afterburners stellaris. 0) Number of years since game start is. afterburners stellaris

 
0) Number of years since game start isafterburners stellaris 37 Share 1

Where power is a concern, either switch out some afterburners for auxiliary power or switch out some shields for armour. - energy types with tachyon lances and large plasma weapons (was neutron launchers before 3. Maybe +5 tracking for kinetic artillery, or afterburners. Despite all its nerfs, Regenerative Hull Tissue is a strong contender by default, for example. Large. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. full armor damage. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. Early game the AI uses auto-best designs for its ships. An afterburner (or reheat in British English) is an additional combustion component used on some jet engines, mostly those on military supersonic aircraft. Which result in inability to fire those weapons. maintenance reduced from 0. Basic afterburners increase this to 60% * 1. Medium. Juggernaut. Devastator torp + autocannon/disrupter. If I put afterburners on my carriers, will they be better able to stay at range, or. This rapid acceleration of air is achieved by injecting fuel into an extended exhaust nozzle section. Terms of use for Paradox AccountAlternative storage for Stellaris mods. . Stellaris > General Discussions > Topic Details. First off, there is a best design for every class of ship. Amusingly fleets move with the speed of a fastest ship in Stellaris. ) and non-piercing weapons (kinetics, lasers, etc. Creating ships. Award. It is fairly effective against pure artillery battleships as well. Component. They made both ship types perform worse, and it would appear that the general rule for A-slots is Capacitor>Plate>Regenerative Hull>None>Afterburners. Try it out in the Ship Designer. Assuming 3. Follow this user to see when they post new Steam Guides, create new Collections, or post items in the Steam Workshop. . It is my go-to fleet comp late game. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. ago. Particular_Jicama_97. Despite being Psychic, having gale-speed, and afterburners on my corvettes they do die pretty fast to the main hubs with their 500k defense fleets. 1 = 66% and advanced afterburners increase this to 60% * 1. There is a Synopsis with the conclusions at the end of the post. For weapons, use a spinal mount and long-ranged weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Surrender and wait the Khan out. 1% armor daily regen. )”. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. Stellaris ship design is certainly more interesting than it was pre-3. You will take heavy losses. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Players can also buy. 54, 29. If I put afterburners on my carriers, will they be better able to stay at range, or. 99 DPS. This mod is an optional addon to Extra Ship Components NEXT that merges together vanilla and ESC tech trees. Since these things only increase combat speed, I wonder if there is ever a scenario where I would want afterburners over an empty slot. Go to Stellaris r/Stellaris. Whatever you prefer. And I found this: My carrier battleships are charging forward, with an unreasonable speed. It's annoying to repair and restock all the time and it accumulates war exhaustion but it's effective in my experience. Does afterburner affect SL speed, that is, the speed when the ships are traveling around the map through solar systems. Think of corvettes as an expandable screen. Really helps winning. July 18, 2020. capacitors are no longer stackable. In a recent game I had to move one across half my empire while quickly. it has an Evasion rating of 47. . I've had trouble figuring this out exactly, but this is what it looks like. Afterburners for extra evasion and speed make you more difficult to kill. Battleships pretty much always use Auxiliary Fire Control (or the Enigmatic Decoder, if you have it). Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Content is available under Attribution-ShareAlike 3. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3 Afterburners, and they absolutely stomp the AI's Corvette-heavy fleets due to the high tracking on many of their weapons. EDIT: I found the mod causing the problem; !Expanded Stellaris Traditions ACOT PatchAfterburners + Dark Matter Thrusters, Exotic Gases as Fuel edict, and use them to screen and flank for the battleships, and potentially reinforce empire chokepoints. 00. I also use several disposable fleets of 10 destroyers with large gun slots and afterburners to wreck havoc on the resource stations. Destroyers are the next step up from a Corvette. ; About Stellaris Wiki; Mobile viewThis page was last edited on 14 October 2017, at 11:01. 4% without the admiral. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. " Looks like a potential gamechanger for ship builds. 25) Has Discovery Traditions Tradition (×0. Afterburners on Corvettes, although if I can reach maximum evasion by other means then I might go with something else. All aux slots can stack. 1 Libra. Apr 29 @ 1:58pm Are Afterburners Largely Obsolete Once Hyperlanes are Everywhere? I use After Burners to make top speed from one side of the empire to the other cutting out all the sublight hassle, but with Hyperlanes I guess they are obsolete except for the evasion. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. The accuracy rolls in combat are: base weapon accuracy - MAX (Evasion - tracking, 0) + bonus accuracy. Takes me like 15 minutes to set up all the orders but when I hit play things progress very rapidly. Its short range is a problem since it. This page was last edited on 14 October 2017, at 10:55. You could skip destroyers. Afterburners do indeed make ships go faster outside of combat, you can test if you want easily, build a corvette with and one without an afterburner and "race" them from your starbase to the edge of the system. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Hull- 9. Choice between +4 Physics Research deposit and +10% Monthly Unity for 50 years or the next lasers technology if not yet researched. 0 unless otherwise noted. While a good portion of their stuff is just straight better (mainly weapons), some things like engines, afterburners, sublight thrusters, jump drive, etc. June 26, 2023 by Ybot. This guide is about playing Stellaris in a multi-player contest. A small amount of Point Defense defends against Torpedoes and mitigates the biggest weakness of Battleships. Originally posted by Tecuani: According to tooltips, the afterburner increases "Combat Speed", while the out-of-combat speed as you would use to lure enemies and run is normally called "Sublight Speed". and many corvettes (to fill in). While a good portion of their stuff is just straight better (mainly weapons), some things like engines, afterburners, sublight thrusters, jump drive, etc. Shields can be stacked higher than armour with. Plasma + autocannons. Ascension perks. . Total HP = 2853 with 5. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Titans are underwhelming. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. so one of my designs i like to use for my cruisers involves torpedos and stormfire cannons and nothing else in regards to weaponry, but i actually dont even know if its a viable choice or not. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. Support modules tend to boost one stat by a little: There's Reactor Boosters for additional Power, Auxiliary Fire Control for more Chance to Hit, Shield Capacitors for better shielding, and Afterburners for more speed and evasion. Crypto Regenerative Hull Tissue Buff 3. 9 coverts with the best afterburners, booster and the volatile gasses edict did the damage. 1 = 66% and advanced afterburners. I will. That worked in a RTS, but in Stellaris you cant micro a boarding ship to target the enemy mothership/Titan. If I put afterburners on my carriers, will they be better able to stay at range, or. Before you play the Stellaris game, you will definitely want to know these. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 9K views 5 years ago Afterburners!!!! More Stellaris Combat Theory to look into the use of afterburners in game and test their effectiveness against other auxiliary slots. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. As a summary of what he said, afterburners are useless. CaptainChaos. o_O Destroyers actually require afterburners or their evasion will be too low. Originally posted by HugsAndSnuggles: Afterburner goes into aux slot, though. Details: Since Contingency has X slot weapons, their weapons always gets a few shots off and each shot is 1-hit kill (36k damage, tachyon lance). afterburners are good for corvettes and give them a boost to get to the targets. Add "Starbase Lance" less powerfull than "Starbase Lance II". ). When I add afterburners. They also have more guns overall for better firepower and better durability. Ship Design Components. 2. The last section put normal Small missiles so there are 3 aux slots. Use Afterburners for maximum speed, and a Torpedo Computer for the correct behavior. Afterburners modify Combat Speed, not Evasion. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. ?! Iniciar sesión Tienda Inicio Lista de descubrimientos Lista de deseados Tienda de puntos Noticias EstadísticasLack of opportunity cost is the biggest pervasive issue in Stellaris in all facets of its gameplay, and it rears its head here too. Cerebral Daemon Feb 12, 2018 @ 7:17pm. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Takes me like 15 minutes to set up all the orders but when I hit play things progress very rapidly. Afterburners on Corvettes, although if I can reach maximum evasion by other means then I might go with something else. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. . You could go Plasma/laser only or pur kinetic, both can be usefull while Energyweapons you will have less range and with pure Kinetic less. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Welp Aug 12, 2022 @ 4:42am. Short answer is - if you're asking for optimal, the answer is quite simple. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Afterburners on missile cruisers are also great. v1. It is going to be focused on PvE, but a lot of these designs will also be a. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Go to Stellaris r/Stellaris. g, 100% penetration vs 75% hardening means 25% of the damage goes through. This fuel is ignited by igniters located. Shields- 1. range and torpedoes (G) 5 cruises. Obviously, replace technology_id_here with the technology ID of your. It's almost entirely useless on anything other than a corvette, yes. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. By James. When you get to cruisers, put swarmer missiles on them. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. If I put afterburners on my carriers, will they be better able to stay at range, or. Offworld Construction: tech_space_construction. If stellaris gives you lemons, you build a colossus with lemons and crack that lemon planet!About This Game. 8. 5K,最多10K左右。. Stellaris > General Discussions > Topic Details. But I won, and I integrated the 3-planet vassal ~15 years later. Hence you will have to take the terminal system on your own 90% of the time. Your options for T1 techs are:. 8 Stellaris (and however long this set of combat-balance stays in Stellaris). Hyperlane drives decrease charge time by 25% each upgrade (up to -50%) and. Marauders are always hostile, but will generally not attack empires unless they. Juggernaut can now use afterburners T5 reactor power increased from 3200 to 3600 for Juggernaut(starbase reactor type) Aura effects Strike craft Aura: strike craft fire rate and strike craft speed +50% Weapon range Aura, Hyperlane Aura remain unchanged Point defense Aura: tracking -20, point defense weapon fire rate -50% (on. Basically I tend to do mono on each fleet, but I still use other ship types for their specific uses. My go to for 3. Business, Economics, and Finance. Cruisers charge into "Medium" range (the median of all of its weapons), and then they roughly stay put, neither charging nor kiting, at that location. Base (+10) plus Dark Matter Thrusters (+12), plus Guerilla Tactician (+50%) plus 2 advanced afterburners (+20%) = 37. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Best A-slot tech is Enigmatic Decoder. 6. Particular_Jicama_97. Despite carriers having greater "official" fleet power. 5000. #3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I got tired of my corvettes flying straight towards a wave of bombers or missiles and dying,. There are 6 classes of military ship in Stellaris. Better Afterburners Stellaris. Home; Guides; Code Lists. plasma, artillery, launchers, and a lesser non equal number of pd carrier battleships. They mainly are tehchnologies for armies and auxiliary ship components (afterburners, shield boosters etc. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B; 3 Stellaris Tech Id List – C to E; 4 Stellaris Tech Id List – F to I;The lack of Afterburners means that Torpedoes are somewhat dubious. Video by Montu Plays. This ship has another name, the Carrier battleship, which refers to the tactical potential of your hangar. Can choose to instead gain 80-175 Influence if Spiritualist or Fanatic. Unless I'm missing something, three Advanced Afterburners (+20% each) should be enough to outrun cruiser even if both use DMT: Battleship: 100 speed, +125% DMT, +60% x3 AA = 285 speed. There is a Synopsis with the conclusions at the end of the post. 25X all crisis 2300 end game: Contingency is hands down the hardest. Juggernaut can now use afterburners T5 reactor power increased from 3200 to 3600 for Juggernaut(starbase reactor type) Aura effects Strike craft Aura: strike craft fire rate and strike craft speed +50% Weapon range Aura, Hyperlane Aura remain unchanged Point defense Aura: tracking -20, point defense weapon fire rate -50% (on. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. I've been busy building various spaceship ideas in Minecraft and thought some would be worth sharing. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. There are many "ghost" technologies in Alpha and Delta tier which are bugged, do nothing and yet are still researchable. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A U. List of resources. AI is, well, it does have priorities but in the end it's still the weighted random, so it ends up collecting a lot of junk tech. Bluemofia • 7 yr. However, there is a little bit of rock-paper-scissors in the combat that means a strong fleet can lose to a weaker one if they are a counter. They made both ship types perform worse, and it would appear that the. Legacy Wikis. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. If I put afterburners on my carriers, will they be better able to stay at range, or. Titans are enormous ships that make battleships look like kids toys. And yes, it's unintuitive and maybe should be changed. I'm not sure how many you need, but they have. They are excellent support ships and are not meant to be ships that engage in direct combat. If stellaris gives you lemons, you build a colossus with lemons and crack that lemon planet!Once we understand what goes into a ship, we'll talk about one of the most important yet most often ignored aspects of Stellaris combat: retreat and disengagement. Embarrassingly, I'm still a hefty novice when it comes to ship design. 6 combat rebalance update. • 4 mo. I like to keep some full corvette fleets (disruptors, afterburners and jump drives if possible) for rapid response. On one hand it allows the corvette to get in range sooner, and start shooting, but on the other hand it. 4% of ship cost * Ship energy maintenance reduced from 0. Stellaris Real-time strategy Strategy video game Gaming comments. WARNING: This mod modifies vanilla files and may not be compatible with other. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris > General Discussions > Topic Details. ; About Stellaris Wiki; Mobile viewThe ability to get an alpha strike against the enemy trumps most conventional naval strategies in Stellaris. Main objective is to make the newbie able to withstand the blows of more experienced players and to navigate the intricacies of multi-player experience. You should be fine against every AI. Use Afterburners with Carrier computer to keep maximum distance. Always put afterburner on my slowest ship, but for faster stuff it doesn't help that much since anway you gotta wait for the slow stuff. After a series of uprisings, a deal with the planet's crime lords has created a tenuous balance. 1 or 1. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Although the hull regen mid game is fantastic, the sheer number of ships and fire power late game dwarfs hull regen. If I put afterburners on my carriers, will they be better able to stay at range, or. Extra Ship Components Next, only afterburners added to the ships. i have to say so atm i try missiles with afterburners and boberwings to see if it is efektive. How you minimize your losses in defeat is just as important as how you maximize the casualties you inflict in victory. ago. 10 Interceptor Corvette. It can take corvettes, frigates, destroyers, most other. Jugg is considered Starbase, if it is not then it could not have the mobile shipyard. Ask questions if you have 'em and let m. There are probably other ways to use afterburners and combat computers to take advantage of enemy range limitations, especially if they favor high power/short. Go to Stellaris r/Stellaris. Krakonkillr • 3 yr. From a "micro" perspective, the "Picket" will act extremely similarly to "Line". Tier 0 is used for starting technologies. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Battleships and cruisers can have three aux slots, all of which can be filled with afterburners. Creating ships. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 0 unless otherwise noted. 92 ratings. Cheaper Alloys cost than armor. Yes, they let your Corvette move faster and get into firing range sooner. 5 to 10 destroyers with a large mount. Unless, if mods are in place. Use precise geolocation data and actively scan device characteristics for identification. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Update. 1. Try it out in the Ship Designer. They are worthwhile, especially in the early game, since they add much needed firepower to the Corvette fleets. 1. And it gave evasion to boot. DLC-CODEX General Notes:. Tags: Credit Blagoy Stellaris 1. Ищете полный перечень рабочих читов на игру Stellaris? На нашем сайте собраны все существующие коды и различные хитрости к ней. The 3. 3. Add to that advanced afterburners (20% increase in sublight speed and +10% evasion). Some builds will 100% counter another and annihilate the opposing fleet and take only small losses. Don’t engage multiple fleets headon. - carrier type with lots of point defense and plasma weapons, 3 afterburners. And all of these cost zro. Speed bonus: worthless, because fleet moves with the slowest ship, and a battleship with afterburners still slower, than a corvette without it. I can deck a ship with a massive amount of energy costing weapons and shields yet still have a large amount of energy left. And at that time, we had no problems like this. They also have more guns overall for better firepower and better durability. You can take the ship wherever you want and use it as a mobile ship production and repair facility. S. 0. Purchase ACE COMBAT™ 7: SKIES UNKNOWN and get the playable F-104C: Avril DLC as a bonus. mcsproot May 12, 2016 @ 3:11am. The only one that seems good is the mark of the composer, but that's only if you don't have the distant stars DLC, in which case it becomes a discount nanite repair system. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. I did a research on this very subreddit about armor vs shields, and surprisingly I couldn't find dedicated discussions for 1. artillery fleet. It's actually 0. This is a small combat tweak that hopefully will make afterburners more worthwhile by giving them an evasion multiplier. range and torpedoes (G) 5 cruises. Although the hull regen mid game is fantastic, the sheer number of ships and fire power late game dwarfs hull regen. Thanks. I downgraded their engine to level 2 but they are charging faster than my destroyers with level 4 engine and afterburners. Since torpedoes have a. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. In a straight fight, Cruisers are superior to Frigates for both Torpedo and Neutron Launcher. Video by Montu Plays. 37 Share 1. Afterburners generate a larger amount of thrust by accelerating the air mass passing through the engine, without the need to increase the engine size. SkiRich Jul 26, 2021 @ 8:41pm. Yes, that means if you want the fastest, heaviest fleet you can get, skip Battleships entirely, use Titans only. no, speed (afterburners) is far more valuable on any big ship and the regen is too low on any small ship (personal opinion based on current attainable weapon damage)BETA: Shield Hardening. Darvin3. #2. Cost more. Use Afterburners with Carrier computer to keep maximum distance. can be nice on 6m plasma cruisers if you dont find crystal forged, the. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 126 ratings. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. The rest of the fleet is balanced against the 3x Afterburner Battleship (All above 234 speed). So I have around 200 hours on stellaris and I still have no clue what the actual differences between corvettes, destroyers, battleships and cruisers actually are (Excluding titans and the colossus) besides larger health bars, different sub-light speeds and more slots for upgrades. 6, but I feel like one thing would make it a lot better: meaningful power management decisions. Making afterburners a utility slot item? Personally I think the “utility” slots are rather homogenous (just different types of defences, no other options at all) and maybe we should allow speed being an alternative that can be. ?! ログイン ストア ホーム ディスカバリーキュー ウィッシュリスト ポイントショップ ニュース データArtillery Battleships or Emitter/Lightning artillery if possible combined with Carrier Battleships at a roughly 3:1 ratio. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Marauder missile + autocannon/disrupter. Their strength doesn’t lie in their weaponry. However, as this post shows, choosing between the two weapons is a little more convoluted. This is especially useful on corvettes which can only mount small weapons and torpedoes. when the extra speed doesn't add to evasion or anything else?Stellaris Wiki. First you must find it in your galaxy, if it has spawned, like any Leviathan. Stellaris > Guides > James's Guides . Support modules tend to boost one stat by a little: There's Reactor Boosters for additional Power, Auxiliary Fire Control for more Chance to Hit, Shield Capacitors for better shielding, and Afterburners for more speed and evasion. Go to Stellaris r/Stellaris • by [deleted] View community ranking In the Top 1% of largest communities on Reddit. 0. This Interceptor Corvette design is a good starting point as it is relatively cheap and reliable. Apr 29 @ 1:58pm Are Afterburners Largely Obsolete Once Hyperlanes are Everywhere? I use After Burners to make top speed from one side of the empire to the other cutting out all the sublight hassle, but with Hyperlanes I guess they are obsolete except for the evasion. Originally posted by Paragon: The main way is definately technologies; upgraded warp drives, faster engines, afterburners, etc. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. [deleted] • 5 yr. Also, those are the in combat values. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. Afterburners is almost always the right answer because not only is it a great combat boost, but the out-of-combat increased sublight speed also makes you cross systems faster and. Stellaris. Only exception when you MAY use regen (or afterburners on larger maps) instead of aux comps - when you're loaded with 100% accuracy weapon (like torp vettes + disruptors for example) and don't have enigmatic tech yet. You could skip destroyers. In the past, this fleet would rock against Prethoryn: - battleships only. " Looks like a potential gamechanger for ship builds. Stellaris! - a guide for multiplayer newbies. Stellaris. Let's say you want to open up T2 engineering techs for Destroyers. 5. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Now your corvettes should reach the enemy faster AND stay alive longer in the dogfight! — I need to explain the function in a bit more math depth because the in-game tooltip might be. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. Missiles: long range and high damage, but can be intercepted by point defenses. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. In addition, while most M weapons are 2x and L 4x the damage. #2. Just the fact that you use them instead of afterburners, already means that you take X% more damage per fight, and you take Y% longer to get from A to B. If I put afterburners on my carriers, will they be better able to stay at range, or. How to unlock the Who Scraps the Scrapper achievement.