That 35% miss rate means their effective base DPS against other corvettes is only 5.147*0.65 = 3.346 per missile launcher. And for those too lazy to go to the post basically what it includes. Most of the time, I try to make these types of dedicated "navy base" planets on Hyperspace choke points. I've recently started trying to get into Stellaris but find myself a bit confused by what sort of fleet composition is … One type of defensive one and the other 3 is offensive with different setups to hit hard on all types of defenses. Same fundamental, but I like the factors. In combat, you need to have at least 1 screening ship (DD or CL) per capital ship or suffer up to a 33% combat penalty. I should note the support auras likely make a significant difference: Almost all of the AI factions use shield, so a straight 25% loss of shield health is significant. Did the fleet composition change much? Stellaris: 5 tips for beginners. Posted by 8 days ago. Best fleet composition and design for 2.8. Wipe your enemies’ fleet out of the system before they even get halfway over to you. 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)_/¯. I use a similar 1:5:10:20. 2. https://www.reddit.com/r/Stellaris/comments/4kqj11/so_i_wrote_up_a_fleet_building_strategy_guide_for/. Ill refer you to a post I made earlier, since the corvettes got nerfed it should work a lot better. The most reliable fleet comp for mid to late game I've used is 3/2/1 ratio comp with destroyers, cruisers and battleships. With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. 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. 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. Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become chronically stagnant and decadent over the ages. Decent evasion and speed and will vaporise anything that gets close. In order to make that task a little easier, the upcoming 2.0 Cherryh update will add a Fleet Manager mechanic. Having a pack of corvettes for hunting wormhole stations and sniping spaceports can work well (spaceport strength seems to be over stated). Destroyers are only good if the enemy is building a lot of missile ships and you need escorts with a lot of PD. 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. User account menu. The new population and building system in stars is meant to give Stellaris a lot more ability to customize y… You can also use fleets of just corvettes and destroyers (point def. 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). ), and are better for non Corv v. Corv activities like attacking starbases and such. That'll cover everything from your PD to your Arc Emitters (though not, oddly enough, Perdition Beams / Ion Cannon). 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. Each fleet is shown on the screen with a strength number. 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). You get 1 titan cap per 150 naval capacity, while the titan itself only uses 16 naval cap. I went straight into the center of unbidden territory with said fleet and lost maybe 3 corvettes total. 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). am i the only one who runs around with only battleships? 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. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. 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. As a general rule of thumb, increasing ship numbers by increments of 5 seems to be the most feasible way (except battleships), a 1:2:3 ratio for cruisers, destroyers and corvettes also works well. Each Cruiser has 2 Destroyer escorts, and a handful (2-4) of Corvettes under it's direct command. 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. have 2 fleets, first is corvette blob with evasion, second is battleships with lances or equivalent 60 range gun. I was somehow under the impression that each fleet is only allowed to have one titan. (as otherwise you just eternally chase the enemy battleships and never catchup). Also, I have scouting units made up of about 6 Corvettes. Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. Most titan auras are garbage, or at best highly situational. I’d also recommend afterburners, as they enable you to get extra evasion. Fleet Composition; That said, when dealing with a 30-ship fleet heavy with BBs, don't waste time trying to tweak your fleet composition to improve your chance of surprise. As soon as the fleet leaves the system Piracy will start rising again but any fleet can be given orders to patrol between systems in order to keep Piracy levels low. Bonus if you are running defensive computers (which you would be for the 10% health bonus). Stellaris Beating The Contingency Guide by A_Dying_Wren. Stellaris Fleet Building Guide In addition to this, each class of ship in Stellaris has not only has a unique level of evasiveness, but also strengths against weapons of different sizes. Even the very first corvettes you launch will be running 60% evasion, and missiles only have 25% tracking. Torpedo boat corvettes. This is the sum of the costs of its sections and components. Stellaris doesn't have anything like that. Use either 1xNL/KA/CL, 2xPD or 3xPD, 2xD (or whatever you want, it won't matter much). JavaScript is disabled. Are they worth it over Battleships? Many have asked and here it is, fleet compositionsCopyright © 2018 Paradox Interactive AB. Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet … … did anyone try to, instead of combining all ships into one giant fleet, make several, smaller fleets? It is very rare for me to lose a ship so i thought this composition is golden, well probably not. My experience is consistent with yours. You must log in or register to reply here. 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. This looks interesting and you definetly took more thought into it than me. Haven't played 1.1 beta yet. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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. In order to make that task a little easier, the upcoming 2.0 Cherryh update will add a Fleet Manager mechanic. In my mind bigger = better. And Then I specialize as needed based on information gained by scouting. Bigger, dedicated battle groups may have 3 Cruisers, with maybe 8 Destroyers and a spattering (~16) of Corvettes. It's very, very easy to stack corvette evasion well above its cap of 90%, wasting the excess. Both have no evasion and swarmers move faster, so they should be the first in enemy PD range and as such draw the PD fire. For the titans, Perdition Beam plus NLs. Press question mark to learn the rest of the keyboard shortcuts, Building up for Invasion Army or layover for 1st Fleet. Don't forget the Rapid Deployment war policy for more range and also sublight speed. I think the main trade off now is speed - battleships are outright the best at fighting, but they move slow on the map. 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. try to flank, target specific ships, things like that? Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. 3. Stellaris Fleet Building Guide In addition to this, each class of ship in Stellaris has not only has a unique level of evasiveness, but also strengths against weapons of different sizes. Setting: Difficulty: hard; Crisis multiplier: 1.25 (I think) Galaxy size: Default? Or is Corvette/Battleship combination is still the way to go? Stellaris Ship Design Guide 2.2 |Battleships| Name of the end game is long range damage. Most of the meta comps you see rely on alpha strike comp, but usually are only available later in a game, where … Every ship design has an associated cost to build. 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. Released … No point having more than one titan with the same aura type in any given fleet, aside from just building a fleet of pure titans for the lulz. Oh, my bad. Orbital bombardment occurs when a fleet is in orbit around a hostile planet, and is generally a precursor to invasion. They also have auras that buff all of your other ships, which makes them essentially the flagships of any fleet. Unable to contend directly with capital ships, they are nonetheless useful for scouting, raiding convoys, and dealing with sub attacks. Firstly, a strong fleet will deter other empires from attacking you. Best fleet composition and design for 2.8. Provided the rest of your fleet composition within a few thousand power points of the enemy fleet. Upkeep is split into 2 parts: 1. Not only do they utterly lack alpha strike, their real DPS is much lower than their theoretical maximum, they're easy to kill, and they don't benefit nearly as much from repeatables as you might think. 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, … Press J to jump to the feed. As for weapons, I tend to make default ship designs that are focused around my starting weapon choice. I've always thought cruisers should get their own niche rather than being lighter battleships. See, for example, the joking-except-I've-done-that idea of using a fleet made purely of titans. Against Fallen/Awakened empires, consider swapping out for penetrating weapons (Disruptors / cloud lightning / arc emitters) because the FEs have such crazy-strong shields and armor, but be aware that cloud lightning isn't a great weapon (by L-slot standards) on either range or damage (though it has the best tracking of any L weapon). 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 … 1/4 of a Fleet: 2: 8: 14: 24: 1/2 of a Fleet: 3: 12: 21: 36: 3/4 of a Fleet: 4: 16: 28: 48: 1 Fleet (Yay your first one!) Civilian vessels only cost Energy Credits as upkeep, while Military ships also cost Alloys. 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. This is before 1.1, correct? But seriously Destroyers with one tach lance and defensive combat computer are fucking deadly. 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. For a more realistic answer, I just did 1/2/4/8 for most of the game - i.e. 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. Don't forget that the evasion that the ship designer shows you doesn't take into account empire-wide bonuses (like Flagellating Movement), admiral bonuses (like Gale-Speed), or ship experience bonuses (level 3 ships get an evasion bonus, and if you have a Naval Academy so your ships come out level 2, it won't take them much combat to hit level 3). Am I the only one who runs around with a swarm of battleships and cruisers? It may not be optimal, but it is the most thematic and fun for me. This can rapidly overwhelm poorly-defended border colonies or worlds that have a very high ratio of synthetics to organics, ... A 40,000-point fleet of this composition can take on multiple waves of 60,000-point Swarm fleets with only minor casualties. Titan auras of the same type don't stack. 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). I usually think of a Cruiser as something large enough to be sitting at the head of a fleet with an Admiral on board, so I build my fleets around the Cruiser. Late-game (once you switch to penetrating weapons), you can ignore kinetic and explosive weapon repeatables entirely, and just research energy weapon repeatables. 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. 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). Genocidal empires can even opt to skip the invasion entirely and simply exterminate all life on the surface. 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. The tach lance BS are good. Fleet Composition I usually make corvette 4:1 battleships, that means 4 full fleets of corvette and one full fleet of battleships. I've seen some nerfs on corvettes on their evasion and such. Those suckers absolutely melt everything they come across, it's glorious. Really extremely powerful, I mean, in midgame crisis I used 1M, yes, Million size fleet to fight Fanatic Spiritualist Fallen Empire. When building a fleet around a Battleship, I usually flank it with 3-5 Cruisers, 8-15 Destroyers, and 18-25 Corvettes depending on how large the fleet needs to be to accomplish the task assigned to it. one thing I wonder about is a more tactical fleet usage. Also, they require using some really bad ship section choices. 3. What's more, those extra evasion bonuses are additive with each other but. 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 … Bad positioning applies a penalty to screening efficiency, which may increase the screening ratio required to achieve 100% efficiency. www.ParadoxPlaza.com You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. I've been using a 1-2-4-16 comp for my current 1.1 SP game and its been working out well. The most reliable fleet comp for mid to late game I've used is 3/2/1 ratio comp with destroyers, cruisers and battleships. ... #3 Always maintain a strong fleet. 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. This is where most of my naval cap goes. 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). I think a better way to approach the question is this: Ask yourself first what it is you're going use your fleets for? 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. Question. So they're not cheap, nor fast to build, but I don't really ever lose any because they're so powerful. Table of Contents IntroductionStats, what do they mean? With this setup Battleships act as solid sources of long-range damage. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In my experience against the big boys (FE/endgame fleets) Titans are weirdly less durable -- if I lose 4-5 ships in one of those fights, I find that one of them is usually a Titan. 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. Reason for having a fleet with no battleships is that cruisers are slightly faster, so that fleet can outmanoeuvre enemy battleship fleets and pin them down while the main fleet catches up. The first thing you need to understand is that there is no general perfect… It'll do 850 damage on average so a 14k hull titan will have 7 opportunities to disengage after it gets dropped below 50% hull. If you bog down an enemy with a big fleet, then hit em in the back with lance destroyers, it's pretty nasty. I can't afford to rebuild my entire fleet every single time I want to fight something. ... Stellaris … Questionable. Battleships are something special, and unless I am gearing up for a seriously large war, I don't keep more than 1 or 2 of them around, as the monthly maintenance is a bit steep, in my opinion. Large packs of battleships with tachyon lance (or neutron torpedos) and red crystal health rarely seems to loose (oh, and 3-4 point defense). each new tier has half as many ships as the old tier. With Battleship Assembly Yards and a mineral income >1000/mo you can make roughly 7 or so at a time indefinitely. Facebook. Historically speaking, in naval warfare, battlecruisers. (Don't start with Mass Drivers). For a better experience, please enable JavaScript in your browser before proceeding. Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet on their own) or which ships they target. It has 10 times the hull points of a Titan and feature six Hangar slots and two turreted Extra Large slots. With the extra range, they accomplish the mission almost as quickly, and are useful for hunting down remnant fleets that battleships can't catch. I could see merit for Cruisers as a heavy raiding fleet with more staying power than Corvette swarms. This is the first of a multi-part video series on the fleet design in Stellaris as of 2.0.2 with the apocalyplse DLC. Eventually I realized I could skip the boring parts of clicking 100 times to replace corvettes that barely did anything and went to the strategy I listed above. They can support larger fleets in combat if they need to, but don't expect them to last long. Even if you do not plan to go to war immediately you always want to maintain a strong fleet. Even early game, missile corvettes actually beat interceptor corvettes just barely nav cap for nav cap (surprising, huh? My standard assault fleet is 2 titans and 20+ battleships. Mega/Giga Cannons are the only anti-shield weapon in the game that outrange Neutron Launchers. In this guide, I’ll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. This is due to the amount of customizations available and the possible combinations available if one chooses to. And I prefer a larger corvette meat shield at the front. It sounds ugly, but I'll buy that the missile corvettes still come out on top. Get some extremely powerful fleets. 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 … (though if you use neutron torpedos, take the fire rate debuff). 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. Of all the X weapons it's the Focused Arc Emitter that is the least lethal to titans. I've been building fleets with a core of battleships or cruisers with destroyers and corvettes supporting them. You can ignore literally all of the advice here against the standard AI, even on Grand Admiral. Then the rest of your fleets are battleships and titans with only your long range weaponry. A good way around this is using Hit and Run policy with a Trickster admiral. I'm perfectly aware of the benefits of alpha damage and a range advantage, not that either is relevant to my post. 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. Be prepared to replace them constantly; their tin-can hulls will crumple to late-game weapons. I built a battleship called the i called the Lancer-class, comprised of 100% tach lances which equals out to like 5 or 7. Tachyon lances significantly outrange most weapons, so reducing other factions sublight speed keeps your battle ships at range longer. 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. That's trading off against two S weapons, with a total DPS of 3.874 to 4.108. 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