... IIRC the zap guns (1-X damage 100% pen weapons like Arc Emitter and the wiggly boi whatever it's called) are the best for every situation, but I don't like the randomness in them. All point-defense weapons use Point-Defense slot. Jul 15, 2019 @ 4:51am Originally posted by Meewec: depends … Furthermore, an object needs to be surveyed only once and any future hidden resources (such as strategic resources) will be automatically revealed once the requisite technology is researched. The ship will stay at extreme (150) range and fire its long-range weapons on the target. Essentially a hybrid between lasers and plasma launchers, they are extremely effective against armor and very effective against hull but are very ineffective against shields. Some weapons are better, or worse, than others at depleting Shields and/or Armor, and some weapons deplete Hull Points directly. The Colossus is a colossal ship that has a single weapon slot which can be equipped with a weapon of mass destruction capable of affecting an entire planet. Each fleet is shown on the screen with a strength number. Each ship takes twice as much time to be built compared to the previous one in the category. The evasion rate is capped at 90%. Large weapons with high damage are needed for dealing with ships that have such high durability. The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer. Tracking will cancel out some or all of the defender's evasion, and the actual chance to hit is the attacker's accuracy minus the defender's remaining evasion, if any. At the top of the results sub-screen is a bar measuring the approximate strength of the opposing sides in combat. Made it cost 25k minerals to build one, but give us 18 weapons slots to fill as we please most (two or three should be large titan weapons). So take some of this with a grain of salt and make your own interpretations as the juggernaut has also been added but is missing for obvious reasons, which can be applicable to other things as well, This thread hasn't been updated for a year and a half. It's awesome, but are there any other forms of titan weapons? They are very effective against armor. These projectile launchers use various systems of electromagnets to accelerate and fire solid armor-piercing projectiles towards targets at high speeds. Disruptors, Cloud Lightning and Arc Emitters belong to this category. When ordering the construction of a colony ship, the player is given the option of choosing the species of the pop that is to be sent to the new colony, inheriting all of its traits and ethics. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Force Disparity scales linearly with the fleet size difference, so, for example, a ship force that is engaging a hostile ship force twice as big will gain a 50% bonus to its firing speed, representing the fact that the smaller force has an easier time maneuvering and targeting the larger enemy force. The technology required to build them can be accessed by taking the Colossus Project ascension perk. Doom stacks are gone, instead , each admiral can command a limited amount of ships. There is a 1% chance for each ship to be destroyed when retreating. Evasion is primarily based on hull type and is a defining feature of the Corvette, Destroyer, Transport and similar small ships. Third titan is being built. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. Accuracy is the percentage chance to hit a target with no evasion. Each empire can build a Titan for each 200 Naval Capacity, up to a maximum of 20 Titans at 3800 naval capacity. If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator. These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systems through sheer numbers. These weapons fire projectiles consisting of a rocket carrying an explosive energy payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. Range: The maximum effective firing distance of the weapon. Going beyond this limit will increase ship maintenance costs by a percentage equal to the overcame value. They ignore 66% of the target's armor points, allowing them to deal damage directly to the hull, albeit with a 33% damage reduction. When being attacked, Shields will absorb damage first. An Empire that owns a Colossus gains the ability to declare Total Wars on other Empires. Once crewed, the Science ship can conduct a survey of individual objects within a system. Fanatic Materialist. System: Max systems, line computer, afterburners, and auxiliary fire control. The Juggernaut is a colossal ship which can construct, repair and upgrade ships the same way a Starbase can. 26/11/2016 - The cost of mounting these weapons has been doubled due to inflation. Accuracy comes primarily from the weapon stats. All of them share the same stats, being good at destroying targets with low evasion. Can be test fired on uninhabited planets. Tracking comes primarily from the weapon stats as well. The fleet will go "missing in action" upon a retreat for a number of months, depending on how far the ship was from its home starbase. Military ships are classified by their hull size, which influences their combat stats, cost, available sections and components and Command Point cost. Based on Society technology, an empire can breed Space Amoebae and use its Flagella as strike craft. Each ship size has two technologies that increase its hull points and (up to battleships) one technology that decreases its build cost and increases its build speed. This is a rough guide to a fleet's prowess, but cannot be understood as an absolute determinant in how combat will play out. However, they also have low damage and therefore struggle to deal with larger ships such like Cruisers and Battleships due to them having very high shield/armor/hull values, allowing them to absorb shots from small weapons without much difficulty. NOTE: titanic weapons are neither energy- nor kinetic-based, so they will not benefit from repeatable technologies. Kinetic Launchers are a bigger, slower-firing version of the Mass Driver that is capable of launching very big and very powerful solid projectiles over extreme distances with a large degree of accuracy. Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet on their own) or which ships they target. The chance for ships to disengage can also be affected by the following modifiers: As an example, if a battleship with 1300 of 3000 hull points left took a 300 damage hit while under the influnce of an admiral with the Erudite trait (+10%) and a hostile Subspace Snare titan aura (-20%) while outside of friendly space: The battleship would have a 16.875% chance to disengage after the hit. Each Shipyard module can construct one ship at a time. Mining Lasers, Launchers and Matter Disintegrators belong to this category. Question. Accuracy is capped at 100. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Weapons with higher tracking, such as small weapons or missiles, are needed when engaging ships with high evasion, such as Corvettes. As ships partake in battle they will increase their rank. A scaled-up version of the Cloud Lightning, itself a scaled up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. Based on Society technology, these cloned and miniaturized Prethoryn specimen can be controlled and used as strike craft. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Their main advantage is their high rate of fire and excellent tracking, but their design limits them to only small slots and they are nigh-useless against armored targets. At least some were last verified for, https://stellaris.paradoxwikis.com/index.php?title=Weapon_components&oldid=51236.