Stellaris best fleet. Diplomacy is a very specific tree.


Stellaris best fleet So every 4 corvettes means 1 frigate, every 4 frigates means 1 destroyer. No Retreat is pretty much the best option when everything else is equal between opposing fleets because landing your salvos before the other fleet does will then guarantee victory. here, instead of autocannons in the L slots and plasma in the M slots, I put kinetic artillery, plasma, and lasers. If a fleet is docked in the shipyard, then the new ship is automatically added to the fleet, regardless of the fleet's current template settings. Sep 14, 2024 · I finished a run with the UN and beat Cetana at x25. Since Fleet Power is relative, the starting fleet of 3 Corvettes is only 1/7 of the early max of 20 Corvettes, meaning your neighbors think they are 7 times more powerful than you. Hey all, long time Stellaris player, first time NSC mod user here. Still above 50k. I plan to do a run, next with the commonwealth of man. and against player, with both sides having the repeatable techs. Spinal Mount Carrier Battleships absolutely stomp the AI. The warships are equipped with kinetic artillery, the cruisers also, the cruiser have plasma cannons and torpedoes and corvettes have autocannons. Aug 28, 2023 · In this video, I'm testing various mixed fleet compositions to determine what is the most effective way to play Stellaris. If they are shield heavy go with weapons that deal shield damage, if they are armor and hull heavy go with weapons that deal armor damage. It's also a range thing, once combat is initiated the strike craft start spawning and create a path of nails that the enemy fleet has to walk across. The fleet comp is: 50% torpedo frigates (with afterburners) 40% brawler destroyers 10% screen destroyers Another thing is a fleet that is designed for long-range strikes. com Some gamers reviewed the two most popular fleets that were built with equal resources. Armor is generally better than shields. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. It helps you plan what you might want to change a ship to, or how to build a separate fleet. 4aGimples A deep dive on Stellaris Fleet Combat and how to improve it Tachyon Lance, 4x Neutron launcher battleship fleets, full armour, no shields, 2x afterburner. Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. Hello I just started play stellaris In 2024 and am looking for an up to date guide of all ships please I understand disruptors are really good and corvette swarms but I’m lost as too what else is good as it seems Montus and a couple other guys shit but there’s nothing new and up To date about it I’ll take as much info as I can get so feel free to bomb me link anything etc thanks in What is the "optimal" fleet setup for general use? By general, I mean a fleet that can go against most foes in a normal game and win without catastrophic losses. u/Darvin3 has a good writeup for the current fleet meta: This is a common question, and I have a copy/paste response on the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 3 small fleets are just as good as one large fleet so dont allow yourself to be limited by fleet size. I have, I just wanted to double check before deep diving too much. In MP enemy might notice, if you spam something, and might adjust themselves to counter it. I do think 1:2 Battleship to Cruiser is great for Artillery fleets, and Corvette screens are important to deal with things that are trying to get in close with Artillery fleets, so that 1:2:8 could definitely work (though I'd put the Corvettes in a different fleet as they really want different admiral bonuses and to make A shipyard base to repair and reinforce a fleet stationed on the front-line can carry communication jammers to drive up enemy casualties or shield disruptors to support energy artillery weapons. Kinetic Artillery synergizes with it. There are three weapons that seem to be doing best on Corvettes. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Then have 1 titan, 15-16 artillery battleships, 4-5 carrier battleships, then the rest corvettes. I. It improves basically every aspect of your fleet, and having a better fleet is not only good for waging war, but also for making the AI respect you. Try to get your fleet cap up as much as possible. com/ The typical counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship. There are a number of useful economic upgrades for starbases; hydroponics produce a lot of food and spamming them everywhere you can will alleviate the Jan 25, 2024 · There are some niche loadouts that work best in a mixed fleet, but building an entire fleet out of a single ship type should work fine - so long as that ship isn't a frigate or a destroyer, those are still bad. You can create "empty" hangar ships which will only have strikecraft, FTL and thrusters for a significantly cheaper ship, in high enough numbers and because of the technological context of getting With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. I'm adding proton launchers to cruisers. With a 24 battleship 220 fleet size, where the power shows around 180k, I lose maybe one battleship, at best, against a 130k power FE fleet. Reply reply More replies. 7k fleet by themselves, and a colossus (which won't help I know). Cybrex got stuck in Jun 2, 2021 · Want to know why your 60k fleet lost to that 45k fleet? This is why and How to take the best advantage. Everything else is bare bones to keep costs down. Feb 1, 2023 · On the latest version I run full fleets of Cruisers with torpedoes, swarmer missiles in medium slotsnormal missiles in small slots, computer set to artillery mode. Been running this since 2. Now the funny thing is, that any corvette works. The broadside stern with Whirlwinds is used because it gives an extra Auxiliary weapon slot. A mix of Shield/Armor/Hull is the best way to go. I send them in before the heavy hitters so that they can chip away shields or take out the smaller fleet threats. Every spaceport had a fleet academy. 5k stations. Thank you, I appreciate the candid explanation. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. Today I am testing a mixed class fleet, specifically of combination 1,2,4 I am the most powerful empire expect FEs in the year 2312. Arc emitter is the best X weapon if you want to go that route, the carrier ships keep the enemie flaks/PD at bay and the missles + cruisers do the rest. Also, they have the shortest range weapons out of all the crises. 12 is making this feel unplayable. To cut it short, you will have a more powerful fleet if you play it correctly. For common traits please see leader traits. 6 Orion, even a year after its release. Edit 2: Include weapons and whatnot Carrier decimates corvettes, frigates and destroyers. Dec 18, 2024 · Mechanics [edit | edit source] General mechanics [edit | edit source]. Cloaking is also a huge crutch to make the less-than-stellar (pun intended) frigates more useful Give every fleet a Titan, which should be built with its perdition beam and just a bunch of Neutron Launchers. Mar 2, 2019 · The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Jul 3, 2018 · Hi guys, I am still fairly new to this game and was wondering if there are any best practices regarding fleet composition. The Drake has high armor and no shields. (just like a real navy) Anyway without Further ado, The Croma Directorate Grand Fleet May 22, 2019 · It's currently 2320. 8. Less tech means you need more fleets, of course. Arc Emitter works best with Carriers, while Tachyon Lance works best with Artillery ships. adding a single max speed "tug boat" corvette to a battleship fleet will make the whole fleet move at top speed (as the first ship to reach a hyperlane triggers the jump). You may also be interested in: [Top 10] Stellaris Best Origins That Are Excellent 12 votes, 12 comments. Exchanging 20% of your naval cap for maintenance-free 40% of your naval cap (plus 20/40% of each other members') is a pretty decent deal, even if you consider the restriction that you can only re-build and directly control that fleet 1/3rd or 1/4th of the time and the rest of the time your glorified vassals other federation members control them. Best you can do if you don’t want to constantly redesign ships is to try and sprinkle all fleets with a variety of capabilities. Stellaris is a game of much complexity, beginners especially find it overwhelming with all the information that the game interface throws at you from the get-go. I find it's best to start with 5 carrier battleships and then completely fill the fleet with artillery battleships after (1 titan if you feel like it). Naked carrier cruiser means you just put on the strikecraft component but no other weapons nor even armor. Destroyers honestly kinda suck, Corvettes are replaced by Cruisers, not Destroyers. Nov 7, 2023 · Stellaris: 7 Best Ship Components, Ranked Knowing what the best ship components are in Stellaris is necessary for players wanting to construct a powerful fleet. Also is it best having a fleet of of many specialties. Lots of planets to provide lots of pop growth to fill lots of jobs. I'll be looking at a variety of di Against strike craft, cruisers are the best due to their disproportionately high hull/shields/armor and high disengagement chance, meaning they’re good against lots of small attacks. The fleets average around 112k apiece, making them highly achievable for 2400 or perhaps 2350 (with patch 1. Always make your own if you can help it. Is is best to go for there shields or amour. 1k got destroyed by enemies 5. But even then you may come up against fleets that have just a bit more paper to your say 60% rock fleet. Personally I like using it for the apparent intended purpose while operating far from my own territory. Any neighboring warmongering empires will attack you. The most important thing is using strong ship designs, and I have a copy/paste response on the best overall designs: This is pretty much the gold standard posted on the main stellaris subreddit: What’s the new meta for ship construction since changes? Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. But if you tried that in multiplayer you will get countered, hard. Check on it when new route connected, and from time to time, if The best late game all-rounder currently is a battleship with arc-emitter, hangar core and missiles. I know counter building is generally the best methodology, but I kinda wanted to be sure I could still focus down battle ships as a design category instead of building a more complex flotilla like something out of real life, what with the value of screens outside of the game. Take it when you're ready to start building military. Dec 2, 2022 · Corvettes and destroyers were for SURE buffed, but designing a fleet around them is a more involved process and I have no experience with them. my question now is what is the best ship design for each class, and what classes are the best Hello stellaris community, I recently started playing stellaris and got better and better over time. You’d want to specialise your worlds if possible. Honestly, fleet strength isn't really what matters. When playing singleplayer, what is currently the best corvette layout and what the best fleet composition before you research any tech? Assuming 20 ships, I go 13 corvettes (1 small mass driver + 2 red lasers / 2 small deflectors + 1 armor) and 7 corvettes (1 sentinel point-defense + 1 small mass driver + 1 red laser / 2 small deflectors + 1 armor). These aren't the only viable ship designs (for instance, Autocannon Corvettes are a specialized option you can use, and Artillery Battleships actually have a number of subtle variations with different pros and cons) but this counter triangle is what defines the current ship meta. If for some reason you are in a situation where your fleet and the enemy crisis fleet are at around the same strength then maybe, but that should never be the case. Traits represent the background, education or personality of a leader. Granted it may not be the best strategy, but it's worked rather well so far. My current design for my battleships: Arc Emitter, Strike Craft Also what weapons do they focus? Thanks. Early on your two guaranteed habitables can be used for 1 energy 1 mineral, or alloys if you want to go to war early. Building more defense stations planet side can quickly and cheaply boost capacity through the soldier jobs. If you are fighting a large empire, multiple fleets of gunboats and interceptor corvettes are ideal with large numbers and perhaps 1-2 cruisers in said fleet, with a battleship and its escorts being your head fleet to bombard worlds and escort transport fleets. Should I focus on Corvettes, Destroyers, Cruisers, etc? When and against what should I use which? Also can I rely on the game to automatically build the best ship out of my current tech? I don't want to go too much into detail for now if possible, just some easy rules to Dec 17, 2016 · So what's the right ratio of ships? What I usually do is 1 in 4. Last time I played there was discussion between torpedo corvetes and lance battleships and everybody agreed that mixed fleets were weak and In singleplayer, you can just mass Arc Emitter Carrier Battleships, as the AI's preferred fleet composition is extremely weak to them. Diplomacy is a very specific tree. Feb 6, 2023 · 👉My Steam Curator Page: https://store. Unbidden (Configure difficulty: easy) Best: Khan fleet power and number of fleets would depend on difficulty. The only DLC is Horizon Signal. From what I've seen the AI will employ cruisers in one of two methods, and neither of them are really the correct way: They'll make them half-assed escort carriers with a hangar core, some point defense, and some medium and small weapons, or they'll make a sort of half-assed all arounder with a 1x large, 3x medium, and 2x small. What ships Designs/Fleet compositions are good to counter that? Early-game, spam Disruptors. You should only build a single ion cannon It takes up 8 slots of a starbase. With that being said, I have a few questions: What is the optimal fleet composition? I will, however, usually design a specific class of Corvette for piracy patrols; usually called a "Security-Class Corvette. I lose anyway with one of that 27k fleet against two 9k fleets Supremacy is good for basically any empire, even fanatic pacifists. My 6. The rest of the tradition is mediocre at best, this one bonus carries it. It the best best frigate and destroyer killer. Given the above, the best stealth fleet is probably mono frigates with torpedoes for the alpha strike and autocannons to mop up any survivors of the initial strike. Between 4-6 fleets like that should be enough assuming your tech isn't crap. Khan has super buffs you need to kill it with more pewpew. Fear not, we have your back, fellow space ruler, below are more goodies for you to browse. Corvettes are a very solid unit with its high evasion. With the combat changes and stealth, it really does not stack anymore. Sorry for delayed response. I don't need 200-300k fleet power to bombard one world, and against a small empire that I'm just going to conquer or vassalize quickly two or three fleets will do rather well. I tend to have a shield-damaging fleet and point-defense fleet heavy with cruisers equipped with boosters for speed. true. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of Mar 27, 2020 · One full corvette fleet with high evasion to aggro and "tank" enemy fire while your full battleship fleet comes in later and destroys everything with artillery barrage. My current fleet capacity is only 249/484 and I'm starting to get repeatable fleet cap techs. 3 Know what your ship's best positioning range is and use cloaking to take the best spot before you strike, don't ever be caught at a disadvantage. Anyways, the optimal fleet composition is to only use ships with the same range together, so don't mix short range Corvettes and Cruisers with long range Cruisers and Battleships, as mixing them will screw with the combat computers and result in long range ships moving in way closer than they should. 3, and yes I know it's quite long. Jul 15, 2024 · I'm currently building several fleets to finally put an end to the AI. The fleet composition comment was directed at OP’s battleships hitting only 100k fleet power. Even if you are not planning to attack anyone, a decent fleet deters your neighbors from attacking. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I have 2 titans together that make a 15. There were 450 destroyers and 92 battleships used in the battle. Aside from that, World Shaper and Arcology Project are always great to have but not necessarily must-have. Costs don't vary much between top tier weapons. Mono-cruiser fleets are totally viable AI always use mixed fleet, and against that the artillery BB is best. So for the things L M S Large, Medium, Small I didn't Assuming 200 fleet size, all techs and all repeatable technologies completed 30 times, what do you think the best fleet would be? Edit: Against A. The number of corvettes fluctuates. Corvettes are 75% of the remainder, as well as Frigates. The builds in this guide can take on a lot in the game, but they will never outperform a bespoke fleet. The task of this fleet is to be the last to enter the system and begin the battle from afar. Creating a well-balanced fleet is crucial for success in both space battles and military campaigns. 8k, 21k, and 13. com/curator/44510397-ColonelDamenders-Curator-Page/ 👈👉My Video Essays Channel: https://www. It tested more effective than a battleship artillery fleet and mixed fleet setups. Build time and cost was reduced using an retired fleet officer governor + full prosperity/supremacy tree + assembly yards. If you are better fighting at long range, always be at a distance, if you are using short-range torpedoes, always be at close range. . May 14, 2016 · So I was wondering what would be the best composition with Battleships, Cruisers, Destroyers, and Corvettes and what should the design be because honestly I just stuck as many things on them as I could put all of them on super hostile (had 40 corvettes 30 destroyers 20 cruisers 10 battleships) and I did not get the best results in return. ‘Main’ war fleets. And second, that 80/20 fleet comp is ok, but it loses to an unacceptably high number of other fleet comps to be considered the “default” With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. basically you're getting the lowest total cost of the ship possible so you can get the best alloy:dps ratio (fleet cap permitting). 40 corvettes in one fleet is plenty. Jan 10, 2023 · Most of the best fleet designs are just full fleets of the same ship. The idea is to burst them down asap to minimize losses: the Scourge is particularly slow in dealing damage because so much of it is in strike craft and missiles, but its overall damage output is very high, and if you opt for a longer combat, you'll suffer heavy losses. Stellaris is a game with a lot of details to it, and can take a while to understand. Add a defensive fleet to it, then ion cannons can shoot a bit more. steampowered. For example, if you knew for a fact that your enemy was going to be using exclusively battleships with long-ranged weapons, you could use destroyers instead - and in fact, against Contingency on 5x crisis, this is actually your best bet. Claim it and make it your first target, year 2700 they probably do, I don’t know if you know this but you can build more than one ship at a time if you have more than one shipyard built in a starbase, try setting some star bases aside to be shipyards, and also pure anchorages since I notice your fleet size is almost capped, what I like to do Jun 18, 2019 · After all, there's this nifty auto-complete button for your ship design, how bad could that be? And sure, it'll do, most of the time. For singleplayer, there's really not much reason to use anything other than Battleships. Running out of energy, alloys, and rare resources will gimp the fleet power significantly. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. So economy is important as well—but wouldn’t account for the difference between op’s corvette fleet and battleship Mar 11, 2020 · 2) Different fleet compositions work great when you're facing an enemy that has a specific fleet comp. You will need (at least) two Battleship designs. On default they’d be around 30-40k per fleet, with Khan about double that, and usually spawns in 3-4 fleets in addition to Khan. This is a role they excel in because with the Picket Ship Bow and Stem equipped Sep 2, 2023 · Stellaris Ship Design Meta: What Works Best in 2024 It may surprise you to learn that over 60% of players are still struggling to adapt their fleet compositions to the ship design meta changes introduced in patch 3. My economy is decent with energy and minerals getting 250 monthly while alloys are getting 200. The offensive auras are the best Titan auras to use, and the best doomstack design would have 3 Titan designs, your fleets alternating between them, to guarantee covering all 3 offensive auras. It's less dividing my forces and more about flexibility. This guide covers weapons, combat, disengagement, armor, and power disparity, as well as special coverage on Strike Craft! I have been playing Stellaris casually for a few years now, always gone for the neutron destroyers and battleship mix. Stellaris has a rather cheap upgrade system, where its easy to switch designs. My initial approach was just to build a fleet to roughly equal the contingency fleets in fleet power and see how they perform. What ship components/weapons are effective against the contingency. Just want my fleet to be as effective as possible. I was able to kill it with a 20k fleet of corvettes and plasma cruisers only. It's not a bad perk, but there's almost always a better pick. As you keep upping your fleet cap you keep adding battleships. Like, I want to have millions of fleet power and I am almost at the point where I can develop an economy to support that, but what's the best way to get the fleet capacity necessary to support that many fleets? Fleet composition in Stellaris refers to the arrangement and combination of ships within a fleet, tailored to achieve specific tactical goals and counter different threats effectively. No surprises here, the best are still the best. Higher fleet cap for me usually means add more battleships plus possibly a titan. I do feel some luck was involved in my success and so I wanted to ask a few questions that I hope an experienced player could answer, please. However, a fleet of ~80% artillery battleships, ~20% carrier battleships is hedged enough against the corvettes that it’ll beat the pure corvette fleet. My slightly updated build is cruisers with all whirlwind missiles in fore and mid, archeo-tech micro missiles in the aft small slots and triple afterburner, an admiral with the cautious trait is also Mid Game (cruisers): Now this is where things get dicey. Jul 7, 2019 · I lose a couple of Corvettes with a 220 fleet size, 170k Corvette fleet vs just a tiny 18k FE fleet, so I have to imagine it would be worse vs an actual ~140k FE fleet. A rank A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Build it with the Subspace Amp, plop it into a good choke point with a defensive fleet that includes a Nanobot Titan or two, use it both as a waypoint for incoming reinforcements from my shipyards and as a FOB so that I can peel damaged ships off and send them back to it. The only enemies worth countering are the Prethoryn Scourge, which are extremely weak to energy weapons defensively and their offensive weapons get intercepted by Strike Craft so a fleet composition of Tachyon Lance/Neutron Launcher Battleships supported by a handful of Tachyon Lance/Carrier Battleships rips them to shreds. Corvettes I do torpedo, autocannons. I'm not sure what happens in the case of the fleet being at max fleet capacity. I believe the AI currently overvalues point defense, which means missiles aren't really that great. Hey all, basically the title. Apr 19, 2021 · I want to return to playing stellaris after long break and I'm wondering what is current best fleet. I might keep a fleet with Cruisers as biggest ship to help capture less defended territory. With careful economic management, good traits/civics/ethics (MUST include Meritocracy, probably need both Adaptable and Rapid Breeders, and FanEgal is best as you can't have Meritocracy as FanAuth), a strong early-game Origin (Prosperous Unification, or Shoulders of Giants with aggressive excavation and sale of the Jan 15, 2024 · Knowing what the best ship components are in Stellaris is necessary for players wanting to construct a powerful fleet. Now I don't know about THAT. Destroyers and Cruisers are just completley useless. On grand admiral that could be 70k per fleet, with Khan about triple that, and spawns in ~10 fleets. Jul 11, 2024 · In this guide, we will explore everything there is when it comes to Stellaris ship designs. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. I don't play multiplayer. However, this can be mitigated as long as you have some Offspring Ships in the fleet or have an Offspring Outlook Starbase building. So bring a decently sized fleet with weapons that ignore shields and they crumple pretty quickly, hangar/missile battleships with disruptor corvette escorts are my general fleet comp and it works well against these guys also. I’m looking for help developing a build order/strategy to have a big enough and advanced enough fleet to crunch my immediate neighbors at around year 30. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you finished Supremacy traditions - Rapid Deployment is The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. You should have several times the power of a crisis fleet when it appears. Minimal losses on the corvettes, zero losses on BS which are fare more valuable and harder to replace. Ah, I'm at fleet cap so I don't think I want to build more ships and strain my resources. S. Just create a plan with cheapest possible corvette with hyperdrive (no weapons, no armor, lvl1 other stuff), and place one or more in each system, that gets affected by piracy. I only play single player using the Dynamic Difficulty mod to keep the game a challenge. It isn't the best setup, but it works well enough for most of what you'll encounter. But with a significant tech advantage, you can get massive fire rate bonuses from Force Disparity and still beat a numerically superior force, at which point another Stormfire Autocannons are easily the best weapon to go into the S slot. In general you want a pure corvette fleet to start combat, and a mixed fleet with Artillery BB, and a small number of PD destroyer as escort. Getting the Cybrex as your precursor grants you: Cybrex Alpha, which contains a ruined ring world Unity, Engineering Research, and Energy, along with minor artifacts Cybrex War Forge Relic And with high crisis multiplier, Defender of the Galaxy is just the best final perk. In singleplayer you can This is a writeup on the best ship designs in Stellaris v 3. This is the first video in a new series of Stellaris fleet composition test videos. Giga Cannon and Saturator can also work, but the problem you run into is that the best synergy with Giga Cannon or Saturator is actually the Tachyon Lance, which is obviously mutually exclusive. Security fleet, consisting of missile corvettes and destroyers for chasing down smaller enemy fleets and maximizing engagement range and speed. Jul 26, 2022 · The best way to use destroyers is as picket ships, designed to intercept enemy strike craft and missiles. The TL/DR is that a few of a wide variety of specialized ships that's backbone is composed of generic heavy hitters seems to work the best. It will have -50% evasion, 50% fire rate, -50% accuracy, and -50% sublight speed. This fleet, in turn, gets edged out by a pure battleship fleet. As the title says, what is the best fleet composition? I have 6 fleets, each with 27,000 weapons strength, consisting of 10 battleships, 10 cruisers, 15 destroyers, 20 corvettes. Pro Tip Two: Piracy suppression is based on number of ships and hull type, not components. 0. 2). See full list on gamerofpassion. We will talk about all the ships (Corvettes, Frigates, Destroyers, Cruisers, Battleships,…), Nanite ships, Cosmogenesis ships, counters for all endgame crises, fleet combat computers, and much more. Here are some key aspects to consider when forming… Aug 17, 2024 · The biggest change is to your fleet. Rating them from best to worst: #1: The Cybrex. Change all pickets point defense to alpha damage. Versatility: +2 Amenities per Maintenance drone is the single largest economic bonus in the game for gestalt empires. May 10, 2024 · Stellaris Fleet Combat Composition - The Machine Age. P. The XP gain is slower than actively fighting battles, and won't give you as many chances for traits as fighting battles, but without a "fleet training" or "fleet exercises" option in Stellaris it's the only way to reliably power up your admirals. In singleplayer you can just mass these, the AI will never counter them. Supremacy: best tradition i the game, absolutely essential before going to war. They will only pick of 1-2 ships. Crises arrive into the galaxy at certain points of the game and tend to attack all empires indiscriminately in a manner similar to a Total War; systems conquered by a crisis faction will either be immediately absorbed into their territory or will have their starbases completely destroyed, depending on the crisis. It's a pretty common question as to which ship designs are the strongest ones, and I have a copy/paste response detailing some of the best designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Get damage or fire rate admiral and print more corvettes if you can. If you want to outfit for best performance against Battleships then use Artillery, if you want to outfit for best performance against anything other than Battleships then use Hangars, and if you want to be able to handle both then use a mixed composition of Artillery and Carrier. They are there to harass and take damage. Posts I'm frankly conflicted between Master Gunner and Armada Commander I'd agree that these are the stand-out options. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. But the 2nd most non FE empire is turning Dec 14, 2018 · Dealing with piracy: After through testing i found, that the only way to erase piracy is using corvettes. In Summary:Cruiser/Battleship beats CorvettesCorvette It can depend on what you're going for and what you're aiming to counter. Anyone have advice on what is good in that mod in terms of ship design/fleet comp?… I got lucky and was able to reverse engineer [V]hyper shields from a ring world. Obviously this is extremely dependent on the opponent (sometimes AI will use mono-energy weapons), but energy is at a premium, anti-armor weapons aren't as scary as anti-shield weapons, and shields are much easier to bypass. That's enough strike craft to provide reasonable point defense against missiles and do good damage to corvettes while the artillery ships annihilate everything else in short order. In this video we review a number of strong fleet compositions, analyzing strengths and weaknesses, deve The best way to build fleet power is to have a big empire with lots of alloy and research output and lots of naval capacity. I’ve played a fair amount of the game and know what I’m doing, but I wouldn’t classify myself a “great” player. I am sure someone could give you a fleet composition based around them if you prefer. Fallen Empire ships are universally weakest to Hull penetrating weapons (Disruptors, Arc Emitters, Cloud Lightning), having high Armor & Shields and comparatively little Hull. If 50% of your fleet is attacking hull directly and 50% of your fleet is attacking shields/armor, then there's a good chance that the shield/armor portion will end up not actually dealing any hull damage and be completely wasted. Torpedo cruisers for a second fleet. When it is my turn, I manually delete all the autosave builds, rebuild the templates from memory of my favorite loadouts, and re-upgrade the fleet, and after, it has a power of 200k. All weapon components completely ignore shields and it does well against both battleship fleets and corvette fleets. Your situation I would ideally aim for a fleet of battleships and a fleet of corvettes. Corvettes are usable and can be decent in some situations, but the AI's fleet compositions really don't let Corvettes play to their strengths. 1) What are the best all rounder designs for ships? I was mostly using dark matter and nanite tech by the end of the game after crushing a fallen With that I can now move on to an example fleet, namely the fleet I am currently using in my most recent stellaris game. The best end-game fleet compositions and what weapons belong on them. And here’s me at year 2350 with over 1000 tech as driven assimilators STILL waiting for jump drives…I actually started a war with some guys who I didn’t realize were federated with the two other empires bordering my own…the two other federated empires started invading my northern systems and it took me over a year to get there to reclaim them. You can get them to work on lower difficulties, but generally if you know what you're doing fleet will always be easier. You need more firepower. " I'll give them the best engines for faster sublight speeds and the best drives I can for more efficient jumping. If you want to start a federation, especially if your government lets you start one of the non I was playing a few hours ago and I had a missile meta fleet of about 160k annihilate an enemy fleet of aroud 200k for the loss of one cruiser. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). Their There is no reason to ever use the Broadside Battleship. I'm still on my quest to actually get good at Stellaris, but I'm not sure I understand the best methods for increasing fleet capacity. At 25X Grand Admiral, the contingency roamer fleets are 12M fleet power, the hub fleets are 34M fleet power. Depending on the situation. Members Online 3. If you know the enemy will only field battleships, sure grab ion cannons, but dont rely on them to beat the fleet back. Never looked back. Through much experimentation, I have found a general fleet composition that is fast, effective through all stages of the game and usually hits above its fleet power. I don't want to spend resources to useless fleets so my naval capacity stays at 80/280. In singleplayer All of their defenses are in shields and hull, no armor. 7k fleet. Some higher level Federations give crisis damage bonuses too. They may be one of the best S slot weapons, but they're still just an S slot weapon and they are nowhere near worth that many Nov 13, 2024 · This page lists traits specific to the Commander class and its sub-classes only. •Build the fleet up to 50k, balance the fleet with about a 15 corvette to 5 destroyer to 3 cruiser to 1 battleship ratio. Sep 15, 2023 · When it comes to the best fleet composition, the real answer is a fleet tailored to counter your opponent at every level. I don't like the sublight speed reduction of Armada Commander, but if you have a sublight speed trait to counteract it that can be very good and the larger fleet limit lets more ships benefit from the Admiral's leadership. That seems like a setup issue to me. Sep 22, 2018 · The best Fleet mix depends entirely on who you are fighting. Oct 30, 2024 · A 100k fleet of your best Space Fauna gets nuked by a SHIP Fleet of 10k like there's no tomorrow. The most important thing is to use strong designs that work well together. I personally feel Technological Ascendancy is overrated. My fleets right now consist of 3 main parts: fleets of 21. youtube. Push your industry hard and make sure you are at capacity. For reference, my usual fleet comp is 60 disruptor corvettes with afterburners and swarm AI, while the rest of the fleet is purely cruisers with max disruptors and afterburners plus A new template is created any time a ship is built manually through a shipyard that doesn't presently have a fleet docked. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. My current endgame fleet looks like this (based on a Reddit thread, 130 size): 20x Dasher (3x Autocannon, Swarm-Computer, Full-Afterburner) If you bring Point Defense/Flak in your fleet, you can safely stack pure armor for your defense to limit their damage output. I'd like to try and learn how to optimize each ship manually. Ancient Nano-Missiles are one of the best weapons in the game, but also extraordinarily expensive. I'm talking Jake vs Tyson kind of "WHAT THE HELL AM I WATCHING" Events. The reason to have cruisers is to deal with destroyers and corvettes so you don't have to have them. I've mainly played Stellaris while using auto-best for my ships. Just have enough corvettes to use as cannon fodder and the cruisers will nuke the drake easily. 6k. My fleet with this design philosophy has chewed through 3 equivalent power swarms, and several of their 9. But if you want to truly be the best at warfare, to beat enemies many times bigger than you while using a fleet that's as manageable and economical as possible, you need to understand how combat works. Running just 2 of these on each of your Carriers is going to run you a staggering 560 minor relics for a single fleet. Put them on your Battleship S slots if you're going with a carrier setup, and I make my corvettes pocket with Flak Artillery, Stormfire Autocannons, and a Plasma Cannon. However I can't build a decent fleet that can counter most enemies. There is a Synopsis with the conclusions at the end of the post. Alloys aren't a problem right now as I'm sitting at 95k of them and have a plus 400 production when ships are docked and plus 200 when they're not Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. Yeah, starbases don't really scale well. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. So I end up with; 100 Corvettes 25 Frigates 6 Destroyers 2 Cruisers 1 battleship. The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship There are other viable ship types (like autocannon corvettes) and there are some wrinkles you do need to be watchful for (Artillery Battleships with Precognitive Interface and the Enigmatic Decoder actually beat Corvettes just fine, since their tracking bonus is so high they The best thing to do is to look at what your current enemy is carrying for their shields and armor. This is a newbie-friendly fleet design, designed for maximum flexibility and consistency vs the wide variety of foes in Stellaris. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. Imo they are all equal And union is fun, you can be part of a team >w< also they're the most stable because of the cohesion reductions and because of the internal diplomacy buffs amd furthermore you get nice defensive buffs like an early fleet contribution modifier and a speed buff in allied territory - getting a total of +50% crisis damage on level 5 is pretty good too - all in all it's a The best ship builds in Stellaris. For example having 2 destroyers fully fitted with deflectors and all missions, other 2 destroyers with armour and lasers I enjoy fighting the crisis in Stellaris and equipping my fleets for it: Galactic Custodian, taking the Defender of the Galaxy perk, kind of Charles Martel role-playing, keeping the invasion in check and save everyone. Titans can maximize their effects by stacking their offensive auras in a fleet of 3 ships followed by other fleets benefitting from their auras . Example: My Federation ally takes over as president, and "upgrades" my fleet to auto-designed ships resulting in a fleet of 87k power. Starbases filled with anchorages, fortresses supplementing them, a strategic coordination center when you have the chance, and lots of shipyards (or a (going so far as to replace robot assemblies). Assuming a fleet cap of 200, I would build fleets of 20 battleships and 40 corvettes in each fleet. Which weapon is better to use? The basis of my fleet is a bunch of armored torpedoes on frigates and cruisers. vhjjpep rhff fbovf ptehe mrl auulkthr rdajju avdg vshzume rdgcfmm