Stellaris best ship design reddit. It looks like bomber is the best weapon against them.

Stellaris best ship design reddit. Spam enough battleships.


Stellaris best ship design reddit 6 makes the auto designer better, but does require you to select the combat role rather than just automatically spitting out ship designs. 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 I'm new to the game and wanted to know how to design a good ship. 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 Ever since they re-vamped the spy system, the best fleet you can design is one that counters your main enemy's. Scroll down on the list of defense platform segments, they're there. Assuming two identical ships on both sides, a fight of 10 vs 10 ships leaves the (random) winner losing HALF of his ships. You don't need a range advantage. 8 weapons tierlist, I was theorycrafting ship designs with some friends again. I can tell you the 'meta' ship designs, but just using common sense is enough to make something better than the auto designer. Got over 100 hours on single player (not nearly good enough to play online). In singleplayer you can just 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. Auto-best is pretty terrible due to the lack of synergies. What should should I put for weapons and modules and where should I put them, stuff like that. You'll learn how to design ships so that you take the fewest losses, while dealing the However, they are ineffective against small ships and require anti-shield weaponry to pair with them. Thousands of ships and stations trade, mine and produce, all realistically simulated. A place to share content, ask questions and/or talk about the 4X grand strategy View community ranking In the Top 1% of largest communities on Reddit. Just design a ship and make sure you select auto-upgrade (this is different from auto-best or auto-design). 5, I took a break around 2. Up until recently I've also relied on auto designed ships & sheer numbers. Except for the end-game crisis, or other players, I haven't had a problem fighting the AI with autogenerated designs, or even roleplay ones, like slavers who only use 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 Ship designs are hard because you need to build ships that can exploit enemy ships weakness (i. Cruisers are now the best all around ship class. Mono-fleets of these are literally just the best in the game, period. These weapons have very high damage but very long reload time, and are Make sure to use Carrier computer so these ships keep as much distance as possible. Experimenting with different ship designs is almost pointless if one does not want to spend time outside the game on some wiki page or meticulously comb through after battle reports. 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. Disruptors are more likely to make enemy ships use emergency FTL to escape, and especially early on, ships that run away from combat with you are almost as good as ships that are destroyed. • Missiles and strike craft are good but not in combination with disruptors. 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 However, they are ineffective against small ships and require anti-shield weaponry to pair with them. Members Online. There haven't been any dramatic changes since 2. 9). Once you have more than a couple ship upgrades available the auto upgrade isn't all that great. Huge ships, for example, a star devourer have an uncanny effect of being able to very rapidly regenerate their hull if equipped with regenerative A slots, nanite regen from the salvager being the best, and can prolong their lifespan greatly in a fight, I saw someone in multi Kill a fallen empire spiritualist starbase with two of these craft Cool and funny video, love your voice and the whole design of the video. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. The TL;DR is that there's 3 relevant designs in the late game: Artillery battleships (spinal mount + 4 large slots) Carrier battleships (carrier bow and core, maximum fighters) torpedo corvettes X4 is a living, breathing space sandbox running entirely on your PC. Yeah, SteveRaptor's guides are good. I tend to use 1 design for every ship Torp Corvette, Artillery and Picket Destroyer, Hanger and Artillery Cruiser, Artillery Battleship. Picket sucks, and Interceptor weapons simply don't scale competitively for damage, so Missile Corvette is the only way to go and among the missile weapons the Torpedo is objectively the best regular one. Match your ships to counter them. Some music, also for a beginner and people that are somewhar familiar with the game, this video is really good advice on how to build ships and what to keep in mind. Stellaris ship combat is mostly a game of rock/paper/scissors Lastly,why do people hate the AI ship design and what are the best (or just good tbh) designs to use instead? The AI makes absolutely bafflingly bad design decisions, using weaker weapons and components. Spam enough battleships. I'll use mixed fleets of corvettes, destroyers and frigates until I get cruisers, tho. I think the battleship design is a bit stronger overall (mostly because arc emitters aren't vulnerable to point defense), but both are good. Anyway, AI is shit at ship design and uses mixed fleets. 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 365 votes, 96 comments. In this universe, you can grow from being the lone pilot of a fighter ship, to managing a vast empire, commanding your fleets and designing colossal space stations. I haven't let it put me off war though. 16 DPS, and Gauss Cannon at 6. . Valheim Genshin View community ranking In the Top 1% of largest communities on Reddit. 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). This is because the additional Point Defense system has a huge advantage against incoming missiles and will be able to R5: I tested several battleship designs against the Contingency. I would I think the fact that so many ships fire at a single target makes shields and ashield regenration a lot less usefull. Great for taking down Citadels quickly, and good against fleets with bigger ships. Members Online Just had an awakened empire declare war on me and my multi-player federation Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Your priority should be to rush for the X-slot weapons and launcher tech, but until then, leave your battleship designs with any weapon that maximizes your DPS, based on whatever tech you have And the shipyard of the juggernaut is a meme. In singleplayer you can just For the early-game (specifically, prior to getting Cruisers) just use whatever weapons you have best tech level in. Regardless, building Intel, being In combat, and sometimes just eyeing up their ships can give you an idea on what components they are using. I get every other part of the game but ship design has me scratching my head. After watching Montu’s 3. Auto generate design is, ahem, like slapping a bunch of twigs together and sticking them together with scotch tape and calling that a boat. Plasma is usable, if only because there is a lack of good anti-armor weapon options, but it is a weaker weapon. 440K subscribers in the Stellaris community. When in doubt, just check which component has the bigger numbers. I've had great success with fleets of amoebas equipped with 5 those and a leachcraft for healing. A similar 20 vs 10 fight leaves the winner losing only 10% of ships. I have pretty mixed fleets with every type of ship up to battleships (I learned this is not optimal, but it does seem more realistic). As a result, 3 Stormfires is a very good design. Otherwise, you'll have ships that haphazardly mash components together with no regard for strategy or resource consumption. I dunno. There are no good anti-armor weapon options for L slots so the Tachyon Lance is the best choice for Spinal Mount, with Kinetic Artillery in an Artillery core to break shields. When it's just corvettes early game I find the auto upgrade to be sufficient 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. There are some strong contenders like artillery battleships and disruptor cruisers but artillery battleships WILL lose to screening corvettes X4 is a living, breathing space sandbox running entirely on your PC. 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, • Archaeotech is good but generally too expensive to actually equip a fleet with. Frigates are good for moving in fast with torpedoes. That said, if you know what you are fighting, you can potentially specialize more. Energy Siphon is a very weak weapon, and is never worth using. I just want to know what a good starting off design for each ship could be like so that I could use that as a base. Then crank out more designs to choose from. If they favor torpedo and shield heavy fleets, then focus on Most of the archaeotech is only useful early on, and is outclassed by fully-upgraded regular tech. Premium Powerups Explore Gaming. A proper counter design can have your ship take on enemies double their strength and still return as the victor. Second favorite is Avian for the sleek, black look. Call me boring but Humanoid is probably my favorite. You choose a ship type, click the checkbox and make your own design. It's probably only good for upgrading ships. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. It looks great with the right colors - very elegant. I recently got Necroids and didn't even know it came with a ship design but it is now my favourite. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull The two best lategame ship designs are the FAE carrier missile battleships, and missile cruisers. As the title asks, does it make the best ship for combat. Notable mention for the Babylon 5 mod ships because you get the spinning rotating middle section and I love their very blocky design. There are 6 classes of military Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 9-3. 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 Definitely worth customizing your ship designs. Yo. Once you get to cruisers, there are a few popular designs. I generally start customizing mine by the time I have destroyers. Cruisers - torpedo boats with disruptors or missiles, set to torpedo computers. I stick the best tech I have at the moment on them. The last game I did had a battleship artillery neutron launchers ect and one with hangers bays. For defense, I'm not sure. Second problem: I have always felt only 2 large fleets with everyone in the fleets. There is no "ship design meta" in Stellaris anymore after the Machine Age update. 1 from militarist ethic, 4 from 3 different civics, 2 from galcom votes, and 1 from an ascension perk. Don't put more than 1 shield on ships as most Scourge weapons ignore shields and the only ones that don't have +50% against shield. It seems like deleting and rebuilding the ships slightly fixes it but even then when I upgrade the fleet the game will select a couple ships and say “these should be the other design”. Looks like you got the gist from most comments, but to reiterate: the best designed ships will remain hard-pressed to beat any ship with higher tech. 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. Especially with the new combat mechanics, ship design needs to take into account the design of other ships, range gonna add on to this: as a megacorp, you can have between 7-8 merc enclaves. As far as I'm aware, AI don't go too much into specializing ships, and just use auto gened ships. Anti-Ship Fleets Here I use Battleships with Arc Emitters, Cloud Lightening and Disruptors. I fondly remember some of the pre-3. But the 1pd 2 miss design gets hard countered by someone who brings 1pd 2 guns on their ships as they'll take very little or no damage from missiles. Corvettes - lots of disruptors. Although to be fair, it's the Arc Emitter that puts in the real work there After the tests are complete the OP states that Loadout C is the best ship against the Contingency. Note : don't use plasma if you have a superior laser tech. 86 DPS, Gamma Laser at 6. I’ve mostly fixed it, but it took a couple attempts of rebuilding my corvettes and frigate. I just use "Arty" and "Carrier" My endgame Battleship armada (for fleet size 200) is generally: 20 Arty and 5 Carriers. Tachyon Lance and Neutron Launchers are absolutely devastating against the Prethoryn, while Strike Craft are really good at intercepting their Strike Craft. The ships are alright, but far from their maximum potential. My computer enemies are running around with battle Once you start though, it's not as bad as it seems. 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 What ships Designs/Fleet compositions are good to counter that? Early-game, spam Disruptors. Just make other ship aesthetics and let us decide what design fits our species. What is the best ship design for battleships and corvettes currently? Torpedo Corvettes are the best Corvettes, and Battleships can be built either as Carriers or Artillery and there's a large number of viable Artillery builds with different weapon layouts each with subtly different strengths and weaknesses. 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! Can any good player tell me the best fleet and ship design to play against ai right now? Cant find anything on the internet Use a combined fleet of cruisers and battleships with energy and kinetic weapons, best XL or X weapon - focused arm emitters (don't forget to increase the damage and the speed of its application through technology ), the best choices against Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. 10/10 ship design, truly stellar Stellaris has a way for the AI to design ships, they just don't use it. You can also use a Carrier core, as you will usually have maxed out Hangar tech before you have maxed out missile tech. ) At the turn of the century, the naval "meta" so to speak, was to 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. Also I’ve found that a pure corvette fleet designed to take high casualties using only alloy components is MASSIVELY underrated in preserving large ships versus doom 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. These weapons have very high damage but very long reload time, and are Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. The new update has completely ruined auto design due to archeotech weapons. Using fewer shields to make ships cheaper is valid, but it doesn't work well with a ship that is already cheap enough. You can just repair your fleet at any occupied starhold. 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 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. Between the current Imperial and the Necroid sets, we have our fill of "evil" ship Give every fleet a Titan, which should be built with its perdition beam and just a bunch of Neutron Launchers. In singleplayer you can just mass these, the AI will never counter them. I think, if you truly never wish to deal with ship design at all (which I don't recommend) then the best ship design for any and every conflict is the following: Basic corvette hull 2x shield 1x armour 1x regenerative hull tissue Set it to picket hull type and use point defence and two disruptors, then set the combat computer to swarm. Been an off and on Stellaris player for a while now. I wish we had the concept art Imperial ship set. Leave that on because its pretty useful. 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 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. You do need a ton of minor artifacts to pull it off, and that can be a bottleneck. The lack of good anti-armor weapons for Corvettes means that bypassing armor completely is often your best choice, going with 3 Disruptors. The travelling traders use white and gold ships and Stellaris could really use a ship set that fills the niche of regal, Elvish ships. I had just let the computer decide the best ship design until now. 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 Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. A good design overall. Enemy ships also love to waste their high alpha x slot and Titan Lance shots on corvettes and frigates, which will die but will spare a more expensive ship from the same fate. I've always had the game use the auto best feature when making my ships. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Optimal Ship Design to fight Awakened Fallen Empires for 1. Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. It's a good place to start, and gives you an idea of the kinds of design principles involved in ship design: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Use the auxiliary fire thing for the auxiliary slots A fleet of Battleships with that generic make up will be the best for basically every normal situation. Armor is more reliant, but is Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Members Online We need an "auto-campaign" feature for armies, badly. Battleships are great, but either require literal decades to relocate or an unintuitive and annoying amount of management to get corvette tugs to pull I've got back to Stellaris after a year and a half off, last time I was here, the meta was : battleships with neutron lauchers vs any empire kenetic and full svield vs unbidden NL, armor vs prethoryn Now ships have classes and it seems battleships spam isn't good and weapon designation isn't what it use to be (NL aren't energy weapons). Only complaint about the Corvette is that the top tier ones seem to cost rare resources now, and I'm considering making a new cheaper design purely for internal patrol/pirate suppression role. That way as your weapons/shields/armor tech improves the ship design will automatically upgrade to the newest version of that weapon. Usually mixing them with Kinetic Artillery Battleships is a good idea. Edit: For some reason I can't respond to the witchdoctor's post below. I still might consider running actual fighting-ready missile corvettes, since they're going to use up your ship capacity either way. The only times I didn't is when I went up against some Leviathans or my hyperlanes where blocked in the early game and I didn't have enough resources to just spam ships. Destroyers are useful basically only as the highest health ships you can get until you get cruisers. As an example, an adult amoebas mother Best Ship Designs in Stellaris. It looks like bomber is the best weapon against them. And 1pd 2 guns design gets hard countered by a 3 gun design, cause "more gun". 0 coins. Add after-burners and torpedo computers and you've got a good front-liner with an answer to almost anything. I’m going to break up the analysis See more What is the best ship types for competitive and against the AI? What are some micro tips for certain ship builds? Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. To make the latter even more convenient FE/AEs always use the same components in any games based on their ethic. 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. The current top thread in the meta discussion sticky is about ship design and fleet composition, I base my stuff mostly on that. X4 is a living, breathing space sandbox running entirely on your PC. 5 patch on optimal loadout against fallen empires. I'm in the middle of my first game with the latest DLC, so no feedback from me on using stealth against the crisis. 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. Stack armour instead but having 1 shield is still helpful to give a little more endurance if a fleet fights multiple battles before repair. 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. I understand it doesn't work with the lighting engine Actually no I don't. That scenario being that you only have access to 300,000 minerals. You can also use destroyers as a "screen" with pt def to protect your bigger ships. 0 days - think last time they were good was around 1. I found it useful to understand more about how space combat & A subreddit for the starship construction and simulation game 'Cosmoteer: Starship Architect & Commander' Members Online Surviving Sector 1 in a cannon based build has been rough. These weapons have very high damage but very long reload time, and are However, they are ineffective against small ships and require anti-shield weaponry to pair with them. I hear some muttering that the Giga Cannon should be replaced by Tachyon Lance - it may do less damage to shields, but the argument is something about ship AI makes Tachyon Lances focus-fire, so you melt 1 ship down fast. It's great fun in Stellaris. is a complete shit basis for designing ships. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. You have For me this takes much fun out of the game. Until you can build cruisers, just spam the best thing that you have available. e if enemy has strong shields then make kinetic focused ships because shields are weak vs kinetics) it isn't just the ships' power stat that matter. Monofleets are starting to lose against mixed fleets of equal power quite consistently (ex: battleship monofleet vs Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Destroyers as well. However, I'm struggling to know when it's a better idea to use explosives, plasma, hangers, XL weapons, and which ships they work best on as well as how many of each ship should be in my fleet. 24 votes, 24 comments. And don’t forget to safe your ship design in the end ;) The Focused Arc Emitter design is definitely the better one to use early on when you're just getting Battleships. The only ship that could beat the 421 fleet 60vs60 was basically the same design without the Shield Capacitator and another Crystal plate and I think that was more or less random since I couldn't recreate it. It also has superior tracking and accuracy, as well as overall better damage multipliers, to the other S slot weapons. 2, at least not any that completely invalidate the guide. This is the late game design built with max tech, but the layout remains to same for lower level versions of these weapons. I’ve been playing stellaris since around 1. These weapons have very high damage but very long reload time, and are 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. 0 and now I’m back playing again. Battleships are good for artillery and carriers. The role selection option added in 3. 52 DPS). Arc emitters + cloud lightning/disruptors on your big ships. The Artillery design is more specialized, focusing on the alpha strike. true. Try using red, blue, or purple as primary colors. 57 DPS, which greatly outclasses the competition (Plasma Cannon at 4. Which fleet design do you recommend? Yes, it absolutely IS a good idea. These weapons have very high damage but very long reload Effective fleets are supposed to be counters. 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 with some strong interception, and back it up with some Frigates can be very powerful as ambush ships against Cruisers and Battleships, but they aren't particularly good in a direct fight and they do very poorly against Destroyers and Corvettes (which makes them completely useless in the early Corvettes are good for close range combat. Instead, your best skill is simply learning how to read the combat summary, and changing your ships to adapt to the enemy using it. Then there is another checkbox on the right which auto-updates your ship designs whenever you research a new level of a certain component. However this is only true in an extremely non realistic scenario. Devastator torpedoes may still work if you have a massive numbers advantage, but they're easier to intercept now and FE escorts pack a 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. Hasn't been my experience, I find this design absolutely crushes the FE's. There should be some sweet spot Experiment settings: I know most of you prefer to design your ships by hand but I have mostly used auto-desing for now. Instead it throws a mixture of every tech available to it on its ships. The Stormfire Autocannon has 7. 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 In this guide, we'll explore the ins and outs of Stellaris ship design, from the early game to the late game, providing you with the tools and knowledge to build a fleet that can conquer the stars. set it to auto-upgrade, and add regenerating hull Good guides on ship design? Advice Wanted I'm mid game in my second game ever and ship design has me extremely confused. Does the auto-generate design make the best design for all types of ships A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Choosing the right combat computer for the job will fix your ships' suicide behavior. If you're primarily fighting starbases, Missiles are good. Note also that frigates are the slowest ship so they are not ideal to include in mixed fleets. Pretty new to the game. Gameplay, ship fights in the background. For the weapon, Torpedoes are the only way to go. That's if you want to truely min/max though. 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). The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Hangars are a default option. once you have them all built, you can repeal the votes and swap out the civics to something more useful (you can swap into them as well, get them built, and then swap out). Best to standardise it's use when you reach tier 3 plasma Shields are good as long as you can power them, so mass use is advised only if you got good reactors tech. It still does it automatically, but only for a single design per ship type Torpedoes and missiles up front to deal with big ships, hangar midsection for point defense and small ships and the back section can be whatever, usually more missiles or disruptors for anything that gets close. A lot of them have severe downsides that pretty much rule them out as good options, or just X4 is a living, breathing space sandbox running entirely on your PC. Very necessary, for several reasons. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship is the go-to Artillery Battleship design. And then finally the 3 gun design gets soft countered by the 3 missiles design again. I've been looking for mod ships for a while but even the best ones seem to miss a few ship classes. Auto update is fine. The Disruptor is the perfect anti-Corvette weapon as it has high tracking and hits their weak hulls directly. Cruisers are good as basically smaller battleships or bigger frigates. I am considering using custom designed ships but there is one problem. Stormfire autocannons + marauder/whirlwind missiles on your corvettes. 0 I think. 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). Generally speaking the "easy" fleet composition is 80% Artillery Battleship + 20% Carrier Battleship. No matter what your fleet design is, there is a fleet design that beats it 9 times out of 10 assuming equal fleet power. If you rename the ship type then you can save multiple types at once. With medium level intel (either via spies or tech), you can see the other empire’s ship designs. 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. Even if it didn't cost minor relics, you still wouldn't use them. 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. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Do I have to mismatch between the stern and bow, can I build full on artillery ships that are just for support. In this universe, you can grow from being the lone pilot of a fighter ship, to managing So build a good number of ships (meaning: as many as you can afford), and have a good number of ship yards available so you can rapidly re-configure them once you know what you are facing. 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 new and up To date about it I’ll take as much info as I can get so feel free to bomb me link anything etc thanks in Spam either of these ship designs, and you should be able to take on pretty much any comparable ai fleet. 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 The auto design AI is terrible enough that you would still make something much better. At the start of the game it will most likely give your corvettes 1 kinetic weapon with 2 missile weapons. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. :-) I've recently been learning how to design ships myself though. Advertisement Coins. Try to get the intelligence required to view their ship designs, and exploit them. 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. If not what is the best or optimal ship design. It's only once you get to Cruisers that you'll have need for more than one ship design. The Picket-class ship design, as we already mentioned, is a direct counter to the Missile-class design. the game kinda lies to you when i To add to this, I think it would be better if they stopped associating ship designs to specific species. However, they are ineffective against small ships and require anti-shield weaponry to pair with them. I’ve tried to make all artillery battle ships with some carriers and a good number of neutron launcher cruisers but I don’t get that fleet melting alpha strike I used to. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. Some basics: Energy weapons are good against armor, but are bad against shields. I ask because I can't be the only one upset with having Minor Artifacts being introduced as a resource for ship components. Mechanics are good on everyone ofc, but on artillery you want as much power as possible and the smaller ships don't have anything to regen. Maybe you can teach me something there and show me your ideas for the best ship design. I just want a suggestion for maybe 1-2 ship builds for each kind of ship. 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. Any links to your favorite guides would be greatly appreciated, thanks. Basically if you let auto-best design your ships, you will be using weapons that it believes are the strongest in your possession. Edit: Also armor vs shields and how much of each I should use. Molluscoid and Arachnoid also look great; they have this beautiful golden metallic hue that can contrast well with some colors like blue The Auto-Designer makes ships that function, but it doesn't necessarily make good ships. No need to have a molusc ship, plant ship, necroid shop, mammal ship, etc. Yes. I myself love using a Spinal Bow + Carrier Core + Artillery Stern design, but its not a "good" design as Strike Craft are kind of bad right now (and have been since basically 2. You'll get better performance by learning to design your own. Its in the Ship Designer window. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. • Artillery battleships are still functional but not nearly as good as they used to be. First, the auto-designer makes extremely questionable decisions and you can do better than it just by picking the components with the biggest numbers. I wanted to have an all organic Hive Mind but only to find out that mid to late game, using Space Fauna fleets vs ships is like me taking Sheep to fight Great White Sharks in the oceanThe sheep will drown, be useless I really enjoy playing Stellaris, but haven't figured out which design is most effective for the different ship types. 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. I made my battleships to be carriers, but everything else was on default. The autocannons eat up any small ships they try to send out (people rarely put armor on their vettes). Tech level matters more than design. For Titans, the Shield Dampener aura can be very powerful if you're using the Tachyon Lance on your Battleships, and the Targeting Grid can be useful for improving your matchup against small ships, and Subspace Snare can be great for setting traps. Fast attack type fleets are 100% corvettes. The ship design system just didn't seem like something that I Designing your own ships, and min maxing them, will always produce more powerful, coherent, and reliable fleets. Kinetic weapons are For every 10 artillery ships, throw in 3 hangar ships for anti missile and anti corvette etc You want all shields besides 2 or so hull segments, don't bother with armor. But it has issues vs Fallen Empire fleets of Battlecruisers + Escorts. This is because when a larger fleet attacks a small one, However, they are ineffective against small ships and require anti-shield weaponry to pair with them. 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 The single best ship and design in the game right now is an artillery battleship with a giga cannon, 3 neutron launchers, and a kinetic artillery. First off, there is a best design for every class of ship. 6 Patch Hello all! I've found lots of guides for the 1. This design is pretty good against strike craft and missile fleets. Both are amazingly good, but you only need one or the other. Best thing I could think of is counter building. It's a more well-rounded ship design that does well against any kind of threat. If you think about the Stellaris meta in terms of real life, it's basically like the navy prior to WWI (if we ignore carriers which work completely backwards from how they work in real life anyway. It's a common question, and I have a copy/paste answer on the most dominant ship designs right now. While this design is solid in the mid-game, it falls off in the late-game as it really can't keep up with the firepower of other designs. The auto-designer makes functional ships, as in they can fly around and shoot at things that need to be shot at. I also heard that bombers are a good idea Bombers were removed in 2. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. To make ships that can shoot things effectively, you'll want to design your own. fpqd ljadn vhvbt mdbbba cjqwe gsjjxzpr oqrn tsmlt wsgpe sssjai