Stellaris

Stellaris

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Tiago Mar 17, 2023 @ 2:24pm
Artifact cost of Archaeotech Weapon is ridiculous!
While Archaeotech Weapon are nice, the worst being similar to low to mid tier weapons and the best to high tier, the cost makes impossible to use them in large scale.

Maybe if one were to be very lucky and get a couple of relic words and Archaeological sites to get a big gain of artifacts it would be ok, but otherwise with only a couple of them each month things get hard as the cost of single small weapon is 8, medium 10 and large 12

A corvette with 3 small Archaeotech Weapons already costs 24 artifacts, how does one keep fighting if every reinforcement will cost a few hundred artifacts.

In the end picking Archaeo-Engineers perk or even researching the rare Archaeotech is a waste of time and resources if you don't have a good way to get them, if you get little it's better to keep them them to use in something more worthwhile like an Ancient refinery.
Last edited by Tiago; Mar 17, 2023 @ 4:06pm
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Showing 1-13 of 13 comments
pete3great Mar 17, 2023 @ 2:53pm 
I keep capping on minor relics well before mid-game. If anything, the cost isn't high enough.
Tiago Mar 17, 2023 @ 2:55pm 
Originally posted by pete3great:
I keep capping on minor relics well before mid-game. If anything, the cost isn't high enough.
capping how?
pete3great Mar 17, 2023 @ 3:05pm 
Originally posted by Tiago:
Originally posted by pete3great:
I keep capping on minor relics well before mid-game. If anything, the cost isn't high enough.
capping how?

The game now loads you down with minor relics. They're everywhere. You can mine them! Some origins make it even more ridiculous (like the one that starts you on a relic world).
(Rúna) Mar 17, 2023 @ 3:08pm 
I was getting capped at 3k of artifacts. I'm still learning game so not sure what the limit is with special resources, I know influence is 1k. Nor do I know if building silos increases the caps, but I do build them , so couldn't tell you if that 3k was default limit, sorry.

I was playing on easy, and on Remnant origin, so likely a lot easier getting a steady income of them
Last edited by (Rúna); Mar 17, 2023 @ 3:09pm
Malkuth Mar 17, 2023 @ 3:19pm 
Its a one time cost though right? Seems it to me. I already got 3K relics and only at 2318. In fact I usually capped out.
Tiago Mar 17, 2023 @ 3:20pm 
Well, without a relic world i only had 5 for month from the Archaeological sites i had in my territory. Besides that it was a few dozens from time to time from anomalies, so with time i did get a few hundred of them and build a fleet full of Archaeotech Weapons, but then unless i kept at peace the reinforcement from losses in combat always dropped my reserves to 0, so thanks to all trouble this caused i got tired of using Archaeotech in the ships.
Last edited by Tiago; Mar 17, 2023 @ 3:21pm
Tiago Mar 17, 2023 @ 3:23pm 
Originally posted by Malkuth:
Its a one time cost though right? Seems it to me. I already got 3K relics and only at 2318. In fact I usually capped out.
:lunar2020thinkingtiger: I am either getting too few of them or fighting too much
Last edited by Tiago; Mar 17, 2023 @ 3:23pm
CrUsHeR Mar 17, 2023 @ 3:26pm 
Equipping just 1 fleet easily costs more than the cap of 3k.

Also the stats on them was like they said, "it can't be anything we already have", so most of these are not an actual upgrade - or even just complementary synergy - for existing weapon setups.

Example the ancient strike craft which are a copy of the original strike craft stats-wise, with the "shield piercing" property replaced by "weak against shields" and "bonus against armor".

So if you would put 1 of these on every carrier battleship, it would be extremely contraproductive.
Last edited by CrUsHeR; Mar 17, 2023 @ 3:30pm
Originally posted by Tiago:
While Archaeotech Weapon are nice, the worst being similar to mid tier weapons and the best to highest tier, the cost makes impossible to use them in large scale.

Even if one were to be very lucky and get a couple of relic words and Archaeological sites the gain of Artifacts would hardly pass 10 per month, but the cost of single small weapon is 8! and strangely medium 10 and large 12 :steamsad:

A bloody corvette with 3 small Archaeotech Weapons costs 24 artifacts, how many years one will need to make or reinforce a single fleet!?

In the end piking Archaeo-Engineers perk or even researching the rare Archaeotech is a waste of time and resources, as far as artifacts go it's better to use them in something more worthwhile like an Ancient refinery.

Think the cost is supposed to make them be and feel "special" (and many of them indeed are quite good IMO) so use them on special ship/fleets/platforms only. Like i have like something like 10% of my def platforms with only with the Archaeology PD/Flak version + L size weapon. My Citadels on choke points with Unyielding + Archaoe def platforms = it's pure satisfaction.. *bites lip to hold in sus moans* :UDG_Heart:

I kinda have 2 designs of certain platforms and ships, like the "super Archaeology" versions and then the "normal" ones, so my main fleet has all the most advanced/expensive (best of old and new tech) designs - it brings destruction and fear to my enemies! :P My normal fleets i use as support/defensive duties and as expendables units kinda that are cheaper to replace when casualties. :P

So yeah i sorta feel good when i run a specialized "Archaeology fleet with ancient powers" as my main task force where i wanna avoid big casualties, but it also has the biggest impact on the battlefield when i use it. :)

Not all of them are supergiga epic, but have their uses in special designs to counter certain enemy designs.
Malkuth Mar 17, 2023 @ 3:31pm 
I go after the Archaeological sites right off the bat. I think I was able to grab about 5 of them this time. And I now have a +6 month surplus. Plenty. In fact doing the Rebicator right now, because I didn't want to take that one on without a good enough fleet, so let it be until now.

I would not waste them on a corvette though, they die to easy in any age. I started using them on Cruisers up.
CrUsHeR Mar 17, 2023 @ 3:57pm 
Originally posted by Sofia♡:
I kinda have 2 designs of certain platforms and ships, like the "super Archaeology" versions and then the "normal" ones, so my main fleet has all the most advanced/expensive (best of old and new tech) designs - it brings destruction and fear to my enemies! :P My normal fleets i use as support/defensive duties and as expendables units kinda that are cheaper to replace when casualties. :P

So yeah i sorta feel good when i run a specialized "Archaeology fleet with ancient powers" as my main task force where i wanna avoid big casualties, but it also has the biggest impact on the battlefield when i use it. :)

Could you explain exactly which of the ancient weapons are actually better than the existing base game weapons?

Only one i could think of would be the new Titan beam, without minimum range and increased DPS while losing 60% of its max range.

Basically everything else i've seen was a performance equivalent to the tier 1-3 weapons (of 5 tiers). So even with the bonus from having the perk, they perform worse. In particular the strike craft are very poor, since their lack of shield piercing makes them easy prey for enemy conventional strike craft.



So perhaps they are meant to give you a quick, early edge in combat - assuming you even find the tech that early, and have a spare ascension perk. At least i personally scrapped the idea of having any of those weapons in my final endgame designs.
Originally posted by CrUsHeR:
Originally posted by Sofia♡:
I kinda have 2 designs of certain platforms and ships, like the "super Archaeology" versions and then the "normal" ones, so my main fleet has all the most advanced/expensive (best of old and new tech) designs - it brings destruction and fear to my enemies! :P My normal fleets i use as support/defensive duties and as expendables units kinda that are cheaper to replace when casualties. :P

So yeah i sorta feel good when i run a specialized "Archaeology fleet with ancient powers" as my main task force where i wanna avoid big casualties, but it also has the biggest impact on the battlefield when i use it. :)

Could you explain exactly which of the ancient weapons are actually better than the existing base game weapons?

Only one i could think of would be the new Titan beam, without minimum range and increased DPS while losing 60% of its max range.

Basically everything else i've seen was a performance equivalent to the tier 1-3 weapons (of 5 tiers). So even with the bonus from having the perk, they perform worse. In particular the strike craft are very poor, since their lack of shield piercing makes them easy prey for enemy conventional strike craft.



So perhaps they are meant to give you a quick, early edge in combat - assuming you even find the tech that early, and have a spare ascension perk. At least i personally scrapped the idea of having any of those weapons in my final endgame designs.

My current game is on midgame, and yes - some of them been literal life savers for me, like the PD one, went directly from tier one to that at early/mid and actually have an enemy that uses missiles a lot (and not just the usual autocannon on everything).

Yes, i feel like if gets lucky (and yes i did pick that related ascension perk, since new thing and all that) at early/mid game they can make a difference in special designs.

Probably are not even planned for all the them to become some new meta on endgame. People would go all "p2w new meta boooooo all good stuff is now Archaeology tech", but in midgame i feel many have their uses. Even some that i looked first like "hmmm... 50% accuracy kinetic thingy.." and i actually had a use for it for a while after testing it. :D

I'd think they will adjust some of them a bit on future updates and we will most likely get more also. But, personally, i like them, they do not "break the game", but do give some impact if lucky with getting some thing early, depending on your situation/enemies techs/designs. So a bit of rock/paper/scissors as always. Still, brings in nice flavor and special ship/platform options to the early/midgame.

Yes, usually always in endgame my fleets tend to every playthrough turn into same design with small variation only based on what Crisis spawns. So yeah, it probably did not change any of that or even was the intention.

But i really like lots of them options if get lucky on timing (and your biggest competitions tech can be countered with some) AND i really like the cloaking. Been so nice sending cloaked research ships to survey and gather intel on hostile empires. =)

I reeeaaallly hope they add more of these Archaeology tech in future updates, loving always to have variety, even if some differences between normal tech would be small, but still, nice flavor and legit good potential for more than just flavor also on midgame. :) And hopefully on endgame also a bit at some point with more updates. Still people often dislike their repetitive endgame meta, but hate if has to change it. :D

So complicated for the devs most likely to poke at it when people go nuts on reviews if their daily routine meta is disturbed lol :LaughingOwlcat:
Del Mar 17, 2023 @ 10:02pm 
hmm archeo tech weapons on L slots dont have min range but the macro is still a bit weak
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Date Posted: Mar 17, 2023 @ 2:24pm
Posts: 13