Stellaris

Stellaris

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Juggernauts.
What are your opinions on them? Do you think they're good? Bad? Somewhere in between?

My personal opinion on them is that they're rather weak for their cost. While their offensive power can be good, it's comparatively weak to the total investment you have to put in to them. This issue was only made worse with the addition of frigates.

Their shipyard capacity as well leaves much to be desired. This was also made worse with the addition of things like hyper relays and the passive effect of the quantum catapult, as reinforcing your fleets is no longer the serious consideration it was of past versions.

What can be done to make this ship better and more worthy of both the investment and the sheer scale of the ship in the context of in universe perspective (as you can see from the picture of the human juggernaut in the official artwork, these things are absolutely massive.
You're also limited to one which makes feel like they should be something truly special)?

Two ideas I've had, that I think for balance purposes might need to be mutually exclusive, is to

One:
Lean full on in to it being a mobile shipyard and upping the shipyard slots as well as giving it some bonuses towards that end. Up the total shipyard count to 6 and make it produce ships cheaper/faster (10%/50% respectively, perhaps?).

Two:
Lean full in to it's enhanced auras and give it multiple slots aura slots as well as a wider range of them. While its auras are powerful, they don't justify the current cost. Upping its aura count to 3 and adding half a dozen new auras could potentially make it's effect on ones fleet more pronounced and thus more rewarding to have.

What are your thoughts on this?
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Beiträge 1624 von 24
mss73055 27. Apr. 2023 um 17:23 
Building a colossus at least gives you total war casus belli on every alien and their three mothers. And the spout gun colossus is handy for ocean world terraforming.

Juggernaut ugh that's always a slow is-that-a-deathstar-no-it's-a-moon disappointment to be forgotten.
Mazey 27. Apr. 2023 um 18:33 
The spiritualist and cyborg assimilation colossus weapons are useful. The rest are for roleplay. (Although you can use the planet cracker on random world in your own territory to get more ore deposits.)
I tried to use the ship and the logistics in my game were very complicated. I usually use large fleets with corvettes for speed and tactics hit and run. the juggernaut was more of a hindrance than a help since I was obliged to go back to provide support in case an enemy fleet tried to attack.
Ursprünglich geschrieben von marciosouzas:
I tried to use the ship and the logistics in my game were very complicated. I usually use large fleets with corvettes for speed and tactics hit and run. the juggernaut was more of a hindrance than a help since I was obliged to go back to provide support in case an enemy fleet tried to attack.
and the last time i played it, and that was over a year ago, i was forced to put the ship in stationary mode to use the shipyards
The Juggernaut is somewhere in between, leaning towards bad. Not much firepower for the amount of time it takes to build, while the two shipyards don't work well as a FOB for even a single fleet. Perhaps a way to choose between two extremes? Setting it to either be bristling with guns on every available surface or enough shipyards to back up multiple fleets while being a sitting duck.

At the very least, it needs two more shipyards (4 total) and set to build the small ships first with it only building things like battleships if that's all that needs to be reinforced (30 corvettes now is much more useful than 6 battleships later).
Good auras, can do decent damage, pain in the ass slow and having fleets follow it doesn't work which I HATE SO FDRFDGYREWTZA#$W@A%#$WASE%^TERSTYZ MUCH
Tragopan 27. Apr. 2023 um 22:12 
Useless. I would like them more if they ditched the shipyards and let them be part of regular fleets.
They're a good ship to any stationary barricade for their aura, but not good enough to focus on building
Terozo 28. Apr. 2023 um 13:22 
I feel like an improvement would be to disable it's ship building ability but keep (or improve) it's ship upgrading ability; or perhaps have a simple toggle to disable if it can be used for ship building.

Another thought is that it acts like a mobile starbase so lean into that more. Once built it can be further upgraded like a citadel-tier starbase including the top and bottom building slots as well as an allotment of defence platforms that can follow it around.

Also, as MadArtillery pointed out, fixing fleets being able to follow it would be lovely.
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Geschrieben am: 27. Apr. 2023 um 8:44
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