Stellaris was released on the 9th of May, 2016. Seven months later we have patch 1.41, but for the eternity of this time the explosive weapons line and the small craft line have been unusable, or to use a milder tone underperforming. First it was the PD accuracy bug, then came the range doubling and finally the 1.3 debacle. Here is the list of problems that currently needs to be adressed.
Problems:
First of all let me say that using Torpedos and Small Craft without missles against even the smallest amount of PD will end in disaster.
Post-rework Space Torpedos are actually decent. It's what missiles should have been. Energy Torpedos and Small craft, however, suck.
Energy Torpedos targetting code doesn't mesh well with the rest of the targetting code. ET like to strip the target of shields, however, the rest of the fleet is only shooting at several ships at once. Having many ET in your fleet makes them "ping" every enemy ship to strip it of shields, then immidately start regenerating. Non-ET weapons meanwhile focus fire your ships and actually kill them.
Small Craft promise some high damage numbers, which they don't actually deliver. Bomber shield penetration only plays nice with Space Torpedos, using mixed fleets with bombers and other weapons means bombers target the hull, while other weapons try to strip the shield. Shield usually drops faster then the hull, meaning Bomber shield penetration does nothing. Bombers and torpedos also underperform against targets that are close to the armor cap compared to Plasma.
Missiles and multiplayer
Missiles are utterly unusable against human opponents, because stacking PD hardcounters them. Currently missiles have so many problems that building PD is not even needed. However, any fleet trying to use Torpedos/Small Craft against a human opponent will see heavily stacked PD and will be completely annihilated with minimal losses for the PD fleet.
PD weapons are really cheap to swap designs. Trying to hardcounter Shields/Armor to counter Energy/Kinetics means swapping utility modules on all of your ships, which is expensive.
And finally, an illustrative examples of how horrible missiles are -> http://forum.paradoxplaza.com/forum...g-missile-weapons.989777/page-2#post-22225976
Please, if you want to see more ship combat divercity sign/agree with this and hopefully out voices will be heard and 9 months after release we will be actually able to use explosive weapons.
Problems:
- Missiles fly slowly compared to other weapons. With every battles you use a couple of ships of your own before you start to inflict damage yourself. This cripples missiles in the early game when every ship counts.
- Missiles can be hardcountered by PD. No other weapon type has a hardcounter. A single flak cannon can counter 2 missiles weapon slots and still do good damage in the absence of missiles or small craft.
- S, M and L sized missiles have the same hit points. A single P slot can shut down L sized weapon.
- Overkill damage. No other weapon loses damage on overkills!
- Missiles in flight destroyed on host death. No other weapon loses damage in this manner!
- Plain damage without special bonuses. M and L sized wepaons of other types get armor penetration, but not missiles! The only other weapon with plain damage is Autocannon, it has the same tracking as missiles, but nearly twice the damage.
- PD targetting code favors hitting ordinary missiles over Whirlwind missiles. PD appears to ignore whirling missiles due to their high evasion, making them fail in their designated code as PD fire sponge.
- Highest range in the game plus 70 tracking, Only good against corvettes in the very late game when evasion is stacked. Range is insignificant since missiles are only good for shooting at corvettes which form the first line of ships. Autocannon also provide 70 tracking, but also 75% more damage than missiles.
- Lowest damage of all weapon types. Actually on par with Lasers and higher than Disruptor, but both of these outperform Missles vs Armor/Shield respectively.
- The dubious benefit of using Torpedos and Small Craft. More on these below.
First of all let me say that using Torpedos and Small Craft without missles against even the smallest amount of PD will end in disaster.
Post-rework Space Torpedos are actually decent. It's what missiles should have been. Energy Torpedos and Small craft, however, suck.
Energy Torpedos targetting code doesn't mesh well with the rest of the targetting code. ET like to strip the target of shields, however, the rest of the fleet is only shooting at several ships at once. Having many ET in your fleet makes them "ping" every enemy ship to strip it of shields, then immidately start regenerating. Non-ET weapons meanwhile focus fire your ships and actually kill them.
Small Craft promise some high damage numbers, which they don't actually deliver. Bomber shield penetration only plays nice with Space Torpedos, using mixed fleets with bombers and other weapons means bombers target the hull, while other weapons try to strip the shield. Shield usually drops faster then the hull, meaning Bomber shield penetration does nothing. Bombers and torpedos also underperform against targets that are close to the armor cap compared to Plasma.
Missiles and multiplayer
Missiles are utterly unusable against human opponents, because stacking PD hardcounters them. Currently missiles have so many problems that building PD is not even needed. However, any fleet trying to use Torpedos/Small Craft against a human opponent will see heavily stacked PD and will be completely annihilated with minimal losses for the PD fleet.
PD weapons are really cheap to swap designs. Trying to hardcounter Shields/Armor to counter Energy/Kinetics means swapping utility modules on all of your ships, which is expensive.
And finally, an illustrative examples of how horrible missiles are -> http://forum.paradoxplaza.com/forum...g-missile-weapons.989777/page-2#post-22225976
Please, if you want to see more ship combat divercity sign/agree with this and hopefully out voices will be heard and 9 months after release we will be actually able to use explosive weapons.
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