Or is Corvette/Battleship combination is still the way to go? 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). And for those too lazy to go to the post basically what it includes. With Battleship Assembly Yards and a mineral income >1000/mo you can make roughly 7 or so at a time indefinitely. You can also use fleets of just corvettes and destroyers (point def. Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. www.ParadoxPlaza.com You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. I've tried Corvettes/Cruisers with Torps and Strike Craft... it didn't work out. Bad positioning applies a penalty to screening efficiency, which may increase the screening ratio required to achieve 100% efficiency. You get 1 titan cap per 150 naval capacity, while the titan itself only uses 16 naval cap. 3. It sounds ugly, but I'll buy that the missile corvettes still come out on top. Also, I have scouting units made up of about 6 Corvettes. Even early game, missile corvettes actually beat interceptor corvettes just barely nav cap for nav cap (surprising, huh? Mega/Giga Cannons are the only anti-shield weapon in the game that outrange Neutron Launchers. See, for example, the joking-except-I've-done-that idea of using a fleet made purely of titans. Bigger, dedicated battle groups may have 3 Cruisers, with maybe 8 Destroyers and a spattering (~16) of Corvettes. What about Titans? I use a similar 1:5:10:20. My second point is that one cannot realistically point to weapons in Stellaris being good solely on basis of their alpha damage, as the weapons with high alpha damage are superior to their alternatives in nearly every other conceivable way. Press J to jump to the feed. What is the overall best ratio and designs for the 5 types in early, ... Log In Sign Up. Torpedo boat corvettes. It's very, very easy to stack corvette evasion well above its cap of 90%, wasting the excess. Genocidal empires can even opt to skip the invasion entirely and simply exterminate all life on the surface. I built a battleship called the i called the Lancer-class, comprised of 100% tach lances which equals out to like 5 or 7. Each Cruiser has 2 Destroyer escorts, and a handful (2-4) of Corvettes under it's direct command. Same fundamental, but I like the factors. The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. You’ll learn how to design ships so that you take the fewest losses, while dealing the most damage. Not technically related to fleet composition, but don't forget to use the strategic resource edicts to boost your ships' HP and damage (and speed and sensor range, if needed). With the extra range, they accomplish the mission almost as quickly, and are useful for hunting down remnant fleets that battleships can't catch. Titans don’t compete with battleships, as titans are heavily limited in the numbers you can use. Make them tough enough to hold their own against space monsters, but have them run away from any actual combat after you've seen what the enemy's ships are. 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. Escorts serve a secondary, but important, role in navies. Unable to contend directly with capital ships, they are nonetheless useful for scouting, raiding convoys, and dealing with sub attacks. Use either 1xNL/KA/CL, 2xPD or 3xPD, 2xD (or whatever you want, it won't matter much). Had 20 of those in a fleet together and they didnt get defeated until the AI kept attacking with maybe 10 10k stacks of corvettes. And because you only get 1 titan per fleet and it takes a few game years to build a new one you really feel the loss too. Even if you do not plan to go to war immediately you always want to maintain a strong fleet. Historically speaking, in naval warfare, battlecruisers. each new tier has half as many ships as the old tier. Civilian vessels only cost Energy Credits as upkeep, while Military ships also cost Alloys. They can support larger fleets in combat if they need to, but don't expect them to last long. My first point is that the forum's usage of the term "alpha strike" is confusing, as "alpha damage" is already an established term that is independent of range. It also has its own set of aura components, which are significantly more powerful than the Titan's own.In addition to the empire limit of one, … Collectively, the player's ships are referred to as the navy.For organisation and control, the navy is divided into one or more fleets. 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. With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. Firstly, a strong fleet will deter other empires from attacking you. That was with me countering their ship build. Each ship has four Tachyon Lances, and each fleet has 20 Battleships in it (give or take). These Cruiser-centered clusters can be combined as needed for war, but generally I leave them spread about at different spaceports in times of peace. They also have auras that buff all of your other ships, which makes them essentially the flagships of any fleet. corvs and lance destroyers) as your flanking fleet because of the speed. Bonus if you are running defensive computers (which you would be for the 10% health bonus). try to flank, target specific ships, things like that? This is where most of my naval cap goes. stick w/ the main 5-tier missile progression. For the titans, Perdition Beam plus NLs. 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. Stellaris Ship Design Guide 2.2 |Battleships| Name of the end game is long range damage. I've fought at equal army strength with the AI, but they had cruisers and I didn't - I got destroyed. ... Stellaris … Best (standard) traits for a BS+Titan fleet's admiral are Cautious (gotta get that first alpha strike off ASAP, plus it makes it harder for enemies to evade combat), followed by Engineer (one of the only percentage-based repair methods in the game, it can add tens of HP/day when used on the largest ships). The extra hull damage probably tips the total time-to-kill to the favor of the missile boats even if the interceptors are using pure armor (and especially if the missile boat uses a laser for its S slot), although I'd have to do a bunch of math (or have a spreadsheet do it for me) to take into account bonus evasion and damage from extra power, the effect of shield regen, the effect of laser and railgun damage modifiers, and the impact of increased launch range but (for most volleys) delayed impact with missiles. Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become chronically stagnant and decadent over the ages. Question. Orbital bombardment causes damage to any defensive army but also Devastation. I usually put one of these around planets with Spaceports dedicated to the military modules to save on monthly maintenance. I think the main trade off now is speed - battleships are outright the best at fighting, but they move slow on the map. Most of the time, I try to make these types of dedicated "navy base" planets on Hyperspace choke points. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. did anyone try to, instead of combining all ships into one giant fleet, make several, smaller fleets? That's trading off against two S weapons, with a total DPS of 3.874 to 4.108. What you want is corvettes equipped with devastator torpedoes and the combat computer swarm. Yes, they have the best ratio of HP to fleet size, the highest disengage chance, and also the best ratio of M slots (which are useless except for being the best slot to mount Disruptors in), but they have neither the evasion nor the HP to tank battleships and titans (to say nothing of F/A empire fleets), don't have the DPS or range to get significant numbers of kills, don't have enough G slots to be good missile boats, aren't fast enough for a rapid response fleet, and can't specialize hard into any weapon. Haven't played 1.1 beta yet. Am I the only one who runs around with a swarm of battleships and cruisers? But seriously Destroyers with one tach lance and defensive combat computer are fucking deadly. I've stopped building Titans because of it. Weapon loadout whatever works, but try to get them to 90% evasion. Tank ships are not affected by friendly auras from Stellaris vanilla, from either military stations, or if they add them back to ships in some form. 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). This is all in contrast of "Doomstack" theory - I don't think that's fun so I split my fleets up a lot more than most people probably do. The ratio of screen ships and other ships is the screening ratio. 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. I've been using a 1-2-4-16 comp for my current 1.1 SP game and its been working out well. Released … ), and are better for non Corv v. Corv activities like attacking starbases and such. (as otherwise you just eternally chase the enemy battleships and never catchup). 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. 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 … 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. Hull Upkeep: 1% of it… You have no chance anyway, so instead gear your composition to best deal with the inevitably poor positioning it will have to endure most of the time. And lost maybe 3 corvettes total can ignore literally all of the costs of its sections and components usage! 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