NOTE: The Mechanics Explained in the video is somewhat Bugged currently(at the time of upload), firing arcs currently don't work properly on anything aside from X and T slots Video Showing the "Bug": ruclips.net/video/A9hLMfJGQjM/видео.html
I think they mentioned that the ships aren't shown in the position they are actually in Same as that one video with "the fastest ship" where the ship would move WAY faster than what the animation supported and would therefore look very weird (like jumping in the middle of the system because it actually reached the hyperlane already)
The mechanic has definitely been expanded in 3.6, but I'm certain this isn't completely new. Camping behind hyperlanes to get the first shot advantage on battleships and battlecruisers that have an X slot has absolutely worked for a very long time.
yep, but it's not properly implemented for now as the turrets are really buggy as they turn and sometimes lock on randomly, compared to spinal mounts where their gun is locked to the ship's bow
@@Strategiser2 and here I thought that combat animations are there just to show combat and make player have a placebo effect about their input and have no effect on it just like soldier models in HoI4.
@@TheArklyte Partially true. Most weapons in the game are on turrets with full range of motion and are hitscan, so the projectiles are just gfx. Missiles, torpedoes, X weapons, and strike craft are the exception.
@@icyknightmare4592 pity that strike craft still randomly choose targets instead of giving a player an option to prioritize(closest, biggest ship, longest range weapon, by ship class, by fleet power) or splitting to attack all targets in the system immediately you enter jump point without dragging their own fleet into combat.
I’ve been slowly realising this the longer I’ve plays this patch. Was going against the gray tempest and wondered why some of my fleet were almost ignoring them when they entered a system. Enter in at a bad time and even having a greater fleet overall won’t matter
That's awesome that the game director responded to someone with >13k subs on RUclips. It's a testament to the sheer quality of your channel. You have the quality of a million sub channel. You'll get there my dude. Here's a sub and a like
by the way, hyperlanes camping can be countered relatively easily with storm or even breakthrough classes. For example, I only ever use short-range weapons like autocannons or anti-aircraft guns. The shot so far always immediately everything to a lump. I also like to use disruptors, but not so much anymore. These storm classes can be built in any size ^^ depending on available slots, where it also makes sense. & now my fleet composition works even better than before :D because I never had fleets that consisted only of battleships, rather rarely. Well mixed is always good. Through a mod I can even give corvettes a hangar. These small swarm ships are also cool :D
@@onepangaean3018 All classes of ships are suitable for this purpose. I always have a guided missile ship of each type, an storm/breakthrough ship and an artillery ship with railguns.
NOTE: The Mechanics Explained in the video is somewhat Bugged currently(at the time of upload), firing arcs currently don't work properly on anything aside from X and T slots
Video Showing the "Bug": ruclips.net/video/A9hLMfJGQjM/видео.html
LMAO least-buggy PDX rework
I think they mentioned that the ships aren't shown in the position they are actually in
Same as that one video with "the fastest ship" where the ship would move WAY faster than what the animation supported and would therefore look very weird (like jumping in the middle of the system because it actually reached the hyperlane already)
The mechanic has definitely been expanded in 3.6, but I'm certain this isn't completely new. Camping behind hyperlanes to get the first shot advantage on battleships and battlecruisers that have an X slot has absolutely worked for a very long time.
yep, but it's not properly implemented for now as the turrets are really buggy as they turn and sometimes lock on randomly, compared to spinal mounts where their gun is locked to the ship's bow
@@Strategiser2 and here I thought that combat animations are there just to show combat and make player have a placebo effect about their input and have no effect on it just like soldier models in HoI4.
@@TheArklyte Partially true. Most weapons in the game are on turrets with full range of motion and are hitscan, so the projectiles are just gfx. Missiles, torpedoes, X weapons, and strike craft are the exception.
@@icyknightmare4592 pity that strike craft still randomly choose targets instead of giving a player an option to prioritize(closest, biggest ship, longest range weapon, by ship class, by fleet power) or splitting to attack all targets in the system immediately you enter jump point without dragging their own fleet into combat.
Did you know in Stellaris you can 360 no scope
Love the ace combat music for this
I’ve been slowly realising this the longer I’ve plays this patch. Was going against the gray tempest and wondered why some of my fleet were almost ignoring them when they entered a system.
Enter in at a bad time and even having a greater fleet overall won’t matter
That's awesome that the game director responded to someone with >13k subs on RUclips. It's a testament to the sheer quality of your channel. You have the quality of a million sub channel. You'll get there my dude. Here's a sub and a like
thought i was the only one figured this out lmao. Camping hyperlane and killing 50k fleet with 25k feels nice
Nice use of Sol Squadron ! :D
by the way, hyperlanes camping can be countered relatively easily with storm or even breakthrough classes. For example, I only ever use short-range weapons like autocannons or anti-aircraft guns. The shot so far always immediately everything to a lump. I also like to use disruptors, but not so much anymore.
These storm classes can be built in any size ^^ depending on available slots, where it also makes sense.
& now my fleet composition works even better than before :D because I never had fleets that consisted only of battleships, rather rarely.
Well mixed is always good.
Through a mod I can even give corvettes a hangar. These small swarm ships are also cool :D
What do you thinks is best as breakthrough ship? Cruisers?
@@onepangaean3018 It's already in the text ^^ Autocannons & anti-aircraft guns.
@@pingurage2460 I mean like Destroyers or Cruisers
@@onepangaean3018 All classes of ships are suitable for this purpose. I always have a guided missile ship of each type, an storm/breakthrough ship and an artillery ship with railguns.
@@pingurage2460 I usually give my artillery battleships lasers because they don't have minimum range
They added skillplay to Stellaris. Now I hate it. (
Holy shit. Is that why I see so many doom stack sitting on the edge of hyperlanes now
0:29 LOGH ❤
Magic Spear 2. Get a sub for that
Yo wait is that ace combat music in the background
Did you use the sol squadron theme for this video?
Can't you enter hyperlanes backwards?
Like path behind them then cross them?
that...that...i didn't think of that lmao
that's actually BIG BRAIN WTF
@@Strategiser2 I do it to prevent my point-fleet from leeroy jenkinsing. It makes it take a few days to turn around.
ace combat music W
It looks like a turret but it's really a hard mount. I guess?
I haven't played in like two months lol
Why must Stellaris drop the best stuff when I don't have time?
Is my brother an ace combat fan?