There's a full text about the new system here: īut the essence is this: You make a system yours by building an outpost. It's a shame too, because the few moments it worked were the most fun I've had in Stellaris since launch. I don't know which of these bugs are caused by multiplayer and which are just in the game, but the issues are so bad it honestly feels like Paradox didn't actually play 2.0 before releasing it. Disconnecting and reconnecting solved some of these issues sometimes (not always) but when one of us did it, he came back to find half of his systems occupied by a federation he wasn't at war with when he left (no time had passed in game). I couldn't choose research, another player couldn't assign scientists, another couldn't build defense platforms, and admirals kept randomly leaving fleets.The fleet management system is glitchy all around I had one fleet that couldn't be merged, altered, disbanded or moved. As the game goes on various buttons gradually stop working. I've only played multiplayer so far and it's nigh unplayable for anybody but the host. (And on the other hand, if they have swarms of high evasion corvettes/destroyers with L-class weapons trashing your battleships, then you really want to have something dedicated to taking them out.) If your enemy has relatively few corvettes (and they're not that threatening), being able to do more damage to their cruisers is worth the extra misses when you're hitting corvettes. Medium weapons in general might only have a ~40% (say) hit chance against corvettes, but that's still enough to do reasonable damage to them. And don't overlook the big picture, either. A destroyer with +40% tracking and a computer can quite consistently hit corvettes with medium weapons. Unsurprisingly, smaller weapons for smaller hulls.īut - don't overlook the benefits you can get with role computers and auxiliary fire controls. So, the short answer is to use weapons that have enough tracking to hit the expected evasion of the various hulls.
(And Evasion in turn is subtracted from Accuracy to determine the actual chance to hit.)
In one respect it's simple: Tracking simply reduces the enemy's Evasion.
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