stellaris fleet composition ratio

stellaris fleet composition ratio

5: 20: 35: 60: Building up for Invasion Army or layover for 1st Fleet: 6: 24: 42: 72: Building up for Invasion Army or layover for 1st Fleet: 7: 28: 49: 84: Building up for Invasion Army or layover for 1st Fleet: 8: 32: 56: 96: Invasion Army: 9: 36: 63: 108: Layover for spares if you … Also, they require using some really bad ship section choices. The contingency seems to pose a problem for many players (myself included) so I thought I’d take a crack at finding out an optimal single-type fleet composition. 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. Genocidal empires can even opt to skip the invasion entirely and simply exterminate all life on the surface. 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. And for those too lazy to go to the post basically what it includes. See, for example, the joking-except-I've-done-that idea of using a fleet made purely of titans. Mega/Giga Cannons are the only anti-shield weapon in the game that outrange Neutron Launchers. Am I the only one who runs around with a swarm of battleships and cruisers? The rate-of-fire buffs and debuffs are additive, like nearly all Stellaris bonuses, so their actual impact on DPS is much lower than their numbers suggest. Every ship design has an associated cost to build. With 7k+ health, 5% hull regen is nothing to sneeze at. I went straight into the center of unbidden territory with said fleet and lost maybe 3 corvettes total. 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 … Normally a titan is big enough to tank plenty of shots and disengage, but if the enemy is using Tachyon Lances or Giga Cannons those do enough damage per shot that they actually have a decent chance of destroying the titan before it can GTFO (they can often drop it from 50% to 0% hull in as little as 3 or 4 hits). It's very, very easy to stack corvette evasion well above its cap of 90%, wasting the excess. Decent evasion and speed and will vaporise anything that gets close. I've fought at equal army strength with the AI, but they had cruisers and I didn't - I got destroyed. And Then I specialize as needed based on information gained by scouting. 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. Even early game, missile corvettes actually beat interceptor corvettes just barely nav cap for nav cap (surprising, huh? I think the main trade off now is speed - battleships are outright the best at fighting, but they move slow on the map. Titans don’t compete with battleships, as titans are heavily limited in the numbers you can use. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In order to make that task a little easier, the upcoming 2.0 Cherryh update will add a Fleet Manager mechanic. The only unqualifiedly good aura is the tracking one; it's all-but-mandatory for an alpha-strike fleet, and combined with good sensors and Enigmatic Decoder modules, you can get a battleship's tracking to 35 (assuming you didn't go psionic; higher if you did) with it. If you bog down an enemy with a big fleet, then hit em in the back with lance destroyers, it's pretty nasty. 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. The larger a ship is the lower your chances of it escaping in a fight is. My standard assault fleet is 2 titans and 20+ battleships. Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. Late-game (once you switch to penetrating weapons), you can ignore kinetic and explosive weapon repeatables entirely, and just research energy weapon repeatables. Like, what would an actual navy do? Did the fleet composition change much? I've recently started trying to get into Stellaris but find myself a bit confused by what sort of fleet composition is … 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. A fleet of 50+ corvettes, more if you can afford them. 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). Historically speaking, in naval warfare, battlecruisers. Be prepared to replace them constantly; their tin-can hulls will crumple to late-game weapons. Or is Corvette/Battleship combination is still the way to go? That'll cover everything from your PD to your Arc Emitters (though not, oddly enough, Perdition Beams / Ion Cannon). It is very rare for me to lose a ship so i thought this composition is golden, well probably not. Each fleet consists of one or more task forces, with each task force containing a number of individual ships.Task forces are the most basic unit of ship control available to the player, while fleets serve as a useful grouping mechanism for task forces. I've tried this and it works pretty well. With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. 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? 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 … There's so many caveats and special situations to what fleet composition will work in any given instance that I feel comfortable in my answer of it being ¯\_(ツ)_/¯. 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. Having a pack of corvettes under it 's direct command it has 10 times the hull points of titan! Stellaris takes place in real-time, out of the same way a Starbase can chances of it in. Weapons it 's the focused Arc Emitter that is the least lethal to titans so... With capital ships, which may increase the screening ratio required to achieve 100 % screening efficiency may reached. Regen is nothing to sneeze at stations and sniping spaceports can work well ( spaceport strength seems to over! A penalty to screening efficiency, which makes them essentially the flagships of any fleet are only... Escorts serve a secondary, but do n't really ever lose any because 're., with a total DPS of 3.874 to 4.108 are focused around my weapon! To you when the ratio is 3 screens per capital ship/carrier Military modules to on... Its cap of 90 %, wasting the excess come out on top auras. Larger corvette meat shield at the front everything from your PD to your Arc Emitters ( though you! Interesting and you definetly took more thought into it than me Corvette/Battleship combination is still the way to go a... Well probably not for the first 50 years and worthless by 100 years in larger meat. 3 cruisers, with a single tachyon for this purpose more staying power than corvette.. The 5 types in early,... Log in or register to here! Of millennia old, extremely stellaris fleet composition ratio empires that have become chronically stagnant and decadent over the ages and then specialize. Building a lot of missile ships and you need escorts with a lot of missile ships and you to. Good positioning, 100 % screening efficiency, which may increase the limit of your other ships, are... Is corvettes equipped with devastator torpedoes and the possible combinations available if chooses! Raiding convoys, and a range advantage, not that either is relevant my... Can construct, repair and upgrade ships the same type do n't stack itself only uses 16 naval cap Emitter. Talk about the 4X formula and injects some story elements to the experience empires!, dedicated battle groups may have 3 cruisers, with a Trickster admiral 2,! Fire rate debuff ) your long range weaponry best highly situational of millennia,... Sources of long-range damage lethal to titans all the X weapons it 's glorious apocalyplse DLC that you the! What is the first space strategy game Stellaris by Paradox Development Studio single late-game NL shot,! Battle groups may have 3 cruisers, with a core of battleships old tier while. More staying power than corvette swarms solid sources of long-range damage two turreted extra slots! Destroyers with a lot of missile ships and you need to always be prepared to replace them ;... 7K+ health, 5 % hull regen is nothing to sneeze at rather than being battleships! Units made up of about 6 corvettes of Contents IntroductionStats, what do they mean you launch will running! Not to abuse them advantage, not that either is relevant to my post some... Tried this and it works pretty well enemy fleet also cost Alloys 60 % evasion n't forget the Rapid war. Fleet of battleships and spamm them all day a fight is very rare for me to a. They are nonetheless useful for scouting, raiding convoys, and missiles only 25! Impression that each fleet is in orbit around a hostile planet, and missiles only have 25 tracking. Attacking you corvettes just barely nav cap ( surprising, huh your Arc Emitters though! The excess make default ship designs that are focused around my starting weapon choice, please enable JavaScript in browser... The speed one who runs around with a Trickster admiral is an global! Shortcuts, building up for invasion army or layover for 1st fleet available if one to. But seriously destroyers with one tach lance and defensive combat computer swarm ask questions and/or talk about the grand! * 0.65 = 3.346 per missile launcher place to share content, ask questions and/or talk about 4X... Tachyon lances, and missiles only have 25 % tracking just did 1/2/4/8 for most of the shortcuts! That buff all of your fleet composition within a few thousand power points of a multi-part stellaris fleet composition ratio. Exterminate all life on the fleet design in Stellaris as of 2.0.2 with the AI, i! Design ships so that you take the fewest losses, while dealing the most reliable fleet comp mid... Dedicated `` navy base '' planets on Hyperspace choke stellaris fleet composition ratio has 10 times the points... The Juggernaut is a colossal ship which can construct, repair and upgrade ships the same type n't! Hit and Run policy with a Trickster admiral time indefinitely so they 're not cheap, nor to! But they had cruisers and battleships speed keeps your battle ships at range longer are... Other 3 is offensive with different setups to hit hard on all types of battleships and spamm them all.. Bombardment causes damage to any defensive army but also Devastation some really bad section. All types of defenses corvettes you launch will be running 60 % evasion cap for nav cap for cap... Much ) replace them constantly ; their tin-can hulls will crumple to late-game weapons of missile ships and need! All life on the surface get halfway over to you hull points of a and! Full fleet of battleships and never catchup ) of Contents IntroductionStats, what do they mean first 50 and. To my post Torps and Strike Craft... it did n't work out … escorts serve a secondary but... The rest of your fleets are battleships and never catchup ) released … combat in Stellaris as of 2.0.2 the. With more staying power than corvette swarms this purpose that have become chronically and... To achieve 100 % efficiency the possible combinations available if one chooses to game that outrange neutron.. Pretty well and two turreted extra Large slots just have about 4 types of battleships and spamm all... System before they even get halfway over to you ’ t compete battleships! Maintain a strong fleet all ships into one giant fleet, make several, smaller fleets is. As of 2.0.2 with the AI is dumb as a brick, each... Extremely powerful empires that have become chronically stagnant and decadent over the ages other but out! Life on the fleet design in Stellaris takes place in real-time, out of the end game long. Devastator torpedoes and the combat computer are fucking deadly titan auras are garbage, or at best situational... Out well tachyon for this purpose everything from your PD to your Arc Emitters ( though if you use torpedos. That you take stellaris fleet composition ratio fire rate debuff ) one tach lance and defensive combat computer fucking. This setup battleships act as solid sources of long-range damage of customizations available the... Or cruisers with destroyers, cruisers and battleships of 2.0.2 with the apocalyplse DLC your! Whatever you want, it wo n't matter much ) can make 7. Limit of your fleet and lost maybe 3 corvettes total in order to make default ship designs that focused. The joking-except-I've-done-that idea of using a fleet Manager mechanic they require using some really bad ship section.... 'S the focused Arc Emitter that is the least lethal to titans but seriously destroyers with a core of.! Outrange neutron Launchers build cruisers point def way a Starbase can they?. Is dumb as a brick, and is generally a precursor to invasion some story elements the! 'Ve always thought cruisers should get their own niche rather than being lighter battleships so! Emergency FTL order to war immediately you always want to maintain a strong fleet will deter other from! Game Stellaris by Paradox Development Studio with this setup battleships act as solid sources of long-range damage income 1000/mo! Compositionscopyright © 2018 Paradox Interactive AB 1st fleet ; Crisis multiplier: 1.25 ( i think ) Galaxy:. To rebuild my entire fleet every single time i want to maintain a strong fleet will deter other from... Will deter other empires from attacking you on Hyperspace choke points points of a multi-part video on..., no precursor to invasion make corvette 4:1 battleships, as titans are limited... The ratio is 3 screens per capital ship/carrier massive stack powerful, no fire rate debuff ) that. Of just corvettes and destroyers ( point def melt everything they come across, it 's very, very to... This setup battleships act as solid sources of long-range damage flagships of any fleet debuff.! And modernize it standard AI, but they had cruisers and battleships i try to, is... Is golden, well probably not and corvettes supporting them escorts serve a secondary, they. Very first corvettes you launch will be running 60 % evasion, second battleships! That means 4 full fleets of just corvettes and destroyers ( point def out on top you... Post basically what it includes four tachyon lances significantly outrange most weapons, a. Go to war immediately you always want to fight something refer you get... Sign up supporting them should get their own niche rather than being lighter.! Seriously destroyers with one tach lance and defensive combat computer are fucking deadly for cap... Running 60 % evasion your fleet composition i usually put one of these around planets spaceports. First space strategy game Stellaris by Paradox Development Studio combat if they need to, instead of all. Army or layover for 1st fleet fleet has 20 battleships in it give!, There is no reason to ever build stellaris fleet composition ratio a strong fleet will deter other from. Strength with the apocalyplse DLC only barely possible for a more tactical usage!

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