Stellaris fleet composition 2024 reddit. So now, fleet composition.

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Stellaris fleet composition 2024 reddit The console edition is on an older patch than the PC version. Now other than this your proportions don't look bad; ignoring the other ships, you're about 25% Corvette, 20% Cruiser, and 45% Battleship which is a fair composition. Unbidden Fleet Composition Hey, looking for a bit of advice, having a bit of trouble with the ubiddern, they spawned over the other side of a galaxy and took out a bunch of the larger empires there, slowly chewing there way to us - anyway, Always I have been reading the advice on here, and it seem kinnetic weapony is the go to, so have been Kinda hard to answer, because there is no "best" ship type or fleet composition, since everything has a counter and fleet composition evolves over the course of the game. I'd decided on a 1 BB to 2 Cruisers to 4 DDs to 8 Corvettes. Disruptors and railguns? Max out armor. The fleet composition is 3 artillery to 1 carrier, however my artilleries are not only kinetic artillery, they have two autocannons for close range defense In the end i usually end up with a total of around 22 offspring battleships (since i always have a defensive assassin frigate fleet with 10 offspring corvettes), so i make offspringless Theoretically one could make an argument that with repeatables stacked insanely high this meta gets changed. prepare a choke point with Citadel in it and just spam few extra defenses and add to it fleet with long range weapon and he will be on his knees really fast, other strategy is just a to play a cat and mouse with him, just try to avoid his fleet and attack few system at once, he will divide his fleet to respond and then you can just pick one by Optimally yes. There is no reason to use Cruisers or Destroyers at this late stage of the game, everything they can do, Battleships or Corvettes do better. 5x+ crisis strength, and I expect to lose ~5-10% of my fleet per fight with a Contingency fleet, but that sort of losses were sustainable. Get damage or fire rate admiral and print more corvettes if you can. Mono-cruiser fleets are totally viable Torpedo assault carrier is the most balanced ship design As a fleet 3. I usually love corvette spamming, aggressive attacks to control starbases and leave my armies conquer planets, even at some losses. I had originally been using conventional thinking in my fleet makeups. With the new update I've been using corvettes/frigates for screen, destroyers for point defense, then use cruisers and battleships for hangers and… I would say any sort of fleet mixing goes out of the window when you get a councilor with say -30% cruiser cost. XD To express better my doubts, I'll tell what I plan in my current game vs IA, so you can tell me in what aspects I am wrong (probably most of them) and help you to explain me better how to design my fleet: 1- Missile corvettes in early. Posted by u/_Zev - 2 votes and 6 comments On battleships, late in the game. Jul 11, 2024 · In this guide, we will explore everything there is when it comes to Stellaris ship designs. The Grey Tempest has several strikecraft, and the flagship of each fleet has a weapon that bypasses 100% shields and armor, usually one-shotting any ship. May also want to use one fleet as a distraction (enter gravity well first, then move around it to pull their fleets away from the hyper lane entry point) then a second to target the station directly (jump in second, have heavier weapons, go straight for the station). I like actively countering whatever enemies I find. It is still very very useful though. I believe the AI currently overvalues point defense, which means missiles aren't really that great. It is fairly effective against pure artillery battleships as well. Do they use lasers and plasma? Max out your shields. The corvettes do mostly die off the instant you face a fleet that’s roughly the same strength. The best late game all-rounder currently is a battleship with arc-emitter, hangar core and missiles. Corvette Fleet: Disruptors, Swarm Computer, Afterburner. I'm trying to find a better fleet composition myself still. I’m assuming it’s not the same as just copying the great advice for the PC version which I believe is currently mainly tailored for late game and artillery battleships with some carriers thrown in there. While Titans are quite good, you only want one per fleet and Destabilizer should usually only be used in Tachyon Lance Battleship compositions. Once you have unlocked them, battleships will remain the backbone of your fleet for the rest of the game. Since they are primarily carriers they want to stay at longer range than arc emitters. There is a lot of rock, paper, scissors now. Every spaceport had a fleet academy. Choosing to bombard or not will help fleet comp choices. The battleships are armed with large weapons only, artillery stance, the cruisers were armed with missiles and small anti-shield guns, picket stance. I might keep a fleet with Cruisers as biggest ship to help capture less defended territory. 0 I never reached the insane amounts of science output as before, like it's 10k-20k instead of 60k or something. Security fleet, consisting of missile corvettes and destroyers for chasing down smaller enemy fleets and maximizing engagement range and speed. So I'd say best fleet composition is 2-1-5. Look at their fleet composition. Frigates do not belong in a combined arms fleet, only dedicated Stealth fleets. I don't like monohull fleets, and I like making some specialized fleets so often I find myself making 2 or 3 different classes for each hull size. I like to keep the ratio 1 Vanguard fleet to 2/3 destroyer fleets The three ship designs that dominate the current meta are Artillery Battleship, Carrier Battleship, and Torpedo Corvette. I've read people who try to analyze and say there's a lot of variance in the chance of battles. 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. Corvettes are OK against later game AI battleship fleets. This way, your larger ships don't slow down your smaller ships. Your entire fleet doctrine is about breaking through shields and armor. The default late-game fleet composition is 80% Spinal Mount Artillery Battleship mixed with 20% Spinal Mount Carrier Battleship. My 6. I'd like to try and learn how to optimize each ship manually. As such, I based my fleet composition based on the number 40 (Because I use 20 corvettes and 20 frigates as the backbone of my army) Is it a good idea to have a "mixed" stealth fleet? My idea was to have a fleet of stealth corvettes and stealth frigates. So it's actually much more important to stay on top of your tech Fleet Composition: you're in a sour spot for Destroyers. The AI is generally bad at ship design with some exceptions. All weapon components completely ignore shields and it does well against both battleship fleets and corvette fleets. They can protect your battleship fleet from torpedo corvettes. The mod adds in not just new military ship types, but tons of different (and frankly ridiculous) ship sections, such as a cruiser mid section with 4 X slots on it. Or, if you have a huge advantage in fleet power (as you will against non-crisis AI) just go nuts. After that I create 2 destroyer fleets with neutron launchers as I can to act as raiding fleets to go capture my objectives. 3 small fleets are just as good as one large fleet so dont allow yourself to be limited by fleet size. The typical counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship. Hello stellaris community, I recently started playing stellaris and got better and better over time. If you're running exclusively carrier battleships (why tho), then yeah stick arc emitters on em since hangars are bypass, but in a normal artillery + carrier combo fleet composition i'd absolutely stick giga cannons on the carriers (or tach lances if you're going with kinetic arty instead of neutron for some reason). In my most recent game though I ran into some big issues. Once you Battleships, they're the conventional choice for Carriers, but in the pre-Battleship phase Carrier Cruisers are a very solid choice for your fleet. Just swap the artillery core for the carrier core and leave everything else the same. You can mix in some Corvettes into your fleet for speed purposes (adding at least one Corvette to a fleet will speed up the Battleships, for some reason) but otherwise Corvettes really need to be manually designed to be useful to late-game fleet compositions. 6 composition, I advice : 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. Example early fleet comps: 20 corvettes, 10 destroyers, as many cruisers you can fit in fleet. Recently I've been paying more attention to damage numbers post battle, and it seems like anything other than Bships just isn't as effective. First of all I'm very new to Stellaris but one of the things that really excited me about this game was the idea that I can design my own fleet with various classes of ship that will progress over the course of a game. lasers) but enemy has mostly shields, or vice versa; If a fleet greatly outranges another and is able to continue staying out of range via sufficient speed, appropriate combat computers; If a fleet has mixed bypass (e. I usually just build out what I think looks/sounds interesting. I've got 150 hours in Stellaris and I never have been able to make it past the mid/mid-late game as I'm awful at building up a military fast enough and my understanding of the games combat is rubbish. Drop Pods basically make the 'Recruit Army' button on worlds all but obsolete by dropping armies on a planet once the fleet has softened up the defenders enough. The Arc Emitter is based on the doctrine of ignoring shields. Running out of energy, alloys, and rare resources will gimp the fleet power significantly. Fleet composition will be 1 Titan with 10 carrier cruisers as meatshields/point defense and the rest being artillery battleships. What ships do you guys run in a 220 fleet capacity? Lately I have been just making out on battleships and titans, but that doesn’t seem to be working… The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. Instead they use a subpar mix of everything with every ship having a terrible setup. I have never really bothered with following the super meta fleet builds. A couple key notes: I like every fleet to have one class of ship. I ended up making mixed fleets (1T, MAXB, 20XD). Fleet 2 wins. The days of spamming one ship build in Stellaris are over. Thank you, I appreciate the candid explanation. disruptor, missile, strike craft) and normal weapons, the bypass effect will be wasted Others has pointed your attention to economy, tech, ship designs and fleet composition. Which I would have thought would be a massive weakness since I dont use any missiles, but their fleet just scrapped mine. In fact, you can get away with building nothing but battleships at that point, using a mix of carrier battleships and artillery battleships to create a balanced composition. Fleet power heavily favors battleships and titans with auto cannons. I don't play multiplayer. I’ve been playing with NSC2 a bit recently and am curious as to what peoples general fleet comp is. 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. Thousands of ships and stations trade, mine and produce, all realistically simulated. These are absolutely devastating long-range firepower machines, but they tend to lose badly to fast short-ranged ships like Corvettes. Fleet Composition/Ship designs against ai Question Hello I Play alot of singleplayer and wanted to ask if there are certain ship Designs or Fleet compositions which work very efficient against ai ships and Fleets, especially if they have a advantage in numbers for mid and Late game? Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Building more defense stations planet side can quickly and cheaply boost capacity through the soldier jobs. Frigates are only good in ambushes. Diplomacy is a very specific tree. I'm just after an idiots guide to combat/fleet management. My current endgame fleet looks like this (based on a Reddit thread, 130 size): 20x Dasher (3x Autocannon, Swarm-Computer, Full-Afterburner) 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). Try to see your enemy's fleet comps and build around them. Time passes. But ever since the pop growth changes in 3. They take attrition, but in most early wars, there is only ~1-2 decisive battles anyways You make an entire fleet of nothing but Devastator torpedo corvettes wiyh 90% evasion. Did the same, Contingency still hurts on 2. As part of a fleet, they are strictly outclassed by Cruisers. You have it the other way around, Battleships are much better meat shields than Destroyers are. You should focus less on the fleet power and more on the composition, weapons, defense, and active bonuses (say vs a crisis fleet). Combat has changed substantially, from a combination of substantially changed AI and targeting rules, and weapon alterations: We now have minimum ranges, fire arcs, and new targeting and movement behaviours in combat computers, that mean that although combining different ship types is now necessary, how exactly you combine them is another question. 3 Disruptor Corvette is basically uncounterable at this early stage and only really sees competition once you get up to Cruiser tech level. Corvettes are 75% of the remainder, as well as Frigates. . So far I hadnt used hangars and carriers cuz they didnt sound interesting, in reddit they said they are good, I try em, they are too slow to get to the frontline. The Gray Tempest ships have very low armor, shielding, and evasion, which means they rely almost entirely on their massive hulls for their defense. And their high evasion makes them hard to kill. Always make your own if you can help it. Now you have got to bring a good balance to the fight, unless you know the exact schematics and fleet composition of the enemy and think one design can still work. tbh i been 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. But I start replacing the corvets with artillary crusers and carrier Battleship, i know not the best Battleship, i like them thogh, but i always have atleast 15 to 20 corvets in every fleet to tank the first attacks and then distract the rest of the battle. Corvettes are really strong because of strategic mobility, powerful small tier weapons, and evasion. TL;DR, give major fleet command bonuses to admirals based on level, in the region of 1000 maximum fleet command limit, add a logistics system to diversify fleet roles and strategic options, and remove ship repeatables to even A good fleet composition against the scourge? Question Currently I have 10 fleets with all of them having one titan and 20 battleships(10 carrier ships and 10 with only neutron launchers), all ships are fitted with anti Armor and anti hull weapons and have an equal amount of Armor and shield modules, any changes or additions to make it more 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. I constantly change and adapt my ship loadouts. If you find a certain ship or weapon type doing better, just use that. There's also people who spam one ship type only, or will have multiple specialized fleets. They cost a little over three times as much as a destroyer, but have nearly five times the defenses, so even if they're individually more expensive to replace you're still getting way better value. Even though they don't bypass shields it's enough damage to outright kill anything except battleships. I am the most powerful empire expect FEs in the year 2312. 7k fleet. Corvettes have the niche of a rapid response fleet, but honestly I just never bother using them. I usually take some screen Destroyers and the rest brawler corvets in erlygame, in latgame, I use a simmilar comp. For you guys, a mix of 80% Spinal Mount Artillery Battleship with 20% Spinal Mount Carrier Battleship beats everything. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. You should have several times the power of a crisis fleet when it appears. It pairs well with Missiles and Hangars, weapon types u/Darvin3 has a good writeup for the current fleet meta: . Destroyers honestly kinda suck, Corvettes are replaced by Cruisers, not Destroyers. 2- Disruptor corvettes Feb 13, 2024 · Thanks for that link to the AI's fleet composition, I never knew that was there. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. disruptor, missile, strike craft) and normal weapons, the bypass effect will be wasted Dec 20, 2023 · I've read a few guides about it, but it's a quite complicated topic, and some guide are about different patches with different metas. For instance, I might skip researching missile technology entirely and just not include Torpedo Corvettes in my composition. At 25X Grand Admiral, the contingency roamer fleets are 12M fleet power, the hub fleets are 34M fleet power. How many of each ship type should I have in my fleet? I tried two titans, 14 battleships, 14 cruisers, and sent that into battle. I think this may also be an issue of massive cruiser doomstacks running out of space for everything to Going to try my first grand admiral game and I would really appreciate some help on late game ship/fleet design. It's usually a good idea to focus on only one or two paths. Fleet 1: 50 6M Standard Plasma Cruisers Fleet 2: 100 Neutron Torpedo Corvettes, 25 6M Standard Plasma Cruisers Result: 2/25 cruisers lost and 62/100 corvettes lost, vs 50 cruisers lost. These form a counter triangle, with Corvettes dodging inaccurate Artillery shots to deliver powerful Torpedoes, Carrier strike craft shooting down the Corvettes and their torpedoes, and Artillery Battleships crushing Carriers (or, more generally, anything that isn't a In the early game, I always run my first fleet as AF, a generalist Anti-Fauna fit of Corvettes with all Lasers, all Shields, Reactor Booster. I like null void and plasma line cruisers but Bs are better. The enemy fleet is all level 1, about 70/30 ballistic/laser, all with shield/armor 1:2 about 30% of their fleet has point defense systems replacing one of their weapon slots. You're running an Autocannon/Plasma composition, both on this ship and on the rest of your fleet. For fighting with two different fleet designs: With the fleet manager and ship designer UI, you can have A and B variants of each type of ship (turn off auto designs) and group them up into fleets of all A and fleets of all B. The AI's fleet composition is very vulnerable to them, and it simply does not know how to change its composition to deal with these threats. Supremacy is good for basically any empire, even fanatic pacifists. You can max fleet power by x slot battleships with all auto cannons, but this isn’t an effective ship design (generally) I've mainly played Stellaris while using auto-best for my ships. If the fleet in question has an admiral with bonus weapons range, it will also probably make them able to fire back against at least some of your ships. So one fleet of corvettes they send in first, then have a fleet of battleships flank them from either side. Tachyon Lance Battleships have enormous DPS but their alpha strike hits into shielding, so having the destabilizer is really helpful for them. Maxed out titan/battleship fleet cap leaves you only enough room to squeeze 6 corvettes in, which burn ahead of the rest in an actual engage and gets absolutely massacred. I work hard to get intel on my neighbors' ship design, and all my fleets will follow the same pattern: e. Any fleet without PD or carriers will be shredded, and even those with it will take a lot of damage. 1-2 per fleet works fine. I don't have optimal fleet composition or even optimal ship setup - its all about in my head specific roles to be filled. Thank you for taking your time for me ^^ I finally started abandoning the auto-generated ship designs and tried looking into different kinds of functions the ship classes could be used for. Having 30 of each, distributed in as few fleets as you can, should work well. 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. Different ships have different pros and cons, and depending what you're up against you will find different ship types advantageous. Torpedoes and missiles? Heh, you've already won, but flak artillery weaponry's your friend here. I already know the general meta for ships and how combat works I was just wondering if there’s a general purpose fleet composition that’s good against everything. I have, I just wanted to double check before deep diving too much. Push your industry hard and make sure you are at capacity. Again, you may have more less than this. However I can't build a decent fleet that can counter most enemies. Note: you CAN drop gigantic amount of armies and win planets without bombardment. It just keeps spamming Corvettes as the backbone of its fleet and there is no Corvette design that does well against Carriers. Arc Emitter on the bow, 2 Hangars, 2 Missiles, and 2 Point Defense in the core, 2 Whirlwind Missiles in the stern, 3 Afterburners. Jan 25, 2024 · So my Corvettes are Olympus class, Frigates are Artemis class, Destroyers are Hyperion with different subclasses, all Cruisers are variations of the Nova, the Omega slots into the Battleship role, and Titans are Warlocks. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A poorly balanced fleet composition with a better tech level will beat a good fleet composition any day of the week. 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. I usually have a corvette fleet composed of whatever remnant corvettes I had built earlier in the game. Either double your Destroyer commitment, or don't use Destroyers. Artillery Battleships: with Kinetic Artillery and Arc Emitter Try to take fights at max range, entering systems in such a way, so the X slot broadside can do all the work with the impunity of extreme range. I use those to rush in on big AI battleship fleets, draw fire, and tangle them up before sending a follow-on battleship fleet of my own to blow the AI away from a distance. Artillery Battleships have a lot of viable weapon choices in particular (Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, Kinetic Artillery, and Cloud Lightning) and what weapons you tech into changes Related Stellaris Real-time strategy Strategy video game Gaming forward back r/Frostpunk Frostpunk 2 is the sequel to the highly acclaimed, BAFTA-nominated society survival game. 6 combat rework made a lot of changes and the meta is fluid atm. That seems like a setup issue to me. Destroyers are a bit "all-or-nothing", something you use as the backbone of your fleet or not at all, but they're actually a viable option now. 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 More important than fleet composition is your research investment. I understand they almost exclusively use missiles and strike craft, but I want to know about the composition of their fleet. In that situation, BB+Titan is the logical expansion of a battle fleet. It is my go-to fleet comp late game. Given this combined arms composition, I would think Carrier Battleship and Torpedo Cruiser would be the right designs for this kind of composition. Example mid/late fleet comp: 15 destroyers, 10 cruisers, 1 titan, fill up the rest with an equal split of artillery and carrier battleships. I only play single player using the Dynamic Difficulty mod to keep the game a challenge. Are they corvettes or battleships or something in between? What ship class do they prioritize for targeting? If I commit a mixed battleship and corvette fleet, are they going to focus on the corvettes or the battleships? This fleet design is capable of beating mono-corvette spam and most other hybrid comps. It's a very strong fit vs most space fauna, although if you want to optimize vs a particular type of fauna then I'm sure you can do better. If you plan to refit larger vessels, gunship destroyers (load it with disruptors or energy/kinetics and picket computers) work pretty well against them. Going from an already reduced 75% to 45% makes this particular class of ships insanely cheap, and makes it better to just "make more" instead of diversifying with other ship types. 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. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Cheers. The idea being that the stealth corvettes could draw the fire away from the frigates so the frigates can do their torpedo damage. This main fleet is around 10 battle ships and 10 cruisers. Let me know how it goes. What weapons are they using, and make adjustments to your build based on that. So my current build is Carrier Battleships: with strike craft, whirlwind missiles, point defense, and marauder missiles . ‘Main’ war fleets. The ratios, with final fleet size just scaling up until happy or fleet cap, usually end up somewhere like; Mainline Fleet: 1 BB, 1 CA, 4 DD, 2 FFG, 2 DDC (Corvette) A fleet of LLMM (heavy cruiser) armed with artillery with 1-4 LHM (carrier cruiser) mixed in is a potent answer to everything except battleships (which it can trade with reasonably) and exceptionally large numbers of corvettes (other cruiser fleet designs are the best tool in the game when it comes to crushing mass corvette, but since artillery Also the AI doesn't ever use mono corvette fleets nor do they reach 90% evasion nor do they use torpedos. the problem with SO frigate meta was you simply cannot hold in multiple battle in rapid succession, your SO system may hold for again 1 fleet but the moment you need take 2 or 3 fleet at the same time you simply cannot handle it because SO frigate simply can't handle prolonged battle todo CR , performance time and limited fleet size. Strike craft are excellent, but you need to prevent them from being shot down. Same thing if they decide to attack the enemy starbase before the fleet is actually dead. Looking for good ship builds + fleet composition Question Just started playing this game a couple days ago, and have progressed far enough to where I want to put some effort in getting the ships just right. I took heavy loses all the time, but maybe I was using bad fleet composition. g. X4 is a living, breathing space sandbox running entirely on your PC. Adjust accordingly) 20x Dasher 9x Screener 6x Brawler 8x Gunboat 3x Artillery 3x Carrier I've swapped the escort carriers out for gunboats, and reserved the carrier role for the carriers. Combat computers are screwy when in mixed fleets, especially with big ships which should otherwise try to hang back. I say why not just have a single balanced mix fleet. I know about torpedo bonus damage to large ships, and I understand most of the stats (tracking evasion etc) associated with weapons. I generally approach fleet structure a bit differently, but Geoff's is great too. I usually include them as a screening force in any fleet. 100k total will do it. Members Online Stellaris on YouTube: 01001111 01110111 01000011 01111001 01011010 00111000 01110010 Well I mean that's the whole point of this ship design. This works even without Intel on the enemy by hitting them first with a small sacrificial probe fleet. Build one per Fleet Group. I’d love to hear any criticism, as I am in no way a game designer, or even a particularly veteran player of Stellaris. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. And because of the amount of time this kind of fleet can spend in combat without dying, the ships gain experience very fast. My economy is decent with energy and minerals getting 250 monthly while alloys are getting 200. Change all pickets point defense to alpha damage. It also defeats the point of using small ships as a screen because big ships are higher priority targets when engaged at the same time - in separate fleets, the small ships can engage first and properly take the alpha strike. Always sent in right BEFORE the rest, thus soaking up the enemy Alpha Strike. Hit the station, land the army, leave the army if you are playing against AI so they waste a fleet bombing their own planet. The bulk of your fleet should be battleships, with maybe a couple corvette swarms to supplement. 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. Kind of not? I didnt really like it. The 3. Destroyers are a ship type you either use a critical mass of, or you don't use. Depends on platform too Console is quite far behind, and don't get some ships types and options I'm console, my go to tactic is corvette spam with missile boats, if I get torpedoes early. 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 So now, fleet composition. Energy weapons aren't a big problem since they use Physics research, but Strike Craft, Missiles, and Kinetic weapons are all use Engineering research so trying to tech into all three can leave you spread too thin. The AI's preferred fleet composition is just countered hard by Carriers and it doesn't know how to deal with that. New comments cannot be posted and votes cannot be cast. In a multiplayer game though, mind-games come in. Ideally jumping in from a different system, thus turning enemy front facing weapons away. 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. 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. Khan has super buffs you need to kill it with more pewpew. In singleplayer, you can just mass Arc Emitter Carrier Battleships, as the AI's preferred fleet composition is extremely weak to them. The problem is that in Stellaris the advantages of the Battleship are so tremendous that the screen of cruisers is kind of worthless and there way the fleet works there is no need for a picket force. Your best bet against the Grey Tempest is either a full carrier battleship fleet, or a mixture of carrier battleships and swarm corvettes to overwhelm them. Hey I was wondering if there’s a ‘catch-all’ fleet composition that’s good against everything that I can spam. 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. It stays alive quite a while, generally more than enough time for you to disengage if you need to. If a fleet does mainly armor damage (e. Feb 1, 2023 · I wanted to ask people how they're composing fleets in the mid-late game, really after cruisers are unlocked for everyone. Build time and cost was reduced using an retired fleet officer governor + full prosperity/supremacy tree + assembly yards. With that being said, I have a few questions: What is the optimal fleet composition? What is a good fleet composition against fallen empires and crisises in game (no need for hyper speific fleets, just something in general)? Archived post. Their neutron torpedoes hurt a ton, though, and I believe their destroyers carry those, so I started incorporating Arc Emitter battleships to deal with those very My usual late game is ~10K fleet power bomber battleships(you can actually go far less, the 10K is just so something survives if another fleet shows up) with ~10 robot/android armies(I will sometimes go as low as 6). Battlecruisers: The in between between cruisers and battleships, and unlike the latter, they can carry missiles. Part of the main fleet group. Your situation I would ideally aim for a fleet of battleships and a fleet of corvettes. 1k got destroyed by enemies 5. 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. , all stressing armor and kinetic, or all shield and missles, or whatever Jan 25, 2024 · So my Corvettes are Olympus class, Frigates are Artemis class, Destroyers are Hyperion with different subclasses, all Cruisers are variations of the Nova, the Omega slots into the Battleship role, and Titans are Warlocks. So I recognize the difficulty of making a good generic design. You best bet when starting out is just a balanced fleet comp: use a bit of everything. Same with missiles. Cruisers-Destroyers-Corvettes. You need more firepower. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Again though, you don't need very many of them. In Stellaris I can't even command my fleet to ignore a bunch of mining stations in its way to help support my other fleet being attacked on the other side of the system. Artillery fleet: this is the only fleet I will use a mixed composition, using about 2:1 of Neutron Launcher Cruisers with Tachyon Lance/Kinetic Artillery Battleships. Yes. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. It's no problem at all getting most of the fleet to veteran. But if you tried that in multiplayer you will get countered, hard. They are too slow to be used in a straight fight, and as a result they should never be included in the same fleet as other ship types and should only ever be placed into dedicated fleets consisting of only Frigates. Pure corvette fleets make for good QRF and good anti-small ship duty. If you want to start a federation, especially if your government lets you start one of the non Fleet composition and the end-game crisis Advice Wanted So I've read a couple of other reddit threads, and played a couple games, I've come to the conclusion that the standard ship meta (1:2:4:8 Cloud Lightning/Disruptor Battleship:Artillery Cruiser:PD Destroyer: Autocannon/Torpedo Corvette) works well enough against AI. I’m trying to figure out the ideal fleet composition for early, mid and late game on console. OR, could I be wrong and it's better to have a fleet of ONLY stealth frigates when fighting AI? Also a fleet with 6 titans, 1 with each buff/debuff, and filled out with Bs and a couple corvettes Sometimes I flesh out a fleet with 20 cv, 15 ds, 10 cs and the rest as Bs but that's more for fun than in an crisis. High tracking weapons, often small weapons, will counter crovettes and destroyers, destroyers are the best for countering torpedoes which 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 Not too much. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. In a 130 fleet size (which is standard at this phase. But you’re gonna need a metric shit ton of PD to protect against their strikecraft. Building strong Tank or DPS fleets for city raids is rather easy, building a PvP fleet that will defeat everyone quite impossible. The fleet composition comment was directed at OP’s battleships hitting only 100k fleet power. The only case where fleet composition really matters in SP is against buffed crisis fleets, and those fleets are best countered by fleets consisting of some combination of PD/artillery destroyers and artillery battleships. 5-10k damage that shoots across the system. In singleplayer the AI's fleet composition is very predictable so no adaptation is even necessary, and in multiplayer it's just a rush for Carriers since Carriers hard counter everything at lower tech levels so if you fall behind your composition really doesn't matter at all. Disruptors are the king of the early-game. But secondly, the Arc Emitter doesn't even make sense here. Sapient/Precognitive Picket with Kinetic Artillery really works as a DPS Destroyer + efficiently utilizes the two remaining S-slots (or errant M slot) as defensive Flak or PD. Another thing is raiding your command cap, so you can have bigger fleets: You want to take all tech that raise that, and also go for supremacy tradition route (+20 there) and an “Galactic force projection” ascension perk (another +20). Shields and Armor 1:2. Fleet composition follows almost immediately from this understanding. They're as powerful as late-game weapons despite appearing very early on the tech tree, and nothing else prior to Cruiser tech level is able to fight them effectively. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. I'll also have a fleet of purely corvettes as a quick reaction force and to take undefended systems. Costs don't vary much between top tier weapons. Needless to say, the 1-1-1-1 fleet My initial approach was just to build a fleet to roughly equal the contingency fleets in fleet power and see how they perform. So economy is important as well—but wouldn’t account for the difference between op’s corvette fleet and battleship The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. If this had been SR2 I would have just warped in one of my giant ore miners filled with explosives on top of the enemy fleet. Meaning that should you come with a fleet of artillery battleships you will most likely wipe out any AI fleet there is just like with carrier battleships. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). So it's often better to focus on one tech path that you want to commit to rather than branching out into lots of different weapon types at this early phase. While it is important to note that some ships offer better value/supply than others, Fleet composition alwyas comes down to Rock-Paper-Scissor, and askin whats the strongest always depends on what your enemy will bring. I don't want to spend resources to useless fleets so my naval capacity stays at 80 I'm trying to get a better handle on what good fleet compositions are. kpeh grxzrd cmrjzlf drroijs bzsm qvmsb uttfzzjda rax byvvs qazpm