Results 1,411 to 1,440 of 1496
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2017-08-15, 05:44 PM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
Being completely honest with you, I don't particularly look for a game to challenge me - I look for a game to entertain me. So basically all settings are default. So in all likelyhood I was playing more aggressive than usual.
I still think they were being cheekier than usual.
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2017-08-15, 06:11 PM (ISO 8601)
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- May 2012
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- California
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Re: Stellaris: Paradoxian Space Stategy.
Last edited by Olinser; 2017-08-15 at 06:12 PM.
Artist of my Avatar: http://www.deviantart.com/art/Rakrakrak-272771299ALL HAIL THE GREAT RAK!!
I use the same name in every game I ever play or forum I join (except the pretender on PSN that forced me to be RealOlinser). If you see an Olinser in a game or on a website, there's a high chance it's me, feel free to shoot me a message.
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2017-08-16, 06:20 PM (ISO 8601)
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- Aug 2012
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Re: Stellaris: Paradoxian Space Stategy.
Last edited by BannedInSchool; 2017-08-16 at 06:20 PM.
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2017-08-19, 01:48 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
When picking a new admiral, which skill do you pick over others? (could ask the same for all leaders)
I always go for the +8% firepower - but I always consider Cautious (+10% range) for a long time before sticking with what I know.
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2017-08-19, 02:05 AM (ISO 8601)
- Join Date
- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
Generally for admirals I go:
Unyielding > Aggressive > Cautious > Gale Speed > Trickster
Engineer is sort of OK but hull regen isn't all that tactically useful and with only one significant battle per war it's easy to break damaged ships off for repair.
Logistician is likely to arrive by itself.
Admirals who pick up Scout are in danger of being fired.
For scientists, Industrial (power plants and mines), Voidcraft (new hulls/spaceport levels), Meticulous and Careful (early access to higher level anomalies) are best early. Maniacal and Genius later for all round research.
Don't care about Governor skills. Iron Fist if I'm a slaver I guess. Might change next patch with a core sector governor, early on probably look for Architectural Interest.
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2017-08-19, 02:13 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
I mostly agree on admirals, I guess - at least I consider the same skills useful, though I prioritise slightly differently.
For scientists, I pick Spark of Genius over everything else (except the even better AI Assistant).
For governors, I have two priorities: The research buff (for research planets, duh), or 'who ever survives the longest'.
Oh and ... generals seem to have a much wider range of awesome/useless skills. For instance I've never had even a single planet invasion, so any sort of bonus on defense is just ..... not relevalt =)
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2017-08-19, 04:30 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
The reason to sometimes pick other traits in scientists is that you're more likely to get tech choices of that type if a scientist with that trait is leading that research when it rolls techs.
So having an Industrial researcher makes you more likely to get new mines/power plants, a Voidcraft researcher makes you more likely to get new spaceports and hulls, and a Military Theory researcher will make you more likely to get the fleet cap expansions. (Also Doctrine: Command Matrix, the -5% ship upkeep tech won't roll at all without a Military Theory researcher).
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2017-08-19, 08:26 AM (ISO 8601)
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- Feb 2014
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- Denmark
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2017-08-19, 08:32 AM (ISO 8601)
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- Jul 2012
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Re: Stellaris: Paradoxian Space Stategy.
Weapon tech specialisation isn't a thing as such, all the weapons fall under things like Particles or Computing which have other applications.
I prefer flat research boosts personally since I'd rather have my tech just be higher overall than my competition, but I can see the advantages of loading the tech tree randomness in your favour.Sanity is nice to visit, but I wouldn't want to live there.
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2017-08-19, 09:30 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
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2017-08-19, 10:03 AM (ISO 8601)
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- Jul 2012
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Re: Stellaris: Paradoxian Space Stategy.
Yeah, but if you want to avoid wars then having a higher general tech level contributes to keeping other empires intimidated by you. It's a utility benefit in addition to the actual use of the tech.
The only research branch that really gets clogged with useless junk is engineering because of all the weapon types it has, society stuff is mostly pretty handy and the same is true for physics though it does get a bit of weapon tech clog.Sanity is nice to visit, but I wouldn't want to live there.
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2017-08-19, 10:43 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
Don't think of it as a war, think of it as some planets you didn't know you wanted.
The only research branch that really gets clogged with useless junk is engineering because of all the weapon types it has, society stuff is mostly pretty handy and the same is true for physics though it does get a bit of weapon tech clog.
Ideally you scan some pirate debris to get tier 1 missiles out of the tech draw and you leave them there all game. That stops them from polluting your tech tree with repeatables. Sadly you can't do the same with the strike craft repeatables, so they always start gumming up your draws.
You'll probably have to grind through Autocannon and Flak eventually, but you can keep them around for relatively quick rerolls.
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2017-08-19, 12:17 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- A nice, sparkly place.
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Re: Stellaris: Paradoxian Space Stategy.
I'd like to add my own input in leaders. Given the traits are luck of the draw, if I don't get the ones I want in high priority, my next considering factor is age. Generally younger is better because you keep the higher levels around longer.
Last edited by Silverraptor; 2017-08-19 at 12:17 PM.
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2017-08-19, 04:57 PM (ISO 8601)
- Join Date
- May 2012
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- California
- Gender
Re: Stellaris: Paradoxian Space Stategy.
Artist of my Avatar: http://www.deviantart.com/art/Rakrakrak-272771299ALL HAIL THE GREAT RAK!!
I use the same name in every game I ever play or forum I join (except the pretender on PSN that forced me to be RealOlinser). If you see an Olinser in a game or on a website, there's a high chance it's me, feel free to shoot me a message.
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2017-08-20, 02:09 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
So because of all the hate towards missiles, in my current game I decided to go with .... missiles.
So far they honestly seem perfectly fine, perhaps even outperforming what I've otherwise been using (which has generally been projectile weapons, cause lasers are dumb).
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2017-08-20, 04:26 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
The usefulness of missiles is inversely proportional to the number you have in your fleet. Though they do get a slight late game boost from the interaction of their overkill bug with shield switching. The ship will pick a new target when the shield on the current one goes down but all the missiles that haven't arrived yet keep going for the old one.
That said they have poor anti armour performance so as soon as cruisers arrive plasma is still just better.
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2017-08-20, 08:27 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
Still .... I just killed the enigmatic fortress with 23k battle strength, barely losing a ship.
Different topic, one I'm genuinely confused about:
I never manage to have the most research points on the map. No matter how hard I focus, I just ... always lag behind. So this game, I selected my leaders for this purpose, I bought the boost from the curators, I stacked built science ships to keep in orbit of my best reseach planets - all that jazz.
Now, it's 2350 or there abouts. I'm still nowhere near first in research. But I do have megastructure tech, something I quite simply never managed before (not until after endgame crisis, and then only because I killed a FE first).
Seriously .... is the game trolling me?
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2017-08-20, 09:47 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
Tech isn't about how many tech points you have, it's about the ratio of tech points to population/empire size.
If you want to be captain science, a smallish empire with lots of labs and using strategically placed frontier outposts to grab space research is your way to go.
Good for unity rushing as well. A tech/unity rush empire that blobs hard after a few decades can make for a fun game.
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2017-08-20, 11:14 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
Hmm - I know. Kind of. I don't pay enough attention to detail, but I'm well aware it's not a 1-1 ratio.
However, it seems like it should be one .... or the other. It seems either diminishing returns should mean I can't substantially change when I get Megastructures available - or, when I do substantially change when late game tech becomes available, I should be ahead of the competition.
Now it just feels like there's no winning combo. Anyways, now I'll start building ringworlds - just because I can.
(Actually, right now I have no idea how - all I've done previously is repair broken ones)
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2017-08-20, 11:37 AM (ISO 8601)
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- Apr 2011
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2017-08-20, 02:57 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In your head.
- Gender
Re: Stellaris: Paradoxian Space Stategy.
Alternatively, a big empire with a ton of tech buildings also functions properly.
You need about 20-25% of your building to be tech centered in order to keep up the increasing costs from empire size, but if you can stack it up to 30% or even 40% of your buildings (totally doable) you start seeing a net gain.
Couple that with getting control over a large swat of space to get all them space research points, and it gets good.
And once you megastructures, if you have a mod that allows you to build multiple megas at once, building nexus will ramp you up really good. (if you can only build one at a time though, you might be better spending the competing time on building other stuff, personally I still like nexus even without mods.)
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2017-08-20, 04:02 PM (ISO 8601)
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- May 2012
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- California
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Re: Stellaris: Paradoxian Space Stategy.
In the very early game with just a few ships they're the best weapon because in corvette combat they auto-hit. As soon as you get about 20+ ships they are unquestionably the worst weapon by a huge margin.
Pre-patch they are almost utterly USELESS after you have about 30+ ships because of the ungodly amount of missiles wasted on dead targets. A target will be dead when missiles impact and ships will continue to fire 1-4 more missiles (depending on range) at the same target that all disappear when they die.
Post-patch they're still incredibly weak because the travel time means 'dead' targets still get multiple shots off before missiles hit and the re-target takes time for the missiles to impact, and you still lose a certain amount of missiles.
Both other weapons massively out-perform missiles at any stage except extreme early game.Last edited by Olinser; 2017-08-20 at 04:03 PM.
Artist of my Avatar: http://www.deviantart.com/art/Rakrakrak-272771299ALL HAIL THE GREAT RAK!!
I use the same name in every game I ever play or forum I join (except the pretender on PSN that forced me to be RealOlinser). If you see an Olinser in a game or on a website, there's a high chance it's me, feel free to shoot me a message.
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2017-08-21, 12:55 AM (ISO 8601)
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- Feb 2014
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- Denmark
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2017-08-21, 02:51 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
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Re: Stellaris: Paradoxian Space Stategy.
I think missiles *are* fine, so long as you're not min-maxing everything. Yes, there are reasons why they're generally not as good a choice as the other weapon types (unless you're facing the Unbidden, in which case they rock), but they still *work* against the AI. Against human opponents, probably not so much.
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2017-08-21, 08:22 AM (ISO 8601)
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- Feb 2014
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- Denmark
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2017-08-21, 12:21 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In your head.
- Gender
Re: Stellaris: Paradoxian Space Stategy.
Stellaris is far too long for multiplayer to be enjoyable anyways.
And Olinser, how I wish I had your divination abilities to know if the post-patch missiles would be good or not on a patch that literally CHANGES THE RULES OF HOW MISSILES AND TARGETING EVEN WORKS.
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2017-08-21, 07:00 PM (ISO 8601)
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- May 2012
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- California
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Re: Stellaris: Paradoxian Space Stategy.
Artist of my Avatar: http://www.deviantart.com/art/Rakrakrak-272771299ALL HAIL THE GREAT RAK!!
I use the same name in every game I ever play or forum I join (except the pretender on PSN that forced me to be RealOlinser). If you see an Olinser in a game or on a website, there's a high chance it's me, feel free to shoot me a message.
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2017-08-21, 10:08 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In your head.
- Gender
Re: Stellaris: Paradoxian Space Stategy.
The only thing out there is component costs, who were stated in a dev diary.
Just how the re-targeting algorithm works, or how missile chance at acquiring new targets is calculated nobody knows, they never said.
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2017-08-22, 06:38 AM (ISO 8601)
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- Apr 2011
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Re: Stellaris: Paradoxian Space Stategy.
The numbers aren't all available and if they've showed up in a stream they may not be final, but we do know that the new targeting has a significantly higher bias to keep same target, and that missiles will fly faster and can choose a new target if their current one dies, but that they have a limited range for doing so which increases with the tech level of missiles (tier 1 is range 10).
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2017-08-22, 10:12 AM (ISO 8601)
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- Feb 2014
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- Denmark
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Re: Stellaris: Paradoxian Space Stategy.
I'll say this against the current generation of missiles: Holy junk I can have a lot of damage travelling towards the enemy - while their lasers strike at the speed of light. Honestly, I feel a deep pain in my soul when I gaze upon it. But otherwise I just carved an enemy fleet neatly asunder (honestly, it was rather a mess), losing only a few % of my own. And these were a strong, late-game, built-up empire.
They even had the god damned nerve to declare on me. Pffft ... really?! =)