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Stellaris ships
Stellaris ships







stellaris ships

Because energy weapons are both anti-hull and anti-armor, and will target non-shielded ships if able, it can be advantageous to have a bias of more energy weapons than anti-shield weapons over your fleet of ships. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.Įnergy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Note that Menacing ships unlocked by Becoming the Crisis do not pay component special resource costs due to their mineral cost dynamic.īased on Physics technology, energy weapons use energy-based attacks and are generally effective against armor and hull but ineffective against shields.

stellaris ships

Archaeotech weapons can thus be powerful, but limited due to expense of Minor Artifact cost. All Archaeotech weapons receive +33% weapon damage with the Archaeo-Engineering Ascension perk, and +15% weapon damage with the Rubricator relic, which makes them close to Tier 5 weapons in power. Archaeotech weapons are generally slightly stronger than Tier 3 equivalent weapons, but with special mechanical rules or modifiers that make them better or worse in different situations.

#STELLARIS SHIPS PATCH#

Volatile Motes: Kinetic Weapons, Explosive Weapons, ArmorĪrchaeotech Weapons: As of Patch 3.7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree.Rare Crystals: Energy Weapons, Sensor Range.Weapon and defense types to resource include: Lithoid Empires can begin the game with access to any one strategic resource on the Market via their Silicate traits, while normal organics can only have access to Exotic Gas via the Inorganic Breath trait as part of the Toxoids DLC. Strategic Resources can thus increase the effective damage of key weapons in the early game for a decisive edge in key battles. Strategic Resource Edicts: Strategic Resources enable Strategic Resource Edicts, which include military edicts that can boost weapon or defense systems. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, evasive ships. As a rule of thumb, larger sizes usually have lower tracking, but greater weapons range, damage per hit and damage per day, while smaller sizes conversely have higher tracking but lesser weapons range and damage output. Damage modifiers: How effective the weapon is against a given type of defense.Average Damage: How much damage the weapon will deal per in-game day, assuming the target has no evasion.A target must be within this firing range in order for a weapon to be able to engage it. Range: The maximum and minimum distance the weapon can be used at.If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. Tracking: How much of the target's evasion the weapon will ignore when firing at its target.Certain weapons are easier to aim than others. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion.Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again.Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency.Type: What category of weapons this particular weapon belongs to.Power Usage: How much power the weapon will consume when installed.Cost: How many resources the weapon requires in order to be built and operated.In-game, a weapon has the following stats: 4.2 Ancient Nano-Missile Cloud Launcher.









Stellaris ships