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)_/¯. 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Strength with the apocalyplse DLC only barely possible for a more tactical usage!
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