Stellaris carrier battleship design

Stellaris carrier battleship design. Reason: Carrier Computer affects whole fleet. Taerdan. In singleplayer you can just mass these, the AI will never counter them. There are 6 classes of military ship in Stellaris. But thats an issue with vanilla game balance and ship behavior. 47. Just swap the artillery core for the carrier core and leave everything else the same. Same as above except for Carrier Computer. Flexibility. Dec 26, 2018 · This page was last edited on 26 December 2018, at 06:00. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. The strike craft will handle point defense just as well as PD destroyers and in addition, they will cut through corvettes with ease. 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. Carrier: The ship will stay at the maximum engagement range of its hangars. 22) and are basically hard countered by plating. Cruisers and battleships are usually built for different purposes - depending on what you want to do, 2 cruisers might be better for you than 1 battleship or vice versa. Two Carrier Cruisers will give you 2 Hangar slots, 2 Large weapon slots, and 2 Medium May 10, 2022 · Mid game. Battle line ships; (e. If a ship of a design is under construction or being upgraded, the design cannot be edited. Corvette Ship Design. personally once i get battleships i only really put out corvette or cruiser missile ships with 5-6 battleship carriers for strike craft. Platform: The defensive platform will remain stationary and fire at any enemies in range. Battleship. All Spinal Mount weapons are excellent, and Neutron Launchers and Kinetic Artillery are your best options in the L slots. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different Apr 3, 2021 · Atalan Apr 3, 2021 @ 6:09pm. Have other ships in the fleet that engage attackers so that the artillery doesn't have to chase them down for targeting. Artillery Battleships. 5 Meta of Artillery+Carrier was great at the time, but the rebalance in 3. It's surprisingly fast with that extra Afterburner (broadside stern now gives a 3rd A slot, which is really good and makes it by far That design is almost identical to the one I use for my Carrier battleships. This creates a massive multi-pronged threat that is very difficult to counter, and the AI simply doesn't know how to beat it. Dec 6, 2023 · Unlocking Juggernaut also unlocks the assembly yard, so there’s no more research to complete. This guide contains only examples of good ship designs. Battleships: Spinal Mount with Focused Arc Emitters Carrier Core (or Hangar? The one with more Strike Craft slots), Flak Cannons as PD, full Missiles in all other Slots. This design is invented first for tackling high-strength crises, aiming to dish out as much damage possible per alloy. true. Once you get to Battleships, throw Aug 26, 2020 · Stellaris players discovered the Juggernaut as part of the Federations DLC. Kinetic Artillery synergizes with it. Screening ships: 4 per ship in the battle line. In this video I take a look at Titan design in Stellaris. Oct 14, 2017 · This page was last edited on 14 October 2017, at 11:03. Reworks to their textures. 13 days (about once every 7. I usually use expensive, highly kitted battleships with long range (artillery design with an X slot) and have relatively cheap cruisers that Oct 2, 2023 · Artillery-class CruiserArtillery-class is definitely not a go-to Stellaris ship design, but it has a place in the game. You can also hire an admiral that has a range buff skill to help. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Use swarm computer and Afterburner. Actually, 1:1 statwise, but in squadrons of 8. Battleships more generically good design is spinal mount, in order to have an absurdly strong, long-range first strike. Artillery Computer. Artillery: X slot, 3 L slots, 1 L slot Carrier: X slot, hangar bays, 1 L slot Oct 2, 2021 · Corvettes. Fortunately, ships can be modified to answer any future foe. Make your fleet set up with a 4:1 ratio of artillery to carriers and Ship designs are more important than you may realize. There has been some major changes obviously but I’m still tech rushing, economy rushing and generally figuring it out again on my first play through in a long time. Feb 18, 2022 · Baby's First Stellaris Ships (3. Core Cracking. Jun 18, 2019 · Accuracy describes how good the weapon is at firing at an enemy ship in general. 8 (3. Presuming all the highest level armor/shields/weapons have been unlocked but no repeatable techs, a typical battleship with 3 armor and 3 shield will have 2610 armor, 2610 shields, and 4600 hull. With medium level intel (either via spies or tech), you can see the other empire’s ship designs. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Titan Fleets Even more important, that the neutron launchers don't allow battleships to disengage. 6 composition, I advice : The second issue is Battleships. ago. cruisers do have their niche even late game as long as you build them for VERY specialized circumstances. Have 2 types of battleship design, artillery and carrier. gg/4usq8Z7 Join and help build the community. I will look at this for any Battleships still outclass Cruisers for Strike Craft roles, since a Carrier Battleship can equip a Spinal Mount bow. Shield Dampener is used if you're focusing heavily on energy weapons on your Battleship builds, Subspace Snare is good for preventing disengagement and The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Make a second design of mega cannon, and artillery middle and end, load up with neutron launchers. They put all other PD to absolute shame, barring the singular problem of being vulnerable to enemy PD. Each class of ship comes with its own Cruiser VS Battleship. Destroyers- if you use them, should be built for alpha and to die. The most important thing to do is get your weapon technologies upgraded. I take you through every viable build currently in the game, why they work and the methodol So I haven't played the new update yet, but the meta for a long time has been neutron launcher + giga-cannon artillery battleships. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Beyond that, though, I find that so long as you have a Carrier backbone you'll be fine. I tend to try and make them as split and even as possible across the board. The artillery battleship is generally a staple of any late-game fleet. A tachyon/neutron battleship with no repeatables takes about 30 seconds to kill that, whereas a focused arc emitter would take about 44 seconds. Artillery/Carrier remains a powerful fleet design in 3. I'll typically go with 80% Carrier/20% Artillery at the Cruiser stage, in order to counter the Corvette-heavy fleets the AI has at this stage of the game, and transition towards 80% Artillery/20% Carrier when I move towards Battleships, as Artillery Battleships are incredibly good against powerful threats like the fallen empires and crisis. A proper counter design can have your ship take on enemies double their strength and still return as the victor. Corvette. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different The meta has and probably will forever be 'find out your enemy's fleet design and counter it'. Once you get to Cruisers, Missile Carriers really do well against the AI. For design instructions and descriptions of parts, please visit: Combat and Ship Design: A Comprensive Guide. The AI's ship designs are weak and generally crumple to strong ship designs. ) and non-piercing weapons (kinetics, lasers, etc. This ship is designed for late gameplay and functions a lot like a mobile starbase. This means that there's a 67% chance of the shot connecting and doing damage. Info. Battleships are incredible Carriers and outclass Cruisers in that role, while also having a devastating missile complement to round them out. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. These ships serve as the foundation in the early stages, equipped with Guardian Point-Defense systems that effectively counter Marauder missiles. Typically I run all kinetic artillery on the battleships and then anti-armor on the corvettes Artillery/Carrier Battleships? -- The 3. 9-3. In size order these are: Corvette, Frigate, Destroyer, Cruiser, Battleship, and Titan. Basically, this type of ship is optimized to get in close to enemy forces and let you unleash a swarm of smaller attack craft. you kinda play like i do it sounds like. My current generalist fleet design is a 50-50 mix of arc-emitter carrier battleships with point defense and missiles in the carrier slot and two swarmed missiles in the stern coupled with torpedo cruisers with bypass weapons. Testing for frigate shown that the counter ratio is 1:1,6. Comments. I take you through every viable build currently in the game, why they work and the methodolgy behin This design is usually more of a singleplayer-only build, since the AI doesn't build the kinds of things that counter it, but in multiplayer it can be countered rather easily. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different opponents, and it is convenient for these to have Carriers. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. The ideal situation is to reach Cruisers before first conflict, as Carrier Cruisers will counter any Corvette or Destroyer design, but this is often unrealistic while keeping your Alloy output high enough to produce those Cruisers once you have them. The fighters render missiles totally useless and unlike PD can damage craft. I’ve been playing stellaris since around 1. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. The AI keeps unleashing the Grey Tempest around year 2280 on Grand Admiral difficulty. The artillery ships are the bread and butter. One fleet of 18k, though, with no unique ships destroyed a 36k tempest fleet, so I know it's possible with certain fleet design to do it, but I don't know how. And stupidly good range, and most importantly the ability to cover any ship. You can't say the same about the carriers. My fleets have been 1 titan, 3 carrier battleships with spinal mounts, 6 artillery battleships, 10 torpedo cruisers, 10 picket destroyers, and then a ton of brawling corvettes. As soon as you put any weapons on this ship (even with carrier computers) the ships move too close to the frontline and get targeted as any other combat ship. (Advanced) Afterburners in Aux Slots. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. To put that into perspective, a gauss cannon deals 16. On battleships, late in the game. Your battleship design is perfect. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Right now, this is the ship to beat when it comes to kickass ship design. 11. While it's not possible to modify civilian ship designs, Stellaris ' military ships are highly customizable, and can be the key to attaining victory in many Battleships are tremendously powerful and expensive ships that can be the pride of any fleet. Use Afterburners with Carrier computer to keep maximum distance. 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 They deal god awful DPS (6. Torpedo Corvettes. Battleship carrying hanger bay with fighters? Maybe. May 29, 2017 · Carriers are situational. Supposedly they shouldrespawn ever 1/0. Cruiser. You want a mix of different kinds of battleships to get a balanced fleet. If you want, you can solely go with battleships of that design and it will work far into the late game. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 45 vs shields, and 8. g. which are quite possibly the most balanced ship design available right now. They are very good against big ships and are not effective against smaller ones. The AI likes using short-ranged weapons on defense platforms so long-ranged missiles often kill the platforms from outside of their weapon range. Originally written at the end of 3. With the construction yard complete, create a Juggernaut in the ship design menu and set the shipyard to build one. What you might consider doing is making a carrier battleship . System: Max systems, line computer, afterburners, and auxiliary fire control. Point defense Destroyers. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. V1. I use them as escorts for my Artillery battleships in a 4/1 ratio. ). Strike Craft may be nerfed, but they're still a very strong weapon type and well worth Missile Boats = Best corvettes, en masse the amount of hull damage they can do will win battles, but they rely on the opposing ships having little point defense. I started using them, along with missiles, because I noticed my ships were taking a lot of Point Defense and Flak Cannon fire. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft Carriers will counter Torpedoes much more effectively than Point Defense does while also being decent in other ship matchups. Check out my home page, smash t Not really. And that´s a good thing. 4. Titans. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. But current hanger bay design is really awkward. My only question is with the changes in fleet and ship Use swarm computer and Afterburner. I would heavily advocate a battleship-only fleet, with a possible Titan and some Corvettes for screening; range is king when bursting things down, and Tachyon Lances are incredibly potent vs the Scourge. Effective fleets are supposed to be counters. Oct 19, 2020 · This ship has another name, the Carrier battleship, which refers to the tactical potential of your hangar. However, Carriers will counter literally any Corvette design anyways. The damage boost so huge, that the casualty rate is 100%. It will help with logistics, though. X mount weapons reach far and smack incredibly hard, increasing chance of Ship Design Against Grey Tempest. battleships). For your late fleet battleships, like others have said, you want 4:1 ratio of artillery ships to carriers. Carrier Cruisers. I had a friend of mine recommend NSC2 as an addition to one of my favorite mods; Gigastructural Engineering, since both mods have alot of overlapping compatibility. The main idea of this ship is to wipe out So I played about 100 hours of NSC2, and this is what I reckon of it. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. Reading the workshop page, it seemed like a pretty good mod, considering how popular it was. Aesclepius713. This is baby's first try at baby's first ship builds. Embarrassingly, I'm still a hefty novice when it comes to ship design. This gives 6 H slots, 6 L slots, 1 X slot, and 3 M slots. The Kinetic Artillery/Neutron Launchers are devastating against hull ships in long-range engagements. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. 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. A Guide for Stellaris. Sep 24, 2023 · When it comes to building the best ship designs in Stellaris, there are a few things you should know first. When delving into the realm of Stellaris ship design, one can immediately observe the crucial role played by Corvette-class ships. TitanHakki • 10 mo. 6+ rebalance), but the weakness to Flak has made it trickier to use. 15 vs armor. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. So here we get a CtH of 75 - 8 = 67%. 8. I should look into missile cruisers+artillery/carrier May 6, 2019 · Because the idea of a carrier is to stay as far away from combat as possible, and launch squadrons of fighters. Add a single “mothership”-class battleship that uses the carrier combat computer while the carriers and artillery battleships use the artillery combat computer and you get the additional range AND better accuracy across the fleet too. Let's illustrate this by actually looking at what you get with either approach (holding the total number of Strike Craft constant). Mar 13, 2024 · Artillery: The ship will stay at long range, firing its longest range weapons on the target. Apr 17, 2017 · NixBoxDone Apr 17, 2017 @ 4:40am. 2 with 3. I'm a veteran of Stellaris, playing since super early days. Especially Carrier Battleships. The best Carrier Battleship design in my experience is Spinal Mount/Carrier/Broadside with Focused Arc Emitter, 2 Hangars, 2 Marauder Missiles, 2 Guardian Point Defense, 2 Whirlwind Missiles, and 3 Afterburners. First off, there is a best design for every class of ship. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different Same reason as above. Ship Design Components. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Which is pretty high. In this video I take a long look at Corvette design in Stellaris. A minimum of 1 per carrier. 3 DPS vs hull, 24. By: Wolfie. Build as many of these as possible. 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 May 30, 2016 · Add bookmark. A ship is a spaceborne vessel controlled by an empire. As such, the only weapon it equips is the XL weapon as it is expected to be destroyed by overwhelming crisis fleet as soon as it enters enemy range, and outranging enemies become its first priority. Generally some good designs are. So you get the equivalent of 8 flaks for the price of 4. M Missiles, Point Defense + Hangar, S Missiles for A slots, Artillery Computer, Afterburners, Shield and Armor 1:3. Use this design as a carrier and swap the front and rear sections to artillery sections and load the rear with neutron launchers and stick a mega cannon on the front. 6+ nerfed it (or at least, buffed Flak to the point where the carrier-half wasn't as effective). Colossus: The ship will ignore any attackers and carry on with its current task. You will probably want a rapid-deployment fleet, likely to be corvettes or cruisers, to dispatch their Full carrier? Maybe not. Typically, yes, it's one or two ship designs per class, and most people don't do more unless for RP. Modding. This is not that guide. I think they also works fine with a pure battleship fleet as strike craft kind of fill the role of having high tracking S/M slot weapon. New model for the Titan(and Flagship as a placeholder): Apocalypse-class Battleship. They can protect your battleship fleet from torpedo corvettes. The three best auras are Shield Dampener, Subspace Snare, and Targeting Grid. Content is available under Attribution-ShareAlike 3. Titan. You don't have to spam one ship type, but if you were to do so it would be a Carrier Battleship. Feb 18, 2024 · Ships. Overall though this is a good guide. Not even counting end game crisis, making sure your ships, fleets and military power is at the peak is *EDIT* I say "ignores and bypass" a lot in this video, and that is incorrect. The usual counter ratio is 1,1 for most builds. This gives a 3: The auras are pretty much the only reason to use Titans, as otherwise they are just really overpriced Battleships. Sep 2, 2023 · 1. It's mostly because the ship classes with the most cost to damage efficiency are corvettes and battleships (as well as titans and juggs). Jan 20, 2021 · Jan 20, 2021 @ 4:14am. You can take the ship wherever you want and use it as a mobile ship production and repair facility. To maximize your chances, we recommend packing in afterburners, auxiliary fire, a line computer, and max systems. Aircraft carriers are the most cost-efficient ship type. 11 Eridanus) 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. In every other way, Battleships are vastly superior. Missiles, Hangars, long range. Cruiser Fleet: Two ship types. Only build 4, the 5th one barely does any damage. Corvette-based means a fleet of more than 50 corvettes that can have any type of loadout but should be built towards having as much evasion as possible. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 0 Update - Titans - New ship section models for the Dreadnought model, including reworks to the Emperor-class Battleship model, and the addition of the Oberon and Retribution Battleship model variants for the NSC2 Dreadnought. A small amount of Point Defense defends against Torpedoes and mitigates the biggest weakness of Battleships. Wait for the engineers to finish construction, and then marvel at your empire’s latest creation, the beautiful Juggernaut. Generally you want 80% with Spinal Mount/Artillery/Artillery segments, and 20% with Spinal Mount/Carrier/Artillery segments. #3. ; About Stellaris Wiki; Mobile view The only advantage Cruisers have over Battleships is slightly faster sublight move speed. But if you can't be bothered to fuck around in the ship designer every four minutes, a sixty forty split between artillery and carrier battleships is pretty evergreen, definitely still works. They make excellent late mid-game to late-game ships. Jan 2, 2024 · The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. #1. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 0 and now I’m back playing again. 4 Carriers. Use swarm computer and Afterburner. In terms of singleplayer, a composition of 80% artillery battleship and 20% carrier battleship will usually do the trick just fine, optionally with a titan (in which case The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Battleships outclass everything and mixed fleets are just objectively worse. ago • Edited 3 yr. Battleships are kinda the kings of the late-game and dominate the two most important roles (Artillery and Carriers) so A small amount of Point Defense defends against Torpedoes and mitigates the biggest weakness of Battleships. You can build a carrier with a crusier or battleship, in the ship design screen, at the top are your 3 modules (parts of your ship) you can swap entire parts of your ship out to get a compelety new design. The first fleet composition we will discuss is a Corvette-based composition. Carriers are quite possibly some of the most balanced ships around. What I should be saying is Most effective against. Group 1: 1 Spinal Mount Artillery Battleship + 2 dedicated Carriers. I keep getting murdered by 36k stacks. The only ship design you have to be careful with are the Artillery ships with minimum range, as the AI prefers short-ranged weapons that get in under their skin. Small/Medium guns and strike craft take care of corvettes, while PD intercept missiles and torpedoes. I use mainly fighters to save the trouble of producing a lot of AA cruisers. Feb 22, 2021 @ 3:48am. Ship design. Also make sure that the weapon range isn't forcing the ship to pull closer to hit. Ships that start in the battle line are: Heavy Cruisers and (Super Heavy One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. So id tou are fighting a ship with 3000 hp, 2000 armor, and 2000 shields a disruptor can kill the ship in 482 seconds. This is weak to corvette swarms, but if you mix in giga-cannon + carrier core at about a 70-30 ratio then it beats corvette swarms and still holds its own vs pure artillery. 3 on the horizon, for single-player. You should replace the destroyers with carrier battleships though. Carriers will also suffer fewer losses There's a subtle but major difference that tilts the balance in favor of Hangars for Defense Platforms. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. The carriers are defensive, the strike craft take out torpedoes/missles/neutrons as well as other strike craft. You really want at least two different Battleship designs, as having access to both Artillery Battleships and Carrier Battleships is very important for almost any late-game fleet composition. Battleship carriers are durable, but I mix with Cruisers because they tend to get fired upon first, and can be replaced quickly. Mono-cruiser fleets are totally viable Torpedo assault carrier is the most balanced ship design As a fleet 3. Guide Index. Stellaris players should always prepare and expect the unexpected in the galaxy. We will ignore the P and S slots since they are pretty useless. • 3 yr. There should be a hanger module for the crusier in the middle module, and a hanger module for the left and middle module Jun 14, 2023 · #stellaris #howto #tutorial #tips #guide I'm always on Discord: https://discord. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. Sep 26, 2021 · Useful Tips for Designing Ships in Stellaris. In fact, from my testing, SC spawned once every other month! At least with default settings. Nov 1, 2017 · I did some testing of this and found that the respawn rates were non-sense. Grubsnik. Idk about the Autocannons though. Ratio 20:1. Also if you have a system with 100% shield reduction as a chokepoint, then you want lots of armor and plasma throwers. Even the torpedo corvette swarms designed to kill battleships will lose engagements so long as some of the battleships are carriers. I've recently adopted carriers and they are very effective. At the end of the day, 2 Hangars + 1 Spinal Mount for 8 naval capacity is way better overall value than you can get from Carrier Cruisers. Cruisers are really good before Battleships are researched, but once you have them you should go with Battleships. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. Part of the main fleet group used mostly to take out secondary systems without losses. Usually you'd want the biggest weapons dealing the biggest damage on your ships, which is why battleships If you're primarily fighting starbases, Missiles are good. Defense: Any 1-1 combo of armor and shields to maintain flexibility. The coilgun has an accuracy of 75%. 7 days), however this was definately not the case. 0 unless otherwise noted. They can dominate almost any battlefield, especially when taking advantage of their unique ability to conduct warfare at an extreme distance, giving them excellent first strike capability. ; About Stellaris Wiki; Mobile view I’ve found torpedo cruisers to be an excellent option. With the change to Neutron Launchers, the Giga 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. Feb 20, 2024 · Colossus Project ascension perk. Match your ships to counter them. It has great range, and with 3 Afterburners can be reasonably quick. I mix in a few point defense destroyers to protect the cruisers. 5, I took a break around 2. Looking specifically at the core section of Battleships, Artillery segments give 3 Large weapon slots while Carrier segments give 2 Hangar slots (in addition to some S and P slots, but those are irrelevant). The only point of carriers is to add lag to the game, other than that, no point. gm sr yq np kn rm fi et hb ea