Stellaris 31 ship meta r/Stellaris. 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. Kinetics are pointless except for using ACs to cheese fleetpower. 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. r/Tekken is a community-run subreddit for Bandai Namco Entertainment's Tekken franchise. Carriers really are made for this. The meta is dominated by Torpedoes, Carriers, and Artillery. So instead of The way ship combat is done means you don’t get much of a choice. I have spend a few hours looking through the values and build myself a After getting back into stellaris with the new dlc and not knowing the fship changes that well, I appreciate this, ty! Reply reply More replies. fighting heavy-hitting enemies where they can either evade the attack or the attack only kills one ship at a time, for example the dimensional horror will one-shot a lot of ships and you’d rather it one-shot a corvette than a destroyer. It gets better menial drone output and ship damage, but the main thing is the leaders. It really does seem that either you haven't actually opted in or you had a very buggy install because frigates work Stellaris: My Ship Meta vs Montu's Ship Meta 3. 6 combat rebalance. 8 you can stack huge amounts of -Ship Build Cost to make ships basically free and I think this has substantially buffed the Disruptor Swarm. For the most part, I think paradox deserves praise here. Ship fire rate and range are still important, I think range is more important when under long ranges than previously. Top 1% Rank by size . Stellaris. 9 it stated battleships being a waste of minerals, despite Stellaris clearly being a cruiser/battleship game back then. Tbh, in singleplayer I dislike emnity (poor potential vs crisis laternsincr you run out of rivals, which feels bad. But it is true that at least right now in multiplayer there isn Best Ship Designs in Stellaris. 0, and have gone through short waves of interest since (I love trying out the different features introduced, but ever since they got rid of tiles and sectors the micromanagement inevitably burns me out). 4". 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. As far as I understand it, the meta hasn't changed so the basic idea is that Artillery Battleships counter everything except a Corvette Swarm, and Carriers (especially Battleship Carriers) counter Corvette Swarms, so fleets made up Artillery Battleships escorted by maybe 4-5 Battleship Carriers would be the ideal approach. Using PD on cruisers will ensure that they can win against torpedo corvettes as well without giving up superiority to other corvette/destroyer comps (although PD will cause them Stellaris Are Screening Ships Effective? - Fleet Composition Testing - YouTube take the hit better than my more offensive ships. Disengagement - the only reliable way to kill ships (and thus win wars) is to have high alpha damage so that enemy ships don't get to roll for disengage. In singleplayer you can What is ship meta in the current version of stellaris? < >-< >-Stellaris > General Discussions > Topic Details. 3. There is more subtlety to it but this is the easiest way to make a big impact. The fleet meta is to get some nice scanners, see what the enemy fleet composition looks like in terms of offense and defense, and the modify your own ships accordingly. ComedyOfARock. In singleplayer you can just mass these, the AI will never counter them. Even more so when ships tend to use artifacts which I need to spend less as I am making less ships in general. 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 In general while mixed fleets are nice, I wouldnt bother sticking to your older ships for too long, I find that corvettes get killed too easily when destroyers and picket cruisers have high tracking, while destroyers are too fragile against a bunch of artillery battleships and brawler cruisers, and cruisers lack staying power for FEs/AEs or Posted by u/nathanielc325 - 5 votes and 6 comments This is pretty much the gold standard posted on the main stellaris subreddit: What’s the new meta for ship construction since changes? Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. This might make them good picket or line ships. Fast attack type fleets are 100% corvettes. I personally like also grabbing Torpedo and Distruptor if I'm going hard on them, but the reasons to spam corvettes in most games is basically limited to . If you go for crisis, then menacing corvette with nano-cluster missiles. In this video I review Meta ship builds for Stellaris from the Early, Mid and Late game. No matter what your fleet design is, there is a fleet design that beats it 9 times out of 10 assuming equal fleet u/Darvin3 has a good writeup for the current fleet meta: This is a common question, and I have a copy/paste response on the most dominant designs: Focused Arc Emitter / Carrier / Marauder From what I read, it seems like the meta is to run penetration builds with FAE and phase disruptor. Don't put short-ranged weapons on long-ranged ships or long-ranged weapons on short-ranged ships. So in pure meta terms for single fleet engagement that Stellaris: New Ship Meta - How to defeat the missile meta. Date Posted: Jan 3 @ 10:17am. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Woah would have never imagine me making a simple post asking about the ship meta in 3. Changes to strike craft may have changed that. They do take alot of tech and alloys to build. If you can bring your infiltration level to 60 and have their fleet within detection range Posted by u/Wolfbeckett - 5 votes and 19 comments Prior to 3. Hangar weapons nerf due to losing point defence capability. Thank you, I appreciate the candid explanation. Destroyers are useful basically only as the highest health ships you can get until you get cruisers. ADMIN MOD 3. Corvettes are good, Either with 2lasers and PD or 3 lasers. Levithans, because they can only take down so many ships per shot. This video compares some new ships design's from Montu's recent video on Ship Meta's with a number of What ship components/weapons are effective against the contingency. On that note, a lot of Meta builds I've seen in the past I can't adjust to, like clone army. Sadly, I feel them underwhelming even in big swarms as later on they die to single hit Ghost Signal is a VR action roguelite set in the Stellaris universe, where you captain your ship to battle a multitude of alien species. I'm surprised that combination beats Missiles, as the Flak should have all its damage wasted uselessly on trying to shoot down missiles that it cannot possibly succeed at intercepting (since Flak's anti-armor damage is pathetic and even basic The "big shake up" is you no longer spam neutrons torps on spinal arty battleships but rather kinetic artylerie spine arty battlesips. I'll use mixed fleets of corvettes, destroyers and frigates until I get cruisers, tho. How do you optimize the ships in your fleet to crush your enemies? This A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In brief, though: • Armor > shields • Disruptors are the best all around weapons in the game. if you swapped Bulcky for Luxourious it would work, or swapped Efficient Proccessors for Superconductive it would work also. We aren’t going to tryhard completely and definitely will lean on the roleplay side, but it’s still a competitive game, and I Current generalized meta is doing individualist machines unity rush to get either virtuality, modularity or nanotech followed by doing cosmogenesis and then pivoting your unity rush into science. if Genocidal empire spawn next to you then restart >. What is the Stellaris combat rework meta and how will things change in patch 3. All other ship types can easily be defeated by at least one of these 3 ship types. It stays alive quite a while, generally more than enough time for you to disengage if you need to. I suspect all the mods are the same too with these gigantic wacky ridiculous ship types. In this video we look at a number of powerful battleship ship designs. Literal easy mode. The console edition is on an older patch than the PC version. and I’d like some advice when it comes to how to deal with the meta changes in 3. Outside of their weird ship micro (make sure your overseers follow your science ship), they play like every other hiveminds. 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 Either way the giga cannon does worse than the Lance because it targets shields instead of weak ships, while the lance helps blast shields then blasts weakened ships, thus concentrating fire on weak ships and taking them out of the fight first. For example, if the enemy spams battleships that rely on shields and do kinetic damage, give yourself some corvettes (hard to hit with L slots) with kinetic (to damage shields A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Mar 17, 2020 @ 2:23pm Haven't played Federations yet - but ship meta is dominated by long-ranged weapons. Stellaris Combat Rebalance has a new meta. Now it even starts with "doomstacks are gone". Also, trade communications with everyone. haven't played since Federations, loaded up a new game on commodore, currently at 2310. It has a single really powerful bonus that is only really useful to some types of empire builds; if that synergizes with your empire it's a must-have you should take as early as possible, but if it doesn't you will The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. If you find a certain ship or weapon type doing better, just use that. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development I've always liked creating empires in Stellaris, but I've never been particularly good at making *good* empires. Discussion Last time I had played it was artillery mono battleships and mono torp corvettes. New fleet compositions and ship meta makes no sense comments. How does +60% ship build speed and -40% ship build cost In singleplayer you can just mass these, the AI will never counter them. No claiming, you get a total war casus belli. These weapons have very high damage but very long reload time, and are Vanilla Stellaris space warfare is about bigger the ships the better. 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. Leaders are utterly ridiculous right now, and progenitor zooms ahead on leader levels. After burners make ships faster, silly word use in space but basically short range ships have an easier time getting to range and catching enemy fleets before combat. Roughly a 1:3:7 ratio of mothership:carrier:artillery. Thousands of ships and stations trade, mine and produce, all realistically simulated. You best bet when starting out is just a balanced fleet comp: use a bit of everything. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Current ship meta? Can anyone give me a quick hint about how to design my ships for plays against AI? I looked for youtube guides and on reddit aswell but most guides refer to version 2. Will you find the origins of the mysterious Ghost Signal? The angler build is still a solid choice. Pick Expansion as your first tradition and get the +1 pop for colony ships ASAP, as that helps jump-start things with your lower birth rate. That missile is just OP as F. That's why I destroy their nests as early as possible so that I can have peace and quiet. r/Tekken serves as a discussion hub for all things Tekken, from gameplay, fanart, cosplays and lore to competitive strategy and the Tekken esports scene. Commit to one of the three I wish there were a way to change ship sets throughout the game, u start with more rugged modular designs like the mammalian, and slowly evolve until u have super sleek ships like the fallen I've been watching some builds on youtube for cruisers and battleships but they're like 2 years old and people in the comments are saying they're out of date builds and not effective anymore. FE ships are heavy on shields and armor, but light on hull. Is is best to go for there shields or amour. This guide will cover I'll use mixed fleets (bit of everything) + duo fleets (battleship/cruisers). New comments cannot be posted and votes cannot be cast. Tekken is a 3D fighting game first released in 1994, with Tekken 8 being the latest instalment. In general hives are very good after consecutive buffs in recent patches, and progenitors giving extra exp on all leaders is just the best variant. Pay attention to speed, accuracy, evasion, and tracking which can have a Note also that frigates are the slowest ship so they are not ideal to include in mixed fleets. Cruisers - torpedo boats with disruptors or missiles, set to torpedo computers. Against vanilla AI, corvettes are not meta per se, it's disrupters. 6 for fleet combat? We will look at The better your economy, the more and higher tech ships you'll have, ultimately overshadowing the Militarist bonus too. Mass-Produced/Emotion Emulators/Efficient Processors/High Bandwidth/Bulky this is one point too many. I currently struggle to balance damage types, fleet speed and fleet ranges. Engage with mixed fleet, reinforce with duo fleet. I have, I just wanted to double check before deep diving too much. After that take the angler civic, agrarian idyll and when you get the third one take catalytic converter as thats key to the whole build. Everytime a ship takes hull damage (regardless of amount), the ship has to roll to flee the fight (get lost). Always make your own if you can help it. I know counter building is generally the best methodology, but I kinda wanted to be sure I could still focus down battle ships as a design category instead of building a more complex flotilla like something out of real life, what with the value of screens outside of the game. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. I use battleship fleets made up of artillery ships and carriers. This is baby's first try at baby's first ship builds. 6 would evolve to a internet shouting match. 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. ADMIN MOD What’s the current fleet/ship meta vs AI? Question Been awhile since I A community for fans of the critically acclaimed MMORPG Final Fantasy XIV, with an expanded free trial that includes the entirety of A Realm Reborn and the award-winning Heavensward and Stormblood expansions up to level 70 with no restrictions on playtime. ADMIN MOD Early ship meta . In large wars, i dont think your ships are going to survive long Well I mean that's the whole point of this ship design. Then the medium then the short range. Old Meta destroys such Cruisers with long-range firepower. Originally written at the end of 3. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. Giga neutron is most meta. People are basically recommending a kind of jack of all trades builds where you basically put missiles, point defence and cannons or whatever all on 1 ship. if nothing by 2210-15 start again until you get a good game. A tachyon 2 art 2 neutron build also preforms well. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power However, they are ineffective against small ships and require anti-shield weaponry to pair with them. A mix of anti-shield and anti-armor can often kill things as fast. Stellaris: Ship Meta vs Fleet Meta. I've put about 100-150 hours into the game but have been slacking on building custom fleets as it's been a bit overwhelming. You're 100% guaranteed to explore everything faster than your neighbours. Synthetic Ascension is still the best option too, even in 3. Otherwise X-slot will fire only once. As far as meta goes, that guide was never accurate. Yes there is a better use for cruisers and destroyers but i highly doubt the ai is better at using a more complex systembut rather it's own incompetence forcing you to expect a corvette spam and have some laser destroyers/cruiser with you We have a player on our discord who has 400ish hours on MP stellaris and fields nothing except corvette Monofleets until lategame and it is going really well for him. Kinetics are pointless except for using ACs to Probably the best ship right now is the carrier battleship with arc-emitter, and missiles. Discussions Rules and Guidelines. 2 with 3. A place to share content, ask questions and/or talk about Paradox Interactive games and of A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. And with that around 40/50 destroyers with mssss (medium laser and autocanons). Tell me you haven't figured out the new ship meta without How do you all use and build Titans now, including for Auxiliary Slots? I'm guessing all Titans get Targeting Grid, as these are sitting ducks. Early sensor edict, split your 3 corvettes, they explore everything, science ship surveys planets. Top. I also include ships designs and tactics to fight all Crisis's. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. 46 votes, 60 comments. In this video I explore how powerful Missiles are in the early to mid-game in the new 3. Big ships also have a major range advantage, letting you do an 'alpha strike' where you knock out large parts of an enemy fleet/starbase before the smaller ships or strike crafts can even engage, not to mention the support auras of titans and juggernauts. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power Posted by u/chaostechnique - 1 vote and 4 comments A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I wanted to have an all organic Hive Mind but only to find out that mid to late game, using The best fleet composition in Stellaris is one that has the following criteria: is simple to set up, is cheap, and overperforms at its current power level. There were two Ship building meta Question So I haven't played in a good while came back recently nabbed all the recent DLC and am having a blast but I have no clue about ship designing anymore I come from a simpler time where battleships with neutron launchers was an easy choice but everything seems to have changed so any advice would be appreciated. A place to share content, ask questions and/or talk about the 4X grand With the 3. 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 Something that changed in the new patch is that Cruisers are now the most bulky ships. Torpedoes dominate the early-game (where Carriers don't exist yet so their only counter is crappy Pickets), Carriers dominate the mid-game (since their techs are so cheap so you can max them out early), and Artillery dominate the late-game (because they're ridiculously powerful once A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. It was only in the last year that Paradox finally addressed it. You have Focused Arc It’s been a fair few updates since I last played Stellaris—I played a good bit of pre-2. And none of S slot weapons (besides missiles) can fire within the artillery range. This can be leveraged to reduce their presence in this fight, but they will eventually show up again. In this video I look at fleet combinations vs some of our Ship Meta's to see if the mono fleet is more effective or the b Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Advice Wanted iim getting back into the game can any pls give me some tips for best fleet/ ship designs Archived post. The strongest is the still the Fanatic materialist, Xenophobic, technocratic oligarchy with meritocracy (and masterful crafters later). First off, there is a best design for every Stellaris: The New Ship Meta. Members Online • MicroSpartan319. 8 meta. They have more hull and more aux slots (shield/armor) than any other ship type compared to the fleet capacity they take up. No consumer goods. 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 To cover all bases in the pre-patch meta, you needed Missiles, Kinetics (Giga Cannon), Energy Weapons (Neutron Launchers) and Strike Craft Post-patch meta, you need Missiles, Strike Craft and Penetration Weapons (Disruptors, Arc Emitters for the Carriers). 6 Beta. ADMIN MOD New fleet compositions and ship meta makes no sense . 8-1. Here is a pretty good, recent thread about the early-mid game ship meta. I'm having trouble wrapping my head around all the changes I usually ally 1 neighbor, then start running my science ship into the wilderness. No journey is the same. I know most of you prefer to design your ships by hand but I have mostly used auto-desing for now. New ship meta? Discussion So the expansion seems to have changed a lot of things. This is not that guide. A few general tips that may help you out: Every design style of ships has something that can easily counter it, so in most situations you need mixed fleets. For you guys, a mix of 80% Spinal Mount Artillery Battleship with 20% Spinal Mount Carrier Battleship beats everything. Playing my first game with Nemesis right not, didn’t even start the game with DLC enabled, but i’m So the endgame meta is: Battleships beat Carriers beat Missile boats beat Battleships. Members Online • GramNam_ ADMIN MOD Where do Menacing Ships fit Into the Meta? Question Just as the title asks. Kinda hard to answer, because there is no "best" ship type or fleet composition, since everything has a counter and fleet composition evolves over the course of the game. Progenitor hives play like a normal hive + high level leaders. The only way to do that is with espionage. Whirlwind Cruisers will just juke and kite Disruptors with long range weaponry. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to complement everything else. It has a minimum range, so you can effectively only use it with the artillery ship computer. If y Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Ship meta is as goes: 1. If you can figure it your enemy’s load out, you can design, in principle, the perfect counter. 2. Their starting damage is really low. JCD3nton. In fact, the ship load outs it uses often seem completely random and are not efficient at all against much of anything. No food. At no 2230 ships, IIRC: Old Meta (current browlers with plasma/auto) < Disruptors < Whirlwind Cruisers < Old Meta The speed is the focus now. Artillery Battleship - It deals alot of damage in an alpha strike and pretty much nukes static defenses and any ships without good evasion. Since these weapons all bypass both shields and armor, you can mow through their fleets more easily. The only mods that I think I have that adds events are the "More Events Mod" and "Extra Events 3. More posts you may like r/paradoxplaza. If I remember correctly the event was that my scientists found a small alien outpost while surveying a planet and they were nice to my scientists but where having financial troubles and one of the options was to hire them and boom new Starbase in that system. Just want my fleet to be as effective as possible. In general, before I start a war, I try to just hard-counter what my opponents have. r/paradoxplaza. 6 combat overhaul there isn't even a ship meta anymore. But don’t worry, we’ve got you covered. Hi, I'd like to know how has the meta changed ( is the best anti AI ship design still 6m plasma Cruiser ? ) and if the fleet 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. Ship meta is full armor with rockets or Regarding the overall power, it’s a bit complicated to pinpoint exactly how powerful is each Origin, but nevertheless, there are clear meta Origins and winners. . So it is important to know all the things you can do in order to have the optimal early game fleet, regardless of your empire type, and that is done See more The key is to use strong ship designs, and tailor your selection to what you're facing. Once you unlock the first level of robo-modding, which is a pretty early tech you could do it, but from game start its not possible. Once I have shield capacitors I switch to them for the very substantial increase in survivability. But when they declare on me by surprise or when I at the beginning build a lot of science ship and explore as much as possible to try to find Relic Worlds and agressively expand toward them asap and clean up the blocker with 8 research jobs asap. 5 or even lower (upload date at least 4-5 months back). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Before X-slot you want ships to keep distance to take less damage If you have X-slot you want ships to hold position. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Missile Cruise It probably makes more sense in this meta to colonize your first planets quickly and run them as specialized pure metallurgist and feed them with your homeworld, which doesn't make the best use of Prosperous Unification's Make sure to use Carrier computer so these ships keep as much distance as possible. all in all, timepushes are the meta, everybody rushes opportunistically, and most people either just extend there rush if victorious, or leave the game if they loose to claims, This is the 2024 3. So unless you go 'swarmers only' is gonna raise cost of maintenance for other ships. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 11 for THE META. This subreddit is for the discussion of competitive play, national, regional and local meta, news and events surrounding the competitive scene, and for workshopping lists and tactics in the various games that fall under the Warhammer catalogue. If you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always win, because it would In this new DLC there are the void worms that after a while attack nearby systems and destroy the bases within them. I stick the best tech I have at the moment on them. Post-3. Say I want to have a titan assigned to every fleet. Take the ocean paradise origin, for the traits take thrifty, agrarian, repugnant, and nonadaptive. ). 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. And it seems like those builds are still feasible with shield/armor hardening The best fleet composition in Stellaris is one that has the following criteria: is simple to set up, is cheap, and overperforms at its current power level. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. I'll have to see when I get it tonight. < Artillery computer will cause the ships to close to median weapon range and attempt to stay there, which is an important consideration and means mixing in torpedos can lower the ship’s effectiveness as it will sustain a much closer range as a result, while the missile cruisers exclusively have extreme range weapons and, with all the speed of The only new tradition that really shakes things up is Mercantile, which feels a lot like how Domination did in the 2. 6 I think. More discussions. Please explain to me the Corvettes - lots of disruptors. A lot of people current ship/fleet meta . Frigates are not to be underestimated early/mid The game’s recent updates have turned the ship design meta on its head, leaving even veteran players scratching theirs. Probably not a bad idea to check out Stellaris Strat who's done a bunch of ship/combat videos. In singleplayer you can just mass these, the AI will There is no "ship design meta" in Stellaris anymore after the Machine Age update. Usually mixing them with Kinetic Artillery Battleships is a good idea. Stellaris Meta Battleship Ship Design - The Machine Age. About the only thing you can do with fleets in terms of roles is to cut some of the heavy ships out to create some fast response fleets. It’s important to keep your ships concentrated together for defense. Point defence is more important than ever for large ships and starbases as strike craft no longer melt missile and torpedo weapons. We use Cloud Lightning as a v Depending on fit details, it is fast enough to outrun big ships, tough enough to go toe-to-toe with small fast ones, can tolerate very low power supplies while still being remarkably durable (though a bit expensive) if you go all Know whether you're building a long-ranged ship or a short-ranged ship, and outfit it accordingly. Civics, ethics and traits can be whatever you want as long as they lend to the accomplishment of these particular goals. 8 this was a crippling disadvantage since ships were expensive to build, except for Menacing Corvettes which are quite good. Alpha strike meta is a symptom of several underlying problems. No habitability issues. Members Online • Sbubbert. But while Stellaris is about cultivating entire civilizations in space Stellaris ship combat is mostly a game of rock/paper/scissors around shields, armor, and hull. For endgame crises, armor and energy for Scourge (their weapons bypass shields), shields and kinetic for Unbidden, and treat Contingency like an FE (similar defensive setup, but I Artillery computer: 1) ships advance at range of longest weapon 2) Ships tries to keep distance Carrier computer: 1) Ships advance at long range 2) Ships hold position. Be the first to comment Nobody's responded to this post yet. Third pick could double up one of the first two, or go Authoritarian for the Influence (and thus expansion rate) or Militarist for the combat bonuses. RP is fun, but winning is more fun. Now updated to 3. So even though conquest is meta, I recommend Materialist with a side-dish of Authoritarian or Egalitarian, depending on if you want to be a slaver or not. And because of the amount of time this kind of fleet can spend in combat without dying, the ships gain experience very fast . In this stage of the game, it may seem like you can disregard combat, but a lot of unexpected situations can happen like a warmongering neighbor empire attacking you. Have 3 50k fleets w/ like 40-50 disruptor corvettes, 15-20 torpedo/disruptor cruisers, and like 4 tachyon/artillery battleships, 4 arc emitter/hangar battleships and the dreadnought. From my research the meta is now mixed fleets and even u/Darvin3 has a good writeup for the current fleet meta: This is a common question, and I have a copy/paste response on the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 3 on the horizon, for single-player. 5 meta with its ship choices. Ghost Signal: A Stellaris Game is a spin-off of Paradox Interactive’s sci-fi strategy game Stellaris. What are some broken meta builds now ? I already have a few, the one that abuses feudal to spam leaders, and the one that abuses negative empire spraw with here be dragons to get the dragon before year 20 and vassalize the entire galaxy. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships Stellaris > General Discussions > Topic Details. Open comment sort options. Add your thoughts and get the conversation going. No trade. Will you find the origins of the mysterious Ghost Signal? haven't played since Federations, loaded up a new game on commodore, currently at 2310. 6 Ship Build Meta? Discussion What are some meta builds for end game fleet designs? Assuming all technologies unlocked. Big ships counter big ships, medium ships, and starbases. com) Share Add a Comment. Stellaris offers a buffet table of different weapons and ship classes, from small corvettes up to massive titans. For example, during 1. Best. Sort by: Best. Battleships with long-ranged demolished everything else. Disruptors will negate Old Meta ships' armor and annihilate them. Partake in dynamic space wars, encounter planet sized creatures, gather valuable loot to conduct research, and more. Stellaris - Meta Ship Builds (youtube. Even though I overall liked Stellaris ship design operates on a rock-paper-scissors model where there is a counter to every type of weapon. 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 There's a few builds that work very well. Most importantly the amount of ships get greater as they get smaller to soak up and dilute enemy fire, allowing the battleships to do max damage. With nothing bypassing shields and my shields being 3x stronger, I just have very few ship losses by comparison to cruiser losses. I go clone Army descendant, but then get stuck at 100 pops with no eco or tech and just a big fleet. Both of these make sure you can find rivals too far away from you to get claims. Question (Console) Basically the title, what would be a good ship design at the start? Share Add a Comment. This Origins tier list But while Stellaris is about cultivating entire civilizations in space, Ghost Signal is a more intimate affair that has you commanding your very own vessel, the Aurora. What Ghost Signal is a VR action roguelite set in the Stellaris universe, where you captain your ship to battle a multitude of alien species. Posts: 0. They got buffed through the roof since the ship rework and the vanilla AI does not understand how to invest into armor hardening to defend itself. They do however still take 1 fleet cap per swarmer. 11. Basically picket cruisers will mop up any corvette/destroyer composition in the early-mid game. Ships will do whatever they want once combat starts. New Auras seem to be gone, but ships have upgrade slots. Fallen Empires with Mass Battleships So, I see a fair few guides talking about how to get good ships, usually by bragging about getting Titans by 2230 and repeatables by 2250. Cyber lithoids colonise everything. I am considering using custom designed ships but there is one problem. In this video I explore new ships designs that can defeat the missile meta in the new Stellaris co Flak + Two Laser Corvettes are a very solid counter to Missile Corvettes early on and tackle PvE forces much quicker than Triple Missile. X4 is a living, breathing space sandbox running entirely on your PC. I don't use afterburners, instead I use shields and get 100% shield hardning. Mothership has all hangars with carrier combat ship computer for the extra range, artillery is spinal mount with all large slots with artillery ship computer and fire control, and carrier is spinal mount and hangar with artillery ship computer and fire control. Your success will come almost entirely from your own skills/choices rather than from any build you do. Hi, I've returned to Stellaris after a time and got a bit tired of playing the game normally. Let the battle ships hit attackers as they close in. 13 update to my original ship design guide in 2023! I go over what works now as opposed to what worked before when playing normally in PVE I really like Kizzy's year 30 ship meta breakdown but I am not sure how it evolves in the late game. Starnet seems to still stick with 3. Edit: I remembered wrong. So you just min-max the fleet composition to meet the current meta or counter your opponent. In this video I review some powerful new ships designs taking advantage of new technologies, weapons and ascension perks in the X4 is a living, breathing space sandbox running entirely on your PC. Our guide Post-patch meta, you need Missiles, Strike Craft and Penetration Weapons (Disruptors, Arc Emitters for the Carriers). Paradox can be pretty slow to nerf stuff, we actually had a "single build that beats everything" meta for a few years. Aggravating-Sound690 • Very early game, I’ve found that missile corvettes are best since they bypass shields, which makes a huge difference in the first few decades. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Its pretty good against any fleet ain would send against you, its good against wlbig targets like leviathan and citadels and its good against FE fleets, although there you want more artillery ships. It has a frontal firing arc, so retreating ships (due to artillery ship Stellaris: The Ultimate Ship Meta. 4 how does multiplayer performance work? 1 A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. mrq urbor fbgz bxc gfakyfqr crycm lnf kwv wnjpvk lykb