They're deployed when the fleet enters combat, at whatever range that happens to be. You can mix them with Tier 2 strikecraft on carriers, or even favor Tier 1 strikecraft (fighters) for escort ships, instead. medium = you have been there and know the planet types etc. While i know the 100 is long range for sure i'm just not sure if 75 falls under medium or barley long. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. If the enemy ship moves closer than half of the ship's preferred attack range and the maintain distance combat behavior is active, then the ship will try to use a "back off" maneuver to return to its preferred attack range . Mining lasers are now classified as Brawling weapons. Tall empires tend to be smaller, while wide empires (the opposite) tend to be larger. 99 DPS. Thread starter Altruist; Start date Mar 25, 2023;. Lets break down every weapon available in Stellaris. Missile Screening corvette, with large magazine (M weapon) for escort swarm missiles. 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. Can range from 0 to all of the AI empires. It would seem that there are five total levels of cloaking strength: 0 (non-existent), 1 (very low), 2 (low), 3 (medium), 4 (high), and 5 (very high). Larger one have bigger range, but less accuracy. Stars are grouped into 7 main categories (also called, classes). £18. 02 DPS to be fair. ago. Put a single Medium void beam on each ship in a fleet of battleships, and fill the other slots with anti-armor/anti-hull, and you just stomp. A place to share content, ask questions and/or. 1. Since this effectively compounds the scaling, 25x crisis setting isn't 25x harder than 1x on the. Whirlwind missiles have 30 tracking, which is extremely high for an artillery range weapon, and enough to perform reasonably well against high evasion ships once you add the. ago. Defense Platforms are effectively Destroyers with one additional Medium slot and bonus weapon range, but without engines, evasion, admiral and ability to retreat. You will be in one corner and probably never go to the other side until very late in the game. they look good on paper, but in practice they really aren't that great. Oct 27, 2021. Also: for those empires which dont care about subspace: t4 hyperlane drive shredder: can tear a new temporary path between systems which will collapse after. - Galleon : An inexpensive battleship-class warship capable of various types of combat. 5 or even better 0. Stellaris Combat: List your tactics. Always ensure you have more long range weapons than short range weapons on any ship that's supposed to stay away from the enemy. Runs the specified file with list of commands. For the Gunship stern a medium Gauss Cannon could be used, again it really depends on what’s needed. Paradox has deployed Stellaris update 8. Max empires with the range box checked (20 to 28 or whatever it is). These were created by astronomer Annie Jump Cannon. 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. 2. None of their ship ever produce debris and their ship configuration is quite deadly. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. 1 Laser 2. Lasers (UV Phasers): My favorite weapon type and what my frontline ships use exclusively. ) 1x Gateways. Simply due to fact that WORLDS become an actual rarity. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. 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 computers don't help Strike Craft much -- they already have maximum accuracy, so more accuracy has no effect. Range only controls whether a weapon is able to fire or not. A starbase can also help you repair ships, inhibit enemy FTL travel, and defend your system. (Note: patch 3. What this means is that each missile has a 'retargeting range', and if their original target dies, they. Legacy Wikis. Carrier groups that are meant to stick in the back and launch their strike craft while avoiding combat with the ship itself. The earpieces have a moderate to deep insertion depth. Its enormous sandbox is full of exploration opportunities. Complex77 • Maintenance Drone • 4 yr. Apparently it means the median range of all of your weapons. If it has point defence, missiles or medium slots used to fend off enemy small ships, you want it at medium distance so it remains out of the scrum and in the way of incoming missile salvos or fighters, intercepting them and keeping. Max FE's. If you like this project, you can help us to improve it . I not only want to talk about some of the changes they made but also want to suggest potential new ones that. I also find that going past around 20 normal empires means some FE empires stop spawning because of lack of room. Space is lovely, dark and deep, but it has secrets it wants to keep. 2. I play both 4-arm Spiral and elliptical. #9. In general, Medium is twice as 'good' as small, and large is twice as 'good' as medium. Aliens will fly at you, and walls of kinetics will eventually land/overwhelm PD. 10] This mod aims to guide the AI empires to design its ship designs more effectively and adds a few ship sections I felt were lacking. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 1 Anti-Armor 2. 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. Only by about . However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. 2. ago. So all other planets in range are automatically belonging to the new sector. Showing 1 - 2 of 2 comments. Small and tiny galaxies can only be 2 Arm Spirals, Barred Spirals, Elliptical, and Ring shapes. Small stormfire autocannon- 19. Fallen Empires – The max number of Fallen Empires that can. Sometimes 2 arm or elliptical. Engagement range can be tricky. All rights reserved. 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. Use whatever you have the most tech in. s. When I set corvettes to Picket (30 distance) and select weapons with a range of 30 they still do not fire at a stationary. With energy weapons. Stellaris. Plasma melts armor and flak does its job extremely well. So if you have 110,120,130 it would use the 120, as 120 is the median. plasma meanwhile has 5% of the effectiveness of. Whirlwind missiles have 30 tracking, which is extremely high for an artillery range weapon, and enough to perform reasonably well against high evasion ships once you. There is the free migration treaty one at medium centralization, but that. An average upkeep cost for a Stellaris destroyer with a flak battery, 3 small shields, 3 small Nano-composite armor, and 4 small mass drivers would cost 1. 5 damage once you account for accuracy. exe file into your Stellaris Documents Directory. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. 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. There are some exceptions to this, but that is the basic. Among the changes with this update are six new galaxy shapes to mix up the pattern of your interstellar empires a. I've seen some posts on Reddit saying it's "median range", but is there proof of this? Iniciar sesión Tienda Inicio Lista de descubrimientos Lista de deseados Tienda de puntos Noticias EstadísticasI've seen some posts on Reddit saying it's "median range", but is there proof of this? Iniciar sesión Tienda Inicio Lista de descubrimientos Lista de deseados Tienda de puntos Noticias EstadísticasBeginner's guide to Stellaris. component_template – #Components. Normally a L slot does more than twice the DPS of the equivalent M, not less, so this is a pretty decent reason to use MPDs if you're going for penetrating weapons. 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 plasma/medium disruptors/small mass drivers 50 13. 9. A pair of cruisers can be more survivable than a single battleship, and may end up outperforming an Arc BB if kitted right. Use them in the interceptor role until battleships then switch to high end missiles. 10 shorter range, higher firering rate, but lower damage, higher acc. But baseline, a Disruptor has less than half the average damage output of any other equivalent weapon. This thread is archived New comments cannot be posted and votes cannot be cast 8 4 Minimum range means, that ships cannot fire too close with certain weapons. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. Star Trek: Infinite, a new Stellaris-like game project, on which Stellaris players may feel interested. m4potofu • 4 yr. 99. Pace of colony ship production is more like 1 per decade throughout. 3. Trademarks belong to their respective owners. With me and all five FEs, that puts the total at an even 20 empires. So does trade protection. Today we'll be talking about some changes to ship balance, components and behaviour coming in the 1. Content is available under Attribution-ShareAlike 3. Aim for 100k to 200k total fleet power. As always, this has been a look at how Strike Craft might more realistically be shown in Stellaris. 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. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Industrial priority - the sector focuses on the production of minerals. ago. Jump to latest Follow Reply. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. They both have the same range. generally BB are best. Stellaris Dev Diary #312 - 3. Gratak Field Marshal. While my computer can handle medium+ just fine, I prefer a smaller / crowded galaxy because it makes each system feel significant. 2023-10-12. I like to mix carrier ships and pure broadside battleships 1:1. Whirlwind missiles have 120 range with no minimum range, putting them in the same bracket as dedicated artillery, without the weakness to faster ships that close the gap. Moscow, Russia. Tracking counters any evasion the target may have (so tracking does nothing on. I get that sectors can have different specializations, but you could still rule the whole galaxy with just 3-4 sectors. The medium slot/carrier cruiser works really well for example. To learn more about other systems, an empire will need to send their science ships out to survey them. Ship strategies both more advanced and more flexible than what Stellaris ship computers offer. -Largest galaxy (more exploration, more stuff going on) -Max amount of FE. 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. So the min range on flak artillery is 40. Some immobile variants, like those housed within defense towers of the city of Iziz, were used on the ground. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. Now while checkposts are the most common method to expand borders in Stellaris during the early stages, you can expand via conquering other rival territories if you have established a decent empire. Either than that, just stick to medium/small combos for your Cruisers and send them in for close combat. single core clock speed is everything for Stellaris and I would say 4. The earpieces have a moderate to deep insertion depth. 25 habitable planets. They can help you out against some special factions that use a lot of Shields and Armor. Namely, I've got Terminal Egress and made it bastion with Ion cannons. 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. Report. Tier 3 strikecraft are definitively better though, for all. A) Small-Medium size Corvette swarms (or Destroyers with Neutron Launchers if you can get Evasion to reach 80%) can be a useful auxiliary fleet for other tasks, such as hit-and-run against weakly defended sectors. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. Enemies will have to break. By Obsidian Shadow. ago. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 4 arm and ring often end up. The Stellaris 3. Remember that you can redirect routes for better coverage. Having all high-trade planets in range of your capital station keeps piracy risk very low. It will see use throughout the entire game. 4 S is equal to 2 M is equal to 1 L, Small, Medium, Large. Flak and point defense have a range and will target within that radius. -Tech cost 1-2-3x. All previous updates can be seen in the change notes tab. Defines are static and global: they apply to the whole game and cannot be changed dynamically. Also the trade pick up range of starbases travels through gateways. Use medium galaxy, with 0. 2: when do ships fire/launch strike craft. 00. . This mod adds a huge layer of difficulty compared to a normal Stellaris playthrough, making it so you can only expand in one direction - a single line circumventing the entire galaxy. Being able to dump new colonies into a sector and let your governors take care of it is a good system,. Destroyers are corvette killers in the early game. 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. Shields- 1. Login Store Community Support. [diplo] [id] reverse_diplo action_invite_to_federation 01. ' I was thinking this would mean, whatever the longest range weapon the ship had, that's the range it would close to and attack from there, trying to keep that distance. Hangars are the only way to go on defense platforms, and a mere 10% extra range and tracking isn't going to change that. Disruptors are mostly niche. The Stellaris wiki has a (hard to read) graph about how much capacity you need for max growth, but the basic rule of thumb. 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. Stellaris - 3. Yes. Ascension Path Rework In 3. 3. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. 4 S is equal to 2 M is equal to 1 L, Small, Medium, Large. Stellaris. The picket computer says: "The ship will advance to medium range and attempt to intercept incoming enemies. . Enable it on mouse over. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. £41. 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. A medium shield provides twice as much shield power than a small shield. IMO it's the best anti-shield weapon in the entire game. 0x but each planet (and moons, separately) have a wider range of sizes (as low as 5, as high as 25) so the average natural colony size is smaller (also tweaked a few other things like available districts per planet size). ago. 2 colonies per decade is a good early game pace, though you're slower than that at first. When I set corvettes to Picket (30 distance) and select weapons with a range of 30 they still do not fire at a stationary. Hello everyone and welcome to another Stellaris dev diary. 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. Never ring. Nightmyre Sep 26, 2019 @ 5:30am. Small galaxies can also be 3 Arm Spirals. ago. Recent Reviews:In stellaris 2. Flak is great. Medium: 600 18 3 2 Large: 800 24 4 3 Huge: 1000 30 5 3 Game Details [edit source] Hyperlane Density 0. Short range weapons in long range fleet. All rights reserved. FE/AE and the Contingency are the best examples for this. Kinetic Artillery has a range of 120. So the min range on flak artillery is 40. The. Lahm0123 • Arcology Project • 9 mo. DeanTheDull Necrophage • 2 yr. In the beginning of the game it can be okay, because its before you get the "add x hull points to corvettes", and the tracking is really high. the only penalty you have with smaller weapons is range however with the ship ai just rushing this is not a large problem. Use swarm computer and Afterburner. 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. Image contrast in CRS is provided by the characteristic, intrinsic. 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. Keep the rest of the settings at default. 37 per month. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible) to compete effectively against your enemy. Strike craft can also do a lot to them due their tracking and frigates lacking PD. r/Stellaris. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. That would be an obvious negative. The problem is that their range sucks. Use medium galaxy, with 0. This guide was made for basic Stellaris Version Adams 1. #1. One H, Hangar slot, is equal to one L slot. May 28, 2020. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. 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. Autocannons are "melee" weapons, especially well suited against smaller enemies -- less delay when switching enemies. All trademarks are property of their respective owners in the US and other countries. 46 Badges. 4 New Special Ships - Broadsider : A battleship armed with many medium-caliber guns. They will shoot as soon as they can. DPS. Right now, Stellaris combat only understands range as being allowed to shoot or not. Question about combat ranges. Strike Craft Diversity adds 18 new components, 3 new technologies, 2 new ship sections, a new admiral trait, and a ton of improvements to Strike Craft in Stellaris. The term naked corvette refers to using a basic corvette hull fitted with only basic, starting weaponry, eschewing shields, armor and more advanced technology. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Each new adventure holds almost limitless possibilities. 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. This is. Updated for Stellaris 3. This median, min, max behaviovor already existed at launch of stellaris but the code was never used after release because it just does not work. Part of the advantage of Carrier computers is that they extend engagement range. I do 1000 star maps usually, 14-19 empires (usually an odd number so that plus me its even. Galactic Paragons is available now! You can check out the full list of patch notes from Galactic Paragons and 3. 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. What 'good' means depends on the type of component. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. What on Sol III is "medium range"!? All other combat computers make sense to me except for Picket and Line. 1. Stellaris Juggernaut. When you get battleships transition to. I've tested it, and only megacannons beat them in terms of raw shield killing. A Federation is a supranational union of two or more spacefaring empires who sacrifice variable amounts of economic and political autonomy in exchange for unique mutual benefits. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. they have decent dps. com Medium Galaxy size [ edit | edit source ] In addition to the galaxy shape, the size of the galaxy can also be chosen at the beginning of the game, ranging from 200 to 1000 stars. Without this mod a 7500 star galaxy would be pretty much unplayable. 113. The Hegemon is easily the best Origin in Stellaris, and with good reason. This article is about the game expansion. Space is lovely, dark and deep, but it has secrets it wants to keep. When no enemy in desired range, then the ships will attempt to gain range. These strike with one or more fleets, each one in range 30k 40k. If I choose Artillery mode The ship will hold a 80 range distance. Northernwwater. 5 damage) is doing nearly double the average damage on that opening salvo than the tier 5 S-slot. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). 2. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. May 27, 2014 5. The item is considered to be 'meta' in a broad range of playstyles, or simply just has huge bonuses that can easily be exploited for great gain in general play. 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. Hull- 9. ago. 'median', I'm not sure if the statistical definition of median applies here, I haven't scrutinized to that much detail. . that is a 325% difference in base DPS before adjusting for modifiers. They have the most L and Specialized weapons slots and, with an artillery battle computer, can conduct combat from a safe distance, inflicting heavy losses on an enemy fleet while staying out of range of most of their weapons. Terms of use for Paradox AccountThe Eurasian bittern or great bittern (Botaurus stellaris) is a wading bird in the bittern subfamily (Botaurinae) of the heron family Ardeidae. TheWolfwiththeDragon • • 6 yr. But it also penetrates armor by 50%. Small or medium is certainly big enough for the first few games. The "Silent, Casual" players should have bonuses, they're not expected to be playing Ensign or scaling Commodore. ; About Stellaris Wiki; Mobile viewAbout this site. Swarm and Torpedo (New!) computers will charge in, Picket and Line will attempt to stay at the range of your median range weapons, and Artillery and Carrier computers will now attempt. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. . Once you get to cruisers, fighters beat out autocannons. A falconer holding a Steller's sea eagle in England. I sneak in an ecumenopolis or 3 for even more alloys, maybe 5 if I get a load of mining world. 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. 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 be stirred from their centuries long indolence. Artillery: The ship will stay at long range, firing its longest range weapons on the target. KiM! Jul 6, 2016. They aren't as cheap or disposable as frigates but last quite a bit longer. 2 million 45 seconds of light travel distance Lightning/ med lasers. Dec 30, 2010 3. Add a Comment. Ravenwing14 • 6 yr. More empires makes for more crowded games with a lot going on, but reduces early exploration and landgrabbing opportunities. . Above settings are a real challange, all empires are hard but agressive empires are really quite difficult. 2. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. So if you have 110,120,130 it would use the 120, as 120 is the median. Compare EU4 or CK2 to Stellaris. This article is for the console version of Stellaris only. Jump to latest Follow Reply. Embarrassingly, I'm still a hefty novice when it comes to ship design. Advances in sensor technology can reduce the information lag, depending on how fast each medium propagates over distance, with Tachyon sensors providing at least real-time (if not predictive) information. Per page: 15 30 50. Warfare in Stellaris: Space Engagements. 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. Added Medium and Large Autocannons. With the target uplink, the torpedos have nearly the. 1. Concussion Missile ( Small ) Yeah, the Tracking and Range does nothing for Strike Craft. Just small slots though, the medium lasers can't compete with plasma. For Destroyers, Medium Weaponry works best. Astronomers began to categorise stars, based on their mass and temperature, hundreds of years ago. I can take out almost any number of corvettes, as added range and 90% armor makes them nearly impervious to covervette small short range weapons (also matters fleet size, the larger the fleet the more telling the BB firepower,. This page was last edited on 18 April 2022, at 03:36. Large amounts of minerals are needed for each activity related to the development of infrastructure and army so you will want to have a sizable surplus at any time. section_template – #Ship Sections. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 4 arm Spiral. bombers), because they do a lot of damage, even if slower, less evasive, etc. 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. also remember lanchester's laws. Mid range support set to line with mid range weapons, then front line support with lots of small weapons (for taking out corvettes/bombers). 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. 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. 24 , 24. Flagella can still be useful even when Tier 2 strikecraft have been researched (i. 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). However, 10% Range and Tracking bonus on the Neutron Launcher and Kinetic Artillery aren't enough to make them close the gap. A small weapon with acc 85% and dam 10 actually does 8. Definitely helps quite a bit, also avoid playing on anything above medium galaxy size. That makes 6 attacks at 40 mean hull damage, or a cumulative chance of 14%. 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. 7%. One weapon has a range of 75 other is 100. View desktop website. It's more than sufficient against the AI regardless of what they're using. What ‘good’ means depends on the type of component.