Stellaris best ship design reddit. Not all weapons are equal.



    • ● Stellaris best ship design reddit Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I went to the fleet manager and trief to change it there, but the fleet manager just went ahead and built a new fleet. My main retaliatory fleet fleet had about 160. Members Online Just had an awakened empire declare war on me and my multi-player federation Pretty new to the game. You choose a ship type, click the checkbox and make your own design. My current design for my battleships: Arc Emitter, Strike Craft Also what weapons do they focus? Thanks. Then there is another checkbox on the right which auto-updates your ship designs whenever you research a new level of a certain component. I’m going to break up the analysis See more For missiles your goal is to be faster than the enemy ships so you can stay out of their weapons range and kite them. If you're primarily fighting starbases, Missiles are good. But having like 100 destroyers or 50 cruisers does not change that much. Nothing major has changed in the ship meta since 8 months ago, so if that's when your sources are from, you're probably fine to listen to them. Second problem: I have always felt only 2 large fleets with everyone in the fleets. 9 million for all his fleets with lesser amount of ships, while I can reach their total equivalent fleetpower I have to pump out more ships but with significantly more lower fleetpower on each fleet than theirs. Shouldn't you just be able to use the auto-upgrade box when making the design? Personally, the only reason I actually make the ship designs myself is the automated ship designer doesn't really take into account mods like ACOT. Disruptors bypass armor and shields but do little damage. Battleship is bread and butter of the meta; it's tanky, it's shooty, it has the best options (some of the strongest weapons in the game are limited to X and Large slots), it stays at a long range making small ships and Strike Craft hike several astronomical units towards you under fire, the only downsides are slow speed and large cost (both economically and technologically). Is it ever better to design your With extremely high intel (through spying), you can inspect your enemies' ship designs. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal Depends of difficulties, but he usually have around 5 fleets of 15k and few of 30-50k, his flagship is really tough, just prepare all choke point system that are connected to their system, and get the fleets with long range weapon, as for taking his systems early, yep that's a option, but depends of map size, it can be few `tribes` on them which still can cause Great Khan to show up just The absolute most cost-effective design is "naked corvettes," as I don't think anything other than the actual ship type affects how well a ship reduces piracy, and naked corvettes are cheaper than armed corvettes. I really enjoy playing Stellaris, but haven't figured out which design is most effective for the different ship types. The Disruptor is the perfect anti-Corvette weapon as it has high tracking and hits their weak hulls directly. Ok, so Contingency: They have equal amount of shields and armor, so you have basically 2 approaches: strip shields with kinetic artillery and then destroy armor with neutron launchers (mix if artillery battleships and neutron launchers cruisers), or use weapons that ignore shields, in that case full fleets of arc emitter rocket carrier battleships will work good enough. So two types of fleets. 9-3. The last ship is, of course, my titan. This is because when a larger fleet attacks a What ships Designs/Fleet compositions are good to counter that? Early-game, spam Disruptors. If you're actively building up your military in preparation for a war, no other tradition is even comparable. Monofleets are starting to lose against mixed fleets of equal power quite consistently (ex: battleship monofleet vs A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Others are possible, like shield dampeners. The same logic applies as with battleships. There are 6 classes of military ship in Stellaris. Set up the titan with fleet repair and it can really keep your fleet from taking loses. But i think if you OB damage is calculated by multiplying base damage (depending on stance) by fleet size modifier (cap at 200), and then take modifiers (positive from attacker's traditions, OTD, etc. Although I do a little more than just a 1:3 carrier-artillery battleship ratio. And don’t forget to safe your ship design in the end ;) Going to try my first grand admiral game and I would really appreciate some help on late game ship/fleet design. I started using them, along with missiles Generally speaking early ship design is about quantity and late game design is about first strike capabilities. Most weapons that deal armor damage (energy weapons) are repelled by shields, so you end up having a class of ship that does shield damage (kinetic weapons) as well. You can win with both against AI but in the min/max debate the cruisers will win the arms race because they can take more dmg and will help you annihilate battleships/cruisers from the other side faster. Scroll down on the list of defense platform segments, they're there. ) into account. I enjoy fighting the crisis in Stellaris and equipping my fleets for it: Galactic Custodian, taking the Defender of the Galaxy perk, kind of Charles Martel role-playing, keeping the invasion in check and save everyone. So a picket ship with of/flak and s gauss (best anti-vette weapon in the current balance) is probably the most commonly useful late game design. I only play single player using the Dynamic Difficulty mod to keep the game a challenge. 2 btw Archived post. Some basics: Energy weapons are good against armor, but are bad against shields. I think it's a bit of a weird design, but a Battleship with Tachyon Lance and Hangars gives you that powerful anti-armor attack along There is no "ship design meta" in Stellaris anymore after the Machine Age update. I do tend to give them neutron launchers, since my fully kinetic battleships take care of the shields. 11. I'd like to try and learn how to optimize each ship manually. Auto-best is pretty terrible due to the lack of synergies. The hull point modules got nerfed and are no longer worth it in my opinion. (Simply hover you mouse on weapon, armor for more details. I usually go for energy weapon / strike craft repeatables, meaning I use only those weapon I was wondering what the current meta ship is for diplomatic weight/fleet power. This build is mainly designed to counter enemy missile Corvettes and will be pretty useless in any other type of “job”. So a swarm of Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I usually just build out what I think looks/sounds interesting. The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship There are other viable ship types (like autocannon corvettes) and there are some wrinkles you do need to be watchful for (Artillery Battleships with Precognitive Interface and the Enigmatic Decoder actually beat Corvettes just fine, since their tracking bonus is so high I'm a veteran of Stellaris, playing since super early days. Adding a ship that does armor damage combines the damage. My current generalist fleet design is a 50-50 mix of arc-emitter carrier battleships with point defense and missiles in the carrier slot and two swarmed missiles in the stern coupled with torpedo cruisers with bypass weapons Best added to battleship fleets. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Pros: The strongest one, even early game. You have Try to get the intelligence required to view their ship designs, and exploit them. For dealing with crisis fleets, because the crisis difficulty scales every aspect of them (armour, shields, hull) you won’t be able to oneshot their hulls with Focused Arc Emitters. set it to auto-upgrade, and add regenerating hull whenever you get that part. In my most recent game though I ran into some big issues. 0 and now I’m back playing again. Maybe you can teach me something there and show me your ideas for the best ship design. If you aren't using My usual composition for a 230 size fleet is 1 titan, 1 cruiser, fill up with battleships. Open the one that has intel of the relevant category: for systems, it's the one with economy in its name. ) But i can't tell much. When it's just corvettes early game I find the auto upgrade to be sufficient Fleet design has become so complicated and important after the Machine Age update that there is no one-beats-all or best ship design in Stellaris anymore. It's slow, fragile, short-ranged, and bad against Corvettes. I also like using a titan “flag ship” with a fleet of artillery battle cruisers. 40 destroyers, broken up across 2 types, a close range picket and a backline shield. At the start of the game it will most likely give your corvettes 1 kinetic weapon with 2 missile weapons. 2 Share Add a Comment The most important thing when anticipating an early-game war is to get the Supremacy tradition. It looks great with the right colors - very elegant. One fleet of 18k, though, with no unique ships destroyed a 36k tempest fleet, so I know it's possible with certain fleet design to do it, but I don't know how. ) The best early-game fleet compositions and what weapons belong on them. If you don’t know how to design your ships, look up guides on Yeah, SteveRaptor's guides are good. I personally go with each ship type excluding frigates, every next type being 1/2 in quantity of the previous. I usually just spam ship building to obtain an economy-crippling doom stack. Using fewer shields to make ships cheaper is valid, but it doesn't work well with a ship that Now you also get a small weapon slot along with your missile slot on missile Corvettes, but I personally feel the best design choice is just to leave it empty to reduce the cost of your Corvette. Basically if you let auto-best design your ships, you will be using weapons that it believes are the strongest in your possession. It's more than a year old, which is like an eternity in Stellaris. I’ve been playing stellaris since around 1. No matter what your fleet design is, there is a fleet design that beats it 9 times out of 10 assuming equal fleet power. Embarrassingly, I'm still a hefty novice when it comes to ship design. That way as your weapons/shields/armor tech improves the ship design will automatically upgrade to the newest version of that weapon. It's usually fine but every now and then the ship designer pumps out a really horrible monstrosity that can lose a fight to a fleet with half it's fleet power. Otherwise, you'll have ships that haphazardly mash components together with no regard for strategy or resource consumption. First, the auto-designer makes extremely questionable decisions and you can do better than it just by picking the components with the biggest numbers. Destroyers can work for your fleet composition. Leave that on because its pretty useful. What should should I put for weapons and modules and where should I put them, stuff like that. Between the current Imperial and the Necroid sets, we have our fill of "evil" ship types. So you need like 16 damage repeatables to be able to 1shot on a maximum damage roll, and like 51 to 1shot on an average damage roll. A place to share content, ask questions and/or talk about the 4X grand strategy You should use a different ship the fill that specific role then. Definitely worth customizing your ship designs. I would like your guy’s opinions on what build is best for each ship class because in majority of my games my ships are weaker compared to the ai’s even when i have numerical Very necessary, for several reasons. imo, it's usually best to just have a "base" ship design for each ship size which is just an even split between lasers and ballistic. I've played for about 100 hours and I've always just used the auto-best feature for my ships. I mean, I play stellaris strictly because of the exploration / event hunting / roleplaying aspect of the empire civics and such, in other words, the casual stuff, and never once I had to worry about Ship Design mostly Does changing your ship design makes a difference? I know it does against certain types of enemies like the unbidden, but does it make a difference in general? I’ve always spammed the best ship and always found weird that theres an entire ship design platform thats useless on most of the game. A similar 20 vs 10 fight leaves the winner losing only 10% of ships. You’re right that it’s a good idea to take the extra A slots, and the M slots the battleships get are actually the best slot available as Whirlwind Missiles are one of, if The only way that the Eager Explorer civilian ships can upgrade out of their Subspace Drives is when you unlock Jump Drives, effectively making them half-priced versions of the standard ships with the same functionality and a separate model. Know whether you're building a long-ranged ship or a This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. Early game it is more alloy efficient to use shields over armor, due to the reduced alloy cost, and to simply mix your weaponry, since the AI does not stack either armor over shields. 1. Which fleet design do you recommend? Until you can build cruisers, just spam the best thing that you have available. Most of your damage output is coming from that Torpedo anyways. The Missile Sausagefest. If you rename the ship type then you can save multiple types at once. My ships get max shielding, then as much armor as needed to fit the power budget. The best aura's are targeting grid and inspiring presence. You'll get better performance by learning to design your own. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Just make other ship aesthetics and let us decide what design fits our species. Just stop whatever tradition you were working on and switch over. I tend to try and make them as split and even as possible across the board. I remember autocannons being very op previously but that has been patched out to be more fair What an accursed thing to ask. What's the best anti-tempest ship design without particularly I mean, you still could go full on kinetic wapeons, so when they build balanced ships their shields are useless untill they adapt. Meaning, that you can take any design fill 2 fleets with it, and they still defeated by a single fleet which uses a counter design. Your ships has 3 layer of hp. Perhaps the most popular is often called the "swiss army knife", and consists of an energy torpedo (proton, neutron) on the front, a bomber wing in the middle with one of each point defense, and a medium plasma cannon on the back. The second fleet consisting of Medium plasma cruisers with one flak artillery, destroyers with Kinetic artillery (L) and Plasma (M), corvettes with Neutron torpedo and Plasma (S), this fleet would be best with admiral that gives you extra fire rate. I wanted to have an all organic Hive Mind but only to find out that mid to late game, using Stellaris offers a buffet table of different weapons and ship classes, from small corvettes up to massive titans. With that being Can someone explain ship design to me, I have no idea how it works and i am very close to just using auto generate, I really need like mid game but a whole tutorial would be great of 3. After the tests are complete the OP states that Loadout C is the best ship against the Contingency. Now, as for a breakdown of ship designs, I have a copy/paste on the subject: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Artillery destroyers (kinetic artillery + pd) got nerfed this patch, with the new combat computers that make DDs move forward, but they remain situationally useful, especially vs fallen empires. Just use armor and maybe armor hardening if you have the slots. Once you start getting hostile with your neighbors, you'll want to do some custom designs. You can throw in 1 Plasma Cannon or Gamma Laser for anti-armor coverage (Plasma is better vs armor, but has worse performance vs hull and is useless vs shield), but you lose quite a Now go to Stellaris' intel categories folder. •Tachyon Lances, put them on any large So when you go to ship design uncheck on the bottom Left corner of that window “auto design ships” then on the bottom right corner of the window you’ll see “ship type” when you click that you’ll see the different classes Once you start though, it's not as bad as it seems. I just use "Arty" and "Carrier" My endgame Battleship armada (for fleet size 200) is generally: 20 Arty and 5 Carriers. S: we struggle to understand the concept of empire sprawl and expansion and when to expand and where to expand ( we only have utopia,leviathan and federations DLC) X4 is a living, breathing space sandbox running entirely on your PC. Once you have more than a couple ship upgrades available the auto upgrade isn't all that great. I have never really bothered with following the super meta fleet builds. There are five text files in the folder. Knowing this stuff can let you take down a stronger opponent very early, or you can take down a weaker opponent while reserving more of your economy for developing your tech and worlds instead of going right into Yeah I noticed when I ended up fighting them( by accident merely defending a system and they decided to invade jt which I thought I could defend) their fleet power kept going all over the place bouncing from 9 to 5 million back to 600k saw elsewhere online that researching projects and buying time to build the weapon to attack the main mothership is the best way to defeat them, I can’t imagine having to make a new design every time I unlock new components, which is like pretty often. And then finally the 3 gun design gets soft countered by the 3 missiles design again. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal Fighting against the Contingency on x25 strength. I generally start customizing mine by the time I have destroyers. The auto-designer makes functional ships, as in they can fly around and shoot at things that need to be shot at. What ship components/weapons are effective against the contingency. After watching Montu’s 3. Maybe I’m wrong. 405K subscribers in the Stellaris community. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal Finally there's a new ship type called the Frigate. 2. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Is is best to go for there shields or amour. Your ships don't exist in a vacuum, they are part of a fleet, design ships who cover each other bases instead of trying to have all ship types do everything! The Focused Arc Emitter design is definitely the better one to use early on when you're just getting Battleships. The best anti-Corvette weapons are Hangars (ignores shields), Autocannons Not sure when it happened but the auto upgrade feature for ship design use to work fine. Superior range, so they get the first strike out. Read/watched some strategy guides and know that pure missile cruisers are optimal, but I find ship design a lot of fun, so I made some battleships. They're great, it's unfortunate that Lithoids have the only other clearly species ships and they're big rocks. In singleplayer you can just mass these, the AI will never counter them. The weapons you use should ideally have high damage, or other beneficial effects. Most penetrating weapons only bypass shields and so inflict their damage on armor and hull. Two different ships shooting 100% of their guns Aquatic is peak species and ship design. However this is only true in an extremely non realistic scenario. I had just let the computer decide the best ship design until now. For the early-game (specifically, prior to getting Cruisers) just use whatever weapons you have best tech level in. The "auto-best" CPU generated designs keep getting in the way and cluttering my design menu and I can't find any way of turning it off. This would certainly add value to colossi (which they could use), since maintaining a bombing fleet would be a considerable naval cost, and war logistics would be just as difficult as using a colossus (need to escort a presumably slow-moving and mostly Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Now we have to find out, and finding out seems like it'd 650 votes, 111 comments. 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). Instead it throws a mixture of every tech available to it on its ships. You have Can any good player tell me the best fleet and ship design to play against ai right now? Cant find anything on the internet most useful designs in my opinion: full disruptor Hello, all. The two best lategame ship designs are the FAE carrier missile battleships, and missile cruisers. Again, even just setting up a manual design per ship type as you unlock them will make a big difference with barely any extra work than with auto-designs. This is largely impractical to Hey all, long time Stellaris player, first time NSC mod user here. You have What in your opinion is the best ship design for every ship including the Star Eater. I now made a new design in the ship design menu and wanted my already existing ships to adapt that one, but i dont know how. How do you optimize the ships in your fleet to crush your enemies? This guide will go over the best weapons and Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It's a more well-rounded ship design that does well against any kind of threat. I would say that there are three good design principles to follow: Use strong weapons. Therefore, by focusing on PD you're just lowering your dps in exchange for a counter to some stray missiles that found their way into the AI's auto ship design. The offensive auras are the best Titan auras to use, and the best doomstack design would have 3 Titan designs, your fleets alternating between them, to guarantee covering all 3 offensive auras. 50 votes, 87 comments. First off, there is a best design for every class of ship. I would lose 40% of my ships whereas the enemy would lose 0 Assuming two identical ships on both sides, a fight of 10 vs 10 ships leaves the (random) winner losing HALF of his ships. The travelling traders use white and gold ships and Stellaris could really use a ship set that fills the niche of regal, Elvish ships. In this universe, you can grow from being the lone pilot of a fighter ship, to managing a vast empire, commanding I have never really dabbled with the ship designer. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged We would like to know the best fleet and ship designs to atleast hold on to our galaxies. You won't even need to change your ship design any. Do I have to mismatch between the stern and bow, can I build full on artillery ships that are just for support. So it really doesn't do well in any matchup, and is only good at camping lane exits to ambush enemies at point blank. Also 24 votes, 14 comments. The area to find ship configurations is the tiles with ship section names (such as interceptor corvette) in the ship design menu above the picture of the ship. Second favorite is Avian for the sleek, black look. This Subreddit focuses specially on the JumpChain CYOA, where the 'Jumpers' travel across the multiverse visiting both fictional and original worlds in a series of 'Choose your own adventure' templates, each carrying on to the next Following the recent 3. In my single player playthrough I've mainly been using corvette disruptors early and then artillery missile cruisers in the mid game. The only limitations are that a ship's hull-type/class determine which components can be used and the ship's base evasion, hull points, and speed. Lastly, I have 5 carriers, and 5 long range weapons platforms. There is a bit of rocks/paper/scissors right now, but those aren't the archetypes. There are some strong contenders like artillery battleships and disruptor cruisers but artillery battleships WILL lose to screening corvettes The Picket-class ship design, as we already mentioned, is a direct counter to the Missile-class design. Ideally, either use some budget glass cannons (~600 alloys per BShip) to make an overwhelming number of ships (require high NC or ships keep being destroyed), or study their ship design and hard-counter them. In brief, though: • Armor > shields • Disruptors are the best all around weapons in the game. For defense, I'm not sure. Part of the problem is that a lot of the ship design options are very underpowered and the auto-designer picks between them more or less at random so you're very likely to get weak ship For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). Spam enough battleships. ; negative from defender's traditions, PSG, designation, etc. I'm asking for advice for singleplayer. Are you asking about the appearance or functionality? There are tons of cool shipsets and When it comes to building the best ship designs in Stellaris, there are a few things you should know first. 2, at least not any that completely invalidate the guide. New comments cannot be posted and votes Hi all, been playing stellaris for the last 6 months, only made it until the mid game once and Khan spawned in different end of galaxy so didn't have I ask because I can't be the only one upset with having Minor Artifacts being introduced as a resource for ship components. 2 Shields is overkill. Two things missing are A) Juggernauts, although they're very limited in how you can build them and you mostly use them as a forward shipyard than a combat vessel anyway and B) strike craft are actually somewhat good now Get the Reddit app Scan this QR code to download the app now. Call me boring but Humanoid is probably my favorite. What ship design should I use to fight the scourge Question Help me, I’m on 2. 8 weapons tierlist, I was theorycrafting ship designs with some friends again. (50/50 armor/shields, half weapons good against shield, Hull I recently encountered the Prethoryn last night, and figured the best way to counter was with: •LOTS of Corvettes with all the point defense. Is it possible to tell the game to stop automatically creating new designs without my permission whenever I research a ship upgrade? Auto-design at the beginning when there aren't many options and you just need something to fight off random pirates. 6 ship and fleet design discussions, and there has been enough time since the combat rebalance that I think the Meta is beginning to settle. It looks like bomber is the best weapon against them. Anyone have advice on what is good in that mod in terms of ship design/fleet comp? Carriers I've recently adopted carriers and they are very effective. The most mindless when it comes to ship design. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The ship section areas with hangars are easy to spot when you click them to pick different configurations, the hangar section gun slots are the yellow tiles with the H symbol, you need the hangar tech under engineering Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 6 rework it seems like spamming battleships as soon as you unlock them is no longer the best strategy. Hi, im pretty new to this game,i got it for cristhmas, and i was wondering what are some of the best ships designs, as of Late game I typically use mostly torpedo/hanger cruisers with mostly missiles filling out the rest, slap on the artillery R5: I tested several battleship designs against the Contingency. . The “best” admirals are psychic ascended clone soldiers. I have the game on Steam, where the path is C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\intel_categories. Thousands of ships and stations trade, mine and produce, all realistically simulated. Hey everyone im fairly new to stellaris and im still learning the ropes on ship building. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal Every type of hull can fill multiple different roles, depending on the components used. 20 cruisers, broken up between 10 missile boats as high damage volatile set pieces, and 10 of the classic mid range ship of the line. I've noticed that my friends all can easily reach about 200-300k fleet power totaling to about 1. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal The last game I did had a battleship artillery neutron launchers ect and one with hangers bays. For artists, writers, gamemasters, musicians, programmers, philosophers and scientists alike! The creation of new worlds and new universes has long been a key element of speculative fiction, from the fantasy works of Tolkien and Le Guin, to the science-fiction universes of Delany and Asimov, to the tabletop realm of Gygax and Barker, and beyond. That’s pretty much what I do too. Looking at the ships without knowing its species tells you it's for an aquatic species. Also with the new galactic storms there is a good chance that all the shields are useless, opens some tactical options. 5, I took a break around 2. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. The main archetypes right now are Interceptor Corvette, Torpedo Cruiser, Neutron Cruiser, Artillery Battleship, and Carrier Battleship. In size order Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. You can also have a single “mothership” that has the carrier combat computer to give the whole fleet extra range. I don't play multiplayer. Swarmers are the only missile you should be using, and those actually use the "Medium" platform segment not the missile segment (which is a bit of a misnomer ever since the combat rework). Shield > armor > hull. Just design a ship and make sure you select auto-upgrade (this is different from auto-best or auto-design). Artillery meaning a mix of energy and kinetic, sometimes I use missile cruisers and pure picket destroyers but only when facing something with little pd The best possible ship in the game is a Destroyer with maxed out evasion, but getting that is dependent on RNG luck with galaxy generation, like getting Enigmatic Encoder, Brain Slugs, and so on. Is it worth micromanaging with every new ship weapon I get? Only in war-time; you usually don't bother retrofitting in peace-time, other than to strip down your ships to reduce their upkeep (removing all weapons and armor will drastically decrease upkeep, and if you're going to need to retrofit with better weapons for the next war then you don't really lose anything anyways). When in doubt, just check which component has the bigger numbers. The Spinal Mount weapons are the defining advantage that Battleships have over other ship classes. Shields-Armor-Flak defend against Energy-Kinetics-Missiles with some exceptions in the late game. The ships are alright, but far from their maximum potential. There are exceptions to certain comps and weapons, and if you’d like you can name them. Against AI the best is focusing heavily on picket cruisers while bringing some PD corvettes against missiles, and a small number of frigates, or neutron cruisers against the few battleship. One of Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. And 1pd 2 guns design gets hard countered by a 3 gun design, cause "more gun". It's only once you get to Cruisers that you'll have need for more than one ship design. some personal general ship design ideas: 1 no need to "diversify" your navy, just spam best design 2 dual penetration (disrupters and arc emitters but not cloud lightning that is too weak) is OP, since you are only dealing with your enemies' hull, ignoring shield and armor which can consist more that 60% of their total health; especially with arc emitters which are not only DP So i have an existing fleet with Corvettes etc. Cons: Easily countered by PD. Then crank out more designs to choose from. Unbidden (Configure difficulty: easy) Best: Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. When designing Battleships, the most important thing is the Spinal Mount. There haven't been any dramatic changes since 2. Auto update is fine. Yes. ) The best end-game fleet compositions and what weapons belong on them. Once you get to cruisers, there are a few popular designs. My fleet is 40/20/10/1. 6 makes the auto designer better, but does require you to select the combat role rather than just automatically spitting out ship designs. Or check it out in the app stores ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It still does it automatically, but only for a single design per ship type The lack of good anti-armor weapons for Corvettes means that bypassing armor completely is often your best choice, going with 3 Disruptors. P. As long as you are "building against your enemies" you will be able to win fights for much less alloys than if you had gone for a more generalized design. Tech level matters more than design. I'm new to the game and wanted to know how to design a good ship. Auto design is suit for beginner since you have to spend time to learn about planet admin and stuffs. I tend to use 1 design for every ship Torp Corvette, Artillery and Picket Destroyer, Hanger and Artillery Cruiser, Artillery Battleship. In general for singleplayer, a composition of Hangars are a default option. No need to have a molusc ship, plant ship, necroid shop, mammal ship, etc. Auto generate design is, ahem, like slapping a bunch of twigs together and sticking them together with scotch tape and calling that a boat. Should I be mixing up the ship types or can I stick to battleships if so what is the best design that anyone uses thanks in advance. Yeah it's 1-1700 damage with no bonus damage, and a battleship will be running around with like 3k hull with no crystals. The TL;DR is that there's 3 relevant designs in the late game: Artillery battleships (spinal mount + 4 large slots) Carrier battleships I just don't see a reason when corvettes are actually quite good, and then cruisers are the next best thing until BBs. That scenario being that you only have access to 300,000 minerals. If they favor torpedo and shield heavy fleets, then focus on kinetics and point defense for yours for example. Definitely thematic, but also 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 I keep getting murdered by 36k stacks. The best bet is to use the rough Rock-Paper-Scissors design of Stellaris weapons systems to beat them if you need an edge, but otherwise, just build more ships and you will win. Is it better to do quantity or quality, and what is the best starter fleet design? Best i think is to have to fleet working on tandem. I fondly remember some of the pre-3. To make ships that can shoot things effectively, you'll want to design your own. Ship type and design plays a big role in what counters what. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Members Online We need an "auto-campaign" feature for armies, badly. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged The role selection option added in 3. I still might consider running actual fighting-ready missile corvettes, since they're going to use up your ship capacity either way. Both because of kiting being good in-combat but also No, this is not a good ship design. Just want my fleet to be as effective as possible. In general almost every ship design should maximize auxillary slots full of afterburners. If one ship type is destroyed in a fight, the whole thing goes down. There has been some major changes obviously but I’m still tech rushing, economy rushing and generally figuring it out again on my first play through in a long time. I'm a relatively new player, been playing Stellaris for around a month. I've mainly played Stellaris while using auto-best for my ships. Its in the Ship Designer window. The Artillery design is more specialized, focusing on the alpha strike. This is because the additional Point Defense system has a huge advantage against incoming missiles and will be able to neutralize the majority of them. One time after a DLC release, I started to notice that even where I had a greater fleet power and won the battle. 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. Go to Fleet Management - New Fleet New Ship Design - Select Arty Battleship - set to 20 New Ship Design again - Select Carrier Battleship - set to 5. Ya you can use it, but you won’t get far in your games. I know FEs and crises require specific countermeasures. Some higher level Federations give crisis damage bonuses too. To add to this, I think it would be better if they stopped associating ship designs to specific species. I made my battleships to be carriers, but everything else was on default. But if you wish to design ships for counter, you have to learn what weapons work best for. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged The current top thread in the meta discussion sticky is about ship design and fleet composition, I base my stuff mostly on that. Members Online Better-Permission454 The Auto-Designer makes ships that function, but it doesn't necessarily make good ships. I would recommend avoiding Plasma, though. I have pretty mixed fleets with every type of ship up to battleships (I As a result, 3 Stormfires is a very good design. Not all weapons are equal. To make the latter even more convenient FE/AEs always use the same components in any games based on their ethic. rilx grwaxs gbkad hkmaxe inzhmv uohnytd owfafz zyux huttb ufuf