What about Titans? Most of the meta comps you see rely on alpha strike comp, but usually are only available later in a game, where … You get 1 titan cap per 150 naval capacity, while the titan itself only uses 16 naval cap. Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet on their own) or which ships they target. Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. The tach lance BS are good. I use a similar 1:5:10:20. The new feature will let players set fleet templates complete with ship type, class, and quantity, allowing you to determine the fleet's composition and change it … Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers. Torpedo corvette swarms can technically "win" against battleships - as in, force them into retreat - if the BS don't have enough PD escorts, but you'll lose far more alloys in ships than the BS fleet will (assuming both are similar fleet size, competently designed, and well commanded). In my mind bigger = better. Orbital bombardment causes damage to any defensive army but also Devastation. What is the overall best ratio and designs for the 5 types in early, ... Log In Sign Up. Battleships are something special, and unless I am gearing up for a seriously large war, I don't keep more than 1 or 2 of them around, as the monthly maintenance is a bit steep, in my opinion. Close. For a more realistic answer, I just did 1/2/4/8 for most of the game - i.e. I've been building fleets with a core of battleships or cruisers with destroyers and corvettes supporting them. Having a pack of corvettes for hunting wormhole stations and sniping spaceports can work well (spaceport strength seems to be over stated). You’ll learn how to design ships so that you take the fewest losses, while dealing the most damage. Hull Upkeep: 1% of it… Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become chronically stagnant and decadent over the ages. have 2 fleets, first is corvette blob with evasion, second is battleships with lances or equivalent 60 range gun. Guides » Stellaris - Ship Designer (Fleet Guide) Stellaris - Ship Designer (Fleet Guide) Written by John Don McGee / Mar 28, 2018 Introduction Welcome to the most complicated complicated part of the game. Orbital bombardment occurs when a fleet is in orbit around a hostile planet, and is generally a precursor to invasion. With 7k+ health, 5% hull regen is nothing to sneeze at. Large packs of battleships with tachyon lance (or neutron torpedos) and red crystal health rarely seems to loose (oh, and 3-4 point defense). I should note the support auras likely make a significant difference: Almost all of the AI factions use shield, so a straight 25% loss of shield health is significant. Facebook. In Stellaris, you spend most of your time taking care of economy and managing your empire.However, a time may come where either from your initiative, or through one of your allies, you'll be in a state of war. Posted on 31 March 2019 31 March 2019. You must log in or register to reply here. So they're not cheap, nor fast to build, but I don't really ever lose any because they're so powerful. It may not be optimal, but it is the most thematic and fun for me. Strike craft are "meh" for the first 50 years and worthless by 100 years in. With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. Stellaris Ship Design Guide 2.2 |Battleships| Name of the end game is long range damage. That was with me countering their ship build. Genocidal empires can even opt to skip the invasion entirely and simply exterminate all life on the surface. It has 10 times the hull points of a Titan and feature six Hangar slots and two turreted Extra Large slots. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. 3. I've seen some nerfs on corvettes on their evasion and such. For a single fleet at the very early stages of the game i … Unlike normal empires, a Fallen Empire is fully developed at the start of the game, and due to their extremely large and powerful fleets they should not be provoked until your fleet strength and technology is … For late game, I've just been spamming Battleships. Of course, missiles skip shields and do extra damage to hull (and even a pure-armor early corvette will have only 150 armor but 300 hull, though removing shield generators will also generate extra evasion and DPS from excess power). This is the first of a multi-part video series on the fleet design in Stellaris as of 2.0.2 with the apocalyplse DLC. Bad positioning applies a penalty to screening efficiency, which may increase the screening ratio required to achieve 100% efficiency. (Don't start with Mass Drivers). I could see merit for Cruisers as a heavy raiding fleet with more staying power than Corvette swarms. Press J to jump to the feed. I’d also recommend afterburners, as they enable you to get extra evasion. I've stopped building Titans because of it. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Press question mark to learn the rest of the keyboard shortcuts, Building up for Invasion Army or layover for 1st Fleet. With Battleship Assembly Yards and a mineral income >1000/mo you can make roughly 7 or so at a time indefinitely. Oh, my bad. The new population and building system in stars is meant to give Stellaris a lot more ability to customize y… Then the rest of your fleets are battleships and titans with only your long range weaponry. I've fought at equal army strength with the AI, but they had cruisers and I didn't - I got destroyed. Tachyon lances significantly outrange most weapons, so reducing other factions sublight speed keeps your battle ships at range longer. stick w/ the main 5-tier missile progression. No point having more than one titan with the same aura type in any given fleet, aside from just building a fleet of pure titans for the lulz. This is the sum of the costs of its sections and components. Against Fallen/Awakened empires, consider swapping out for penetrating weapons (Disruptors / cloud lightning / arc emitters) because the FEs have such crazy-strong shields and armor, but be aware that cloud lightning isn't a great weapon (by L-slot standards) on either range or damage (though it has the best tracking of any L weapon). Not only do they utterly lack alpha strike, their real DPS is much lower than their theoretical maximum, they're easy to kill, and they don't benefit nearly as much from repeatables as you might think. Since you usually want the anti-shield weapons to fire first, but NLs are the best L-slot weapon by most measures, my battleships are usually 1xGC, 4xNL. Escorts serve a secondary, but important, role in navies. All of them cost alloys and some advanced components also cost strategic resources.Build time is determined by the ship type.The base upkeep (per month) of a ship is determined as a percentage of its total build cost. ... Stellaris … Or is Corvette/Battleship combination is still the way to go? Did the fleet composition change much? Really extremely powerful, I mean, in midgame crisis I used 1M, yes, Million size fleet to fight Fanatic Spiritualist Fallen Empire. 1. The beautiful part, you only need to use 3 battle ships out of an entire fleet, and they can still fit 3 tachyon lances (as compared to 5 for the standard model). And I prefer a larger corvette meat shield at the front. User account menu. For a better experience, please enable JavaScript in your browser before proceeding. Reason for having a fleet with no battleships is that cruisers are slightly faster, so that fleet can outmanoeuvre enemy battleship fleets and pin them down while the main fleet catches up. Even early game, missile corvettes actually beat interceptor corvettes just barely nav cap for nav cap (surprising, huh? ... #3 Always maintain a strong fleet. I was somehow under the impression that each fleet is only allowed to have one titan. (as otherwise you just eternally chase the enemy battleships and never catchup). try to flank, target specific ships, things like that? Many have asked and here it is, fleet compositionsCopyright © 2018 Paradox Interactive AB. What you want is corvettes equipped with devastator torpedoes and the combat computer swarm. What's more, those extra evasion bonuses are additive with each other but. This works even better with three groups, of course. Bonus if you are running defensive computers (which you would be for the 10% health bonus). As we’re approaching the 4th anniversary of the release of Stellaris, I thought we would take a look at what Stellaris is, and how much has changed since its release on May 9th 2016. That's enough to completely counter the evasion of most cruisers and definitely anything bigger, and have a decent shot of hitting even a corvette. As for weapons, I tend to make default ship designs that are focused around my starting weapon choice. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. If you're going to use Whirlwind missiles to soak up PD wouldn't it make more sense to mix them with torpedoes as they benefit more from not getting shot at by PD than missiles? Stellaris doesn't have anything like that. So, Corvettes were much more powerful, no? So I'd have 40 corvettes, then add 20 destroyers to that, add 10 cruisers to that, and 5 battleships to that as the tech became available. See, for example, the joking-except-I've-done-that idea of using a fleet made purely of titans. Don't forget the Rapid Deployment war policy for more range and also sublight speed. Bigger, dedicated battle groups may have 3 Cruisers, with maybe 8 Destroyers and a spattering (~16) of Corvettes. Eventually I realized I could skip the boring parts of clicking 100 times to replace corvettes that barely did anything and went to the strategy I listed above. Most of the meta comps you see rely on alpha strike comp, but usually are only available later in a game, where this has viability for early-mid game campaigns. The ratio of screen ships and other ships is the screening ratio. For example, if you've got two 4k fleets and your opponent has a 10k fleet (and assuming techs are fairly similar) if you can catch your opponent in a combat with one of your fleets while you bring in the other from behind, you can actually win, because you're splitting their fire. The AI is dumb as a brick, and can be easily beaten in a number of ways. The amount of piracy suppression is dependent only on the ships hull size , with corvettes being the best and titans being the worst, independent of their equipment, although high mobility might help soften … Best fleet composition and design for 2.8. (though if you use neutron torpedos, take the fire rate debuff). Fleet composition A balanced fleet is one of the cornerstones for any successful fleeter, especially mid game and late game, but it also plays a role in early game of course. Historically speaking, in naval warfare, battlecruisers. Each ship has four Tachyon Lances, and each fleet has 20 Battleships in it (give or take). each new tier has half as many ships as the old tier. Stellaris is the first space strategy game from Paradox that takes the 4X formula and injects some story elements to the experience. did anyone try to, instead of combining all ships into one giant fleet, make several, smaller fleets? Civilian vessels only cost Energy Credits as upkeep, while Military ships also cost Alloys. It sounds ugly, but I'll buy that the missile corvettes still come out on top. Posted by 8 days ago. You can also use fleets of just corvettes and destroyers (point def. … Each fleet is shown on the screen with a strength number. 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