medium slot. paradoxwikis. But it also penetrates armor by 50%. But If any of the guns on the ship have less range than 80, they will not be used or what? My Large modules are fine with 100 range, but my medium sized modules, only have 75 range (78. I knew the weapons auto upgraded, I just wish that you could customize the weaponry on them. 4 comments. It's worth the read though, missile retargeting was among the biggest changes, but there was quite a lot surrounding ships, civics, and obviously robots. These weapons were generally mounted on rotating turrets, which were commonly installed in banks on capital ships, space stations and orbital facilities. Star Trek: Infinite, a new Stellaris-like game project, on which Stellaris players may feel interested. Why don't you test game them by starting a particular map (say a medium map) then opening the console and playing as the observer, it shows every player on the map. Certain galaxy shapes have a minimum size. They're good against space monsters, but largely useless against enemy fleets. Runs the specified file with list of commands. This guide was made for basic Stellaris Version Adams 1. A place to share content, ask questions and/or. Apparently it means the median range of all of your weapons. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Video by Montu Plays. " Destroyers equipped with swarmer missiles (range 120), artillery combat computer (+5% range) and a cautious admiral (+20% range) get severly or rather deadly outdistanced by medium lasers on a star base (tooltip: +90% range). Mid game you accelerate to 4 per decade, then 8+ in end game as you take half the galaxy. So, in theory I expected my DDs shooting at a distance from about 150. S Tier Origins in Stellaris. Report. #footer_privacy_policy | #footer. Exploration is one of the first priorities of any spacefaring empire. Terms of use for Paradox AccountStellaris. rangiferina decreased as stand age exceeded 150 years [ 31 ]. I should watch the file realy. and tachyon lance is only good against shieldless targets and as its range is high it is likely the first thing to fire along with instant travel means its guaranteed to be going straight into shields meaning a wasted shot off the bat, focus arc goes straight to hull, instant death for most. With the artillery combat computer, you can use weapons that are 75 range. Cladonia stellaris was present, but less abundant, in young and medium aged stands. The AI, in the early game, likes to run picket defense corvettes. This is never effected by anything other then the flat number on the computer. The Small Gamma Laser does 31. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 99. Honestly I think missiles and/or torpedoes should be longer ranged. Stellaris > General Discussions > Topic Details. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Together with the PD combat computer and auxiliary fire control, its weapons basically can’t miss. the ship will attack it as soon as it gets within range) CarrierIt's worth noting that the default difficulty of Stellaris is Civilian, which gives the player +100% to all resources and a bunch of free stability. Medium Galaxy. Lets break down the weapon and defence components available in Stellaris. At first glance the large weapon might be easier since 4 small weapons have 40 damage, but accounting for accuracy gives you the real answer. 2020-03-17 / 2. All previous updates can be seen in the change notes tab. Reply. carrier computer being the furthest at 150 range. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. 50, vs Gamma lasers at 6. I'm not asking (right here and now) for the graphic engine to properly render space battles at the few light-second scale, instead of the current light-HOUR scale (light from our Sun takes about 43 minutes to get to Jupiter, and I've easily seen Stellaris battles cover beyond that relative distance), but knowing what range "ballpark" we're supposed to be in makes it easier to brainstorm. In general, Medium is twice as ‘good’ as small, and large is twice as ‘good’ as medium. Relative navy strength modifier should not be capped at 50. Artillery The ship will stay at long range (80) and engage its target from far away. 6 Update] As fix 3. 6 patch. Ships consists of three basic components: ship_size – #Ship Sizes. Small galaxies can also be 3 Arm Spirals. Yaldabaoth May 12, 2016 @ 3:40pm. See full list on stellaris. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Most important part is to set habitable worlds to be rare. Missiles have a range of 0-80 or 0-120. What 'good' means depends on the type of component. Sometimes 2 arm or elliptical. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Using a Line Combat Computer rather than a Picket for the increased firing rate and better chance to hit the target works. Higher centralization does allow for higher federation fleet contribution, but there is zero reason to go above low contribution since the only reason to have a federation fleet in the first place is for an extra juggernaut, and low contribution is all you need for that. 20% A Fallen Empire with a random Ethic is picked as Rival. (Mostly applies against stationary targets, everything else is engaged as usual, i. Size depending on using laptop or pc. With the target uplink, the torpedos have nearly the. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. 'median', I'm not sure if the statistical definition of median applies here, I haven't scrutinized to that much detail. 99. Forum list Trending. What I would really like to see is a lot more options. There are some exceptions to this, but that is the basic gist. But there are 2 medium phased disruptors to equal in slots one neutron launcher we are comparing to. X branch. Carrier groups that are meant to stick in the back and launch their strike craft while avoiding combat with the ship itself. Defines are variables used by the engine. Trademarks belong to their respective owners. #1. #4. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. They're only really usable as corvette killers, but if your corvettes have higher hulls, and give your corvettes autocanons, and/or guided weapons you'll melt them. More. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible) to compete effectively against your enemy. They are,. * is suboptimal, to say the least. Allied destroyers would take. 99. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. I like to mix carrier ships and pure broadside battleships 1:1. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. 1. 800 systems, 8-14 other empires, 2-5 fallen empires, 1-2 marauders and only one guarantied habitable world has been my go too since around the new pop based economy system came out, while I wish I could make the empire range a bit smaller I like not being able to know exactly how many there are and with the large galaxy size generally there is. (Too many ruins. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). A medium shield provides twice as much shield power than a small shield. Being interested in both sci-fi and strategy games, I’ve always wanted to reshape the galaxy. #10. Corvettes are the bread and butter of your fleet for a long time. Max FE's. Artillery AI rounds this out. Having all high-trade planets in range of your capital station keeps piracy risk very low. There are two subspecies, the northern race (B. Citadels should have all their medium weapons slots replaced with large weapon slots It would actually make them useful and worth building since they wouldn't crumble to a mid-sized late game fleet. Sabaithal Dec 17, 2018 @ 1:39pm. If you have the ship designer, the combat computer. The only exception is Carrier-type computers, where Sapient is better. 99. The weapons should auto-upgrade, and the starbase always goes for mixed weapon types. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. They will shoot as soon as they can. Small are almost always better since 2 small have the same DPS as 1 medium and so on however since the way focus fire and evade work the small's do better. 8 “Gemini” here! The galactic council is vast and full of personality! Galactic Paragons expands the Council mechanic, allows leaders you command to amplify your empire's vision, adds additional civics, and much more. Line will stay at a range all your weapons hit I believe line is median range, so if you line up all your weapons by range, it will pick the optimal range of the middle one. Although I could probably enjoy it a little more if I could unhook myself from ultimatech blink drives. single core clock speed is everything for Stellaris and I would say 4. Short range - Projectile weapons (or what is the name?) I assume projectile weapons wins as they could shoot missiles down at close range acting as point defence. The "specialized bases" setup is much better than going half-and-half, because a base with 1 defense module protects at most 3 systems of a trade route, one with 3, 7, one with 6, 13!I've seen some posts on Reddit saying it's "median range", but is there proof of this? Anmelden Shop Startseite Entdeckungsliste Wunschliste Punkteshop Neuigkeiten StatistikenFor the XL slot using anything other then focus arc emitter is dumb. ago. Dec 30, 2010 3. Specifically I'm wondering if the picket computer results in the ship staying at a medium range and as such, the short range of the disruptor/autocannon will not engage? I'm throwing in all missiles destroyers on the back line with artillery computer - hopefully this will break down their armour enough for the autocannon/disruptor to do their. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. I've seen some posts on Reddit saying it's "median range", but is there proof of this?800 stars, 4 arms, 8 ai empire, 2 marauder, with primitve galaxy mod, a mod that multiply the number of pre ftl species. A radius around the center point of the fleet representing the maximum range of the longest range weapons really wouldn't be that complicated. Flagella can still be useful even when Tier 2 strikecraft have been researched (i. Just the latest updates can be seen below: V2. TL;DR for my present settings because I apparently write essays for posts, explanations below - 1k Stars, Spiral 4 Arms, 7-15 AI Empires, Randomized, 2-5 Advanced AI Starts, Randomized, 2-5 Fallen Empires, Randomized, 1-3 Marauder Empires, Randomized, . It’s fine if you want to spam corvettes and battleships, but there is more than one way to skin a cat and in Stellaris, there is more than one way to win a battle. . there was a fortress habitat of medium strength in the system, it shouldn't have stopped them for more than a year,. [diplo] [id] reverse_diplo action_invite_to_federation 01. Full-Random # Raiders. And how that affects combat. Astronomers began to categorise stars, based on their mass and temperature, hundreds of years ago. So the min range on flak artillery is 40. So if you have 110,120,130 it would use the 120, as 120 is the median. You have to built easily-destroyed platforms to get larger weapons, but no XL options for bases that I'm aware of. This page was last edited on 18 April 2022, at 03:36. This way, it can provide access to a vast amount of biochemical, metabolic, and pharmacokinetic information that is inaccessible via traditional methods. Right now, Stellaris combat only understands range as being allowed to shoot or not. As a result I would only use them when building a task. Tier 3 strikecraft are definitively better though, for all. Especially, if your enemy only brings small & medium weapons, which have even less range. it stays at a long range making small ships and Strike Craft hike several. The game files just say "median" where other computers are "min" and "max", but it isn't obvious what the median between a 0-40 gun and a 45-100 gun would be, and there's no way to know which range a ship is at in game. run. ago. even on the autocannon's worst target it has 40% the effectiveness of plasma. Aerolfos Corporal. Apr 25, 2022. - High damage modifiers result in extreme damage output. I think their main use is to rush Fallen Empires by baiting them first, then waiting for their fleets to arrive while all your fleets filled with short-range Disruptors idle right at the Hyperlane entry point. So now I'm wondering how much is range to solar system?This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have. Sector size strategy. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. It will see use throughout the entire game. Use medium galaxy, with 0. the unbidden on 5x crisis strength because they refused to leave the portal system.