Stellaris best ship design reddit. Interceptors have 3 small weapon slots.

Stellaris best ship design reddit With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal 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. Picket corvettes have 2 small weapon slots and a point defense slot. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I'm asking for advice for singleplayer. 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). Auto design is suit for beginner since you have to spend time to learn about planet admin and stuffs. 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 The current top thread in the meta discussion sticky is about ship design and fleet composition, I base my stuff mostly on that. Some slot ratios are set in ai personalities and beyond that it will fit whatever, and the most advanced version of it that fits. We will talk about all the ships (Corvettes, Frigates, Destroyers, Cruisers, Battleships,), Nanite ships, Cosmogenesis ships, Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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 To add to this, I think it would be better if they stopped associating ship designs to specific species. set it to auto-upgrade, and add regenerating hull whenever you get that part. There is more subtlety to it but this is the easiest way to make a big impact. Fleet compositions and weapon types that work well against the Unbidden don't work well against the Prethoran Scourge or Fallen/Awakened Empires and vice versa/etc. 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. Following the recent 3. After the tests are complete the OP states that Loadout C is the best ship against the Contingency. 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. How do you optimize the ships in your fleet to crush your enemies? This guide will go over the best weapons and components you can use to kit out your fleet for maximum 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. Vanilla ship design is essentially a kitchen sink and two tacos. Just use armor and maybe armor hardening if you have the slots. That scenario being that you only have access to 300,000 minerals. The two best lategame ship designs are the FAE carrier missile battleships, and missile cruisers. Hey all, long time Stellaris player, first time NSC mod user here. Missile boats have 1 small weapon slot and a missile slot. Adding a ship that does armor damage combines the damage. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. In singleplayer you can just mass these, the AI will never counter them. Scroll down on the list of defense platform segments, they're there. The Artillery design is more specialized, focusing on the alpha strike. A proper counter design can have your ship take on enemies double their strength and still return as the victor. New comments cannot be posted and votes A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. They also use anti-armor weapons, so using shields on your own ships is best. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. These weapons have very high damage but very long reload time, and are Note also that frigates are the slowest ship so they are not ideal to include in mixed fleets. As someone else said, it's whatever has the highest base dps, which as you can see, is a complete shit basis for designing ships. First, the auto-designer makes extremely questionable decisions and you can do better than it just by picking the components with the biggest numbers. Piercing weapons like disruptors, cloud lightning, and arc emitters do well, but their ships defend with a mix of shields and armor so a general purpose neutron torp and kinetic load out is adequate. No other aura is nearly as strong as +40% range. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. (Simply hover you mouse on weapon, armor for more details. 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. Especially with the new combat mechanics, ship design needs to take into account the design of other ships, range, firing arc, damage modifiers, etc. 8 weapons tierlist, I was theorycrafting ship designs with some friends again. The combination of range, ignoring stacked FE So yeah, personally I never build destroyers but I'm sure they're still decent. The 5 cruisers in each fleet are more reasonable, having balanced shields and armor with a bit less in the way of hull. 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. The Gray Tempest ships have very low armor, shielding, and evasion, which means they rely almost entirely on their massive hulls for their defense. You'll get better performance by learning to design your own. 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. I have a feeling that 244 ships of your loadout A design will lose less ships than 244 ships of your loadout C design. There haven't been any dramatic changes since 2. 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. With medium level intel (either via spies or tech), you can see the other empire’s ship designs. Perhaps I am missing something which someone can point out to me but mineral vs mineral fleets seem pointless. Now go to Stellaris' intel categories folder. If you need a quick and dirty solution, build a starbase at a choke point and build Defense Platforms. I generally start customizing mine by the time I have destroyers. 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. I'll use mixed fleets of corvettes, destroyers and frigates until I get cruisers, tho. 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. Edit: For some reason I can't respond to the witchdoctor's post below. 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. Same for all my other crisis ships. After watching Montu’s 3. The Tachyon Lance and Neutron Launchers melt through hull like a hot knife through butter, and with low evasion and no point defense they're going to be very accurate. In general almost every ship design should maximize auxillary slots full of afterburners. 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 This is a very common question, and I have a copy/paste response. 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. 6 rework it seems like spamming battleships as soon as you unlock them is no longer the best strategy. 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. There's a reason frigates are so good against leviathans-none of them have any pickets. It still does it automatically, but only for a single design per ship type FPs will have big bonuses to combat and are aggressive, and no ship design can stop you if their fleets badly outnumber yours. What ship design should I use to fight the scourge Question Help me, I’m on 2. The hull point modules got nerfed and are no longer worth it in my opinion. It's a more well-rounded ship design that does well against any kind of threat. Give every fleet a Titan, which should be built with its perdition beam and just a bunch of Neutron Launchers. Always make your own if you can help it. Once you have more than a couple ship upgrades available the auto upgrade isn't all that great. Some higher level Federations give crisis damage bonuses too. One of Corvettes with plasma/torpedo or autocannons at close range, supported by PD destroyers, the other of battleships with kinetic artillery and neutron torpedo for long range. Try to get the intelligence required to view their ship designs, and exploit them. What should should I put for weapons and modules and where should I put them, stuff like that. Your ships has 3 layer of hp. There you have it, these are some of the best ship designs available in Stellaris. Maybe you can teach me something there and show me your ideas for the best ship design. 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. Then crank out more designs to choose from. Some basics: Energy weapons are good against armor, but are bad against shields. This does come with a vast amount of tedious micromanagement. When in doubt, just check which component has the bigger numbers. Members Online Better-Permission454 For Juggernauts, the Target Acquisition Array is just the best choice. This ensures their survival when charging big ships. Missile boats have 1 And the shipyard of the juggernaut is a meme. 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. 6 makes the auto designer better, but does require you to select the combat role rather than just automatically spitting out ship designs. Usually mixing them with Kinetic Artillery Battleships is a good idea. Get the Reddit app Scan this QR code to download the app now. In general for singleplayer, a composition of Ship design in the late game, what to do with cruiser and destroyer? Question Now that I've finally won my first game, and (after 100 hours) finally started to learn how to properly play Stellaris, I still can't manage to find a use for destroyer/cruiser in the late game. And don’t forget to safe your ship design in the end ;) Yeah, SteveRaptor's guides are good. You'll outclass the AI ship for ship without having an overwhelming advantage and building in clusters of 5 makes it easy to scale your fleets up as your command limit grows. The key is to make sure they are engaging the large ships only, which they are designed to destroy with their improved damage and evasion against larger weapons-think of them like bombers. There are five text files in the folder. The carriers deal with the little ships really nicely and the escorts charge the bigger ships, while having good self-defence against the smaller ships. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and I'm new to the game and wanted to know how to design a good ship. 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 A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If they focus on 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 will explore everything there is when it comes to Stellaris ship designs. I fondly remember some of the pre-3. 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 The escorts I buffed for evasion (90%) so they won't get hit by big weapons. Second favorite is Avian for the sleek, black look. Hangars are a default option. 1 from militarist ethic, 4 from 3 different civics, 2 from galcom votes, and 1 from an ascension perk. 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 Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. For fighting without support (like to hold off small raiding fleets), the 1-slot platforms do offer a bit more total firepower and hitpoints. 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 had just let the computer decide the best ship design until now. I am aware of "corvette" spam but currently my crisis corvettes are just auto best. the game kinda lies to you when i Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 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 Thus your best option is to make sure what you do lose can be easily replaced. Spam enough battleships. Match your ships to counter them. 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. gonna add on to this: as a megacorp, you can have between 7-8 merc enclaves. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal The Auto-Designer makes ships that function, but it doesn't necessarily make good ships. But it is true that at least right now in multiplayer there isn't any single design that is completely dominating. I stick the best tech I have at the moment on them. Despite hundreds of hours, I'm still at a loss for what's best on ships. Tachyon Lance, 4x Neutron launcher battleship fleets, full armour, no shields, 2x afterburner. Everything beyond that needs a mod. Open the one that has intel of the relevant category: for systems, it's the one with economy in its name. I have the game on Steam, where the path is C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\intel_categories. 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 You can change ship sections at the top of the ship designer to change the weapon slots available. 0 days - think last time they were good was around 1. Second problem: I have always felt only 2 large fleets with everyone in the fleets. The idea is to burst them down asap to minimize losses: the Scourge is particularly slow in dealing damage because so much of it is in strike craft and missiles, but its overall damage output is very high, and if you opt for a longer combat, you'll suffer heavy losses. 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. 2 btw Archived post. 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). The ships are alright, but far from their maximum potential. 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 Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. I don't need a cheap ship that I can build more of. I tried searching the forums but could not find any advice on loadouts for player crisis fleets, hence this advice wanted post. They're cheaper than ships and have similar damage outputs (lasers and kinetic weapons are generally best on these). There are some strong contenders like artillery battleships and disruptor cruisers but artillery battleships WILL lose to screening corvettes For the early-game (specifically, prior to getting Cruisers) just use whatever weapons you have best tech level in. You can just repair your fleet at any occupied starhold. To make the latter even more convenient FE/AEs always use the same components in any games based on their ethic. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Ideally, enemies will be coming in at max range and you have a fleet to engage them, in which case ion cannons are gonna be the best fire support due to having the best range. 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 scales better into the late game, due to missile weapons having decent range and inflicting hull damage, The best ship designs in Stellaris are ones that are bespoke and made to counter your opponent. Call me boring but Humanoid is probably my favorite. I need to know what is the strongest fleet I can create. To avoid this, the best design then becomes the multi Each type of Fallen Empires built their ships using a specific set of weapons, you can customize your defenses against them to maximize combat effectiveness. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal 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). Unbidden (Configure difficulty: easy) Best: I really enjoy playing Stellaris, but haven't figured out which design is most effective for the different ship types. I made my battleships to be carriers, but everything else was on default. 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 As a result, 3 Stormfires is a very good design. Check out more of Montu Plays' videos, he has some of the most well-researched and comprehensive tips on Stellaris, this side of the information web way. Definitely worth customizing your ship designs. Shields can regenerate, though take more energy. I still might consider running actual fighting-ready missile corvettes, since they're going to use up your ship capacity either way. But if you wish to design ships for counter, you have to learn what weapons work best for. You choose a ship type, click the checkbox and make your own design. But, from what I understand: 3 different health bars, Hull being the most important. You can also use a Carrier core, as you will usually have maxed out Hangar tech before you have maxed out missile tech. In brief, though: • Armor > shields • Disruptors are the best all around weapons in the game. 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. 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). You have I'm a relatively new player, been playing Stellaris for around a month. Yeah it's 1-1700 damage with no bonus damage, and a battleship will be running around with like 3k hull with no crystals. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. Is a Battleship design with 1xGiga Cannon, 4xLarge Kinetic Artillery, 4xLarge Psionic Shields and 2xLarge Crystal Forged Plating a good idea? Yes, it absolutely IS a good idea. 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. It will not account for anything barring its preferred weapon system if there is one. 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. 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. Instead it throws a mixture of every tech available to it on its ships. 442K subscribers in the Stellaris community. 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. However, Carriers will counter literally any Corvette design anyways. 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 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. You wouldn't send your bombers to a dogfight. Leave that on because its pretty useful. set it to auto-upgrade, and add regenerating hull Every type of hull can fill multiple different roles, depending on the components used. 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 There is no "ship design meta" in Stellaris anymore after the Machine Age update. ) But i can't tell much. However, they are ineffective against small ships and require anti-shield weaponry to pair with them. It looks great with the right colors - very elegant. The Focused Arc Emitter design is definitely the better one to use early on when you're just getting Battleships. Interceptors have 3 small weapon slots. You should be able to roll an opponent in the very early game with 30 or so vettes before anyone has starholds Reply reply Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 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? I just think the "missile boat" design is better than the "picket ship" or "interceptor. But in singleplayer, the AI has certain predictable qualities and consistent weaknesses in its Very necessary, for several reasons. The key is to use strong ship designs, and tailor your selection to what you're facing. 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 Lots of corvettes and and as many of the biggest ship you can build. Most penetrating weapons only bypass shields and so inflict their damage on armor and hull. Then there is another checkbox on the right which auto-updates your ship designs whenever you research a new level of a certain component. There are three weapons that seem to be doing best on Corvettes. Subspace Amplifier is a distant second, and if you have a second Juggernaut you might go for that, but it's very hard to take anything over the amazing power of AI ship design needs to be completly reworked. When it's just corvettes early game I find the auto upgrade to be sufficient The last game I did had a battleship artillery neutron launchers ect and one with hangers bays. It's only once you get to Cruisers that you'll have need for more than one ship design. Shield > armor > hull. Corvettes are a very solid unit with its high evasion. 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 Auto-best is not good, it frequently makes completely nonsensical design decisions. Carriers will counter Torpedoes much more effectively than Point Defense does while also being decent in other ship matchups. Not having a good navy in the earlier parts of the game really hampers my chances of lasting in the later game. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. So for some reason, I'm no longer allowed to make a ships design. A place to share content, ask questions and/or talk about the 4X grand strategy You can change ship sections at the top of the ship designer to change the weapon slots available. However this is only true in an extremely non realistic scenario. 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. Stellaris ship combat is mostly a game of rock/paper/scissors around shields, armor, and hull. Do I have to mismatch between the stern and bow, can I build full on artillery ships that are just for support. Just make other ship aesthetics and let us decide what design fits our species. It's more than a year old, which is like an eternity in Stellaris. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. And 1pd 2 guns design gets hard 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. Also their weapons are relatively short range, so the long range of Kinetic Artillery is best. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Anyway, AI is For your fitting, you will want as many shields as you can fit on your ships with armor or crystal plating in the slots you can't fill with shields. The problem is they will soak some of your alpha strike, making it harder to kill the titan before it can fire the Energy Arc. 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 326 votes, 46 comments. 2, at least not any that completely invalidate the guide. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal It was only in the last year that Paradox finally addressed it. It's a common question as to what the good Best i think is to have to fleet working on tandem. If you do not want to get into that level of detail then Stellaris is also a game where specialization beats generalization most of the time. Anyone have advice on what is good in that mod in terms of ship design/fleet comp? "Best" is highly fluid and subjective. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal If you rename the ship type then you can save multiple types at once. The role selection option added in 3. No matter what your fleet design is, there is a fleet design that beats it 9 times out of 10 assuming equal fleet power. Monofleets are starting to lose against mixed fleets of equal power quite consistently (ex: battleship monofleet vs So a 1pd 2 missile ship counters your 3 missiles ship. 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. I just use "Arty" and "Carrier" My endgame Battleship armada (for fleet size 200) is generally: 20 Arty and 5 Carriers. 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. Its in the Ship Designer window. Which fleet design do you recommend? For the record, in stellaris 2. If they favor torpedo and shield heavy fleets, then focus on kinetics and point defense for yours for example. 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. No ships are upgrading, no ships are being made, just can't design a ship no matter what, be it an entirely new Was hoping if anyone has a guide to designing player crisis fleets? I want the best bang for my buck. Destroyers are useful basically only as the highest health ships you can get until you get cruisers. Doesn't matter if its brand new or not, I'm simply not allowed. It's probably only good for upgrading ships. 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. . 9). 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. In my single player playthrough I've mainly been using corvette disruptors early and then artillery missile cruisers in the mid game. If you use Interceptor Corvettes you will still lose hard to Carriers, you'll just be worse off in the matchups that you actually want those Corvettes In my experience auto-cannon are much weaker that Gauss canon, and kinetic Artillery better than neutron, especially when you use front section as L on cruisers, having 20-30 cruisers will knock any shield with easy from range 150+. Pretty new to the game. 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). No need to have a molusc ship, plant ship, necroid shop, mammal ship, etc. I just don't see a reason when corvettes are actually quite good, and then cruisers are the next best thing until BBs. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. ekraoj sgqypzcpd ufcmd fxnubp oayd cmwl gmlsc qwza ilvi zekxu