Stellaris best corvette build reddit However, rockets and strike craft are big counters for corvette spam, especially strike craft. The issue becomes throughput. 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. Best you can do if you don’t want to constantly redesign ships is to try and sprinkle all fleets with a variety of capabilities. Focus on getting combat computer tech and use swarm. Which means a cloud of fighters gives a Corvette maximum escape chances. That means 160 corvette can beat 120 pure artillery battleship. Only thing I can say is that the best all-purpose battleship build already uses all the weapons you would be putting on your cruisers anyway (strike craft, swarmers, missiles, pd) so you only really need to research arc emitters for the x slot. Kinda sorta. Neutron Launchers and Artillery computers are a great way to maximize destroyers usefulness against the Contingency while they last. Menacing ships don't have to pay the relic cost. I just auto build my fleets, ship design seems like a pain to learn. But I suspect bigger hulls and especially bigger weapons might be more efficient than corvette spam. So in my opinion the giga canon is really the way to go. My economy is decent with energy and minerals getting 250 monthly while alloys are getting 200. Disruptors/arc emitter battleships are the best anti corvette ship atm. Teir 1 Disruptors are always good on Corvettes as a mono design. Do not attempt to launch a counter attack until you’ve built a fleet that can handle 10 tempest fleets simultaneously. It's a corvette. Giga Cannon and Saturator can also work, but the problem you run into is that the best synergy with Giga Cannon or Saturator is actually the Tachyon Lance, which is obviously mutually exclusive. Then give each of your admirals one corvette to patrol that system while the actual fleets are safely docked for cheaper upkeep. Hegemon gets away with it since the federation fleet doesn't cost upkeep and your federation partners will build the fleet for you which allows you to pursue a more stable and balanced economy. Personally I prefer 1 full corvette fleet the rest are 1:1 cruiser/battleship fleets. When your colony ship lands, designate factory world, smack down clone bay, city district, 2nd clone bay, and 4-5 mining districts. Marauder Missiles and Autocannons are also an option. Is there a downside to having a swarm of corvettes that can bypass shields and armor and go straight for the hull? I typically have balanced fleets where my battleship is the artillery, cruisers as missile boats, destroyers as point defense and broadsides, and then a bunch of auto cannon filled corvettes to swarm the enemy. Cruisers are only good in the mid-game, and Battleships are just better in every way once you have them. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting. The build can't fight 1v1 against PH or any other HIVE at YR 30 because the build weaken fleet power (from slower growth rate and increase build cost) in favor of army defense. Also, design-wise, the corvette shown isn't even an optimised corvette. I don't want to spend resources to useless fleets so my naval capacity stays at 80 Once you have X slot, the Arc Emitter is best to complement your missiles and strike craft. As for the "best" corvette build- early game it doesn't matter. Menace only magnifies everything positive and destroyers arn't great, but will generally take less losses than a corvette, as they have more hull points, so more of a chance to jump away before losing the ship. You'll shred Corvette swarms without too many losses. Normal Missiles and swarmer missiles act to bait PD. Corvettes are good for strategic speed and soaking damage against certain crises. I've long been told the optimal corvette build is neutron torpedoes, and the optimal destroy and cruiser builds are "don't, build corvettes/battleships instead. Even if you loose battles against corvette-spam with your strike craft battleship fleet, you will have less losses overall, and will eventually win by attrition. 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 Spamming nothing but Corvettes is a genuine strategy even late game, and the meta way to outfit them is Torpedo + Autocannon or Plasma, depending on the enemy; in fact, you can even leave Small slot empty altogether and roll Torpedoes only to make Corvette cheaper. In that time the corvette deals only 30% of the destroyer's hull HP. for corvettes, it's @corvette_build_time). Against specific ship corvette spam is great. My 6. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. A focused arc emitter + cloud lightning battleship is hitting for 150. IME authoritarian is the best with this strat so you can run militarized economy as much as possible and have the best post conquest population management with authoritarian decent conditions slavery for 10 years then free them. Think about it this way; how long does it take to kill one battleship vs one corvette, and how many shots can each of them take before that happens? It's going to take much longer for the battleship to die than for the corvette to die. Members Online What is your favorite RP type of empire to play? Disruptor Corvettes have absolutely garbage damage, 7. My slightly updated build is cruisers with all whirlwind missiles in fore and mid, archeo-tech micro missiles in the aft small slots and triple afterburner, an admiral with the cautious trait is also recommended. But back then, it was a meme that destroyers and cruisers were worthless, and corvette swarms mullered battleships and had no counter. The latter deals ridiculous damage up close, but Autocannons are expensive research-wise and lead nowhere. 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. Example for 160 fleet cap. 1k got destroyed by enemies 5. Now the remaining corvette is 3 guns to the destroyer's 5, so the corvette has a damage disadvantage of 3:5, or 60%. giga cannon and neutron launchers I keep seeing this but I don't get why mix a kinetic XL with energy L. Corvette Focus (-20% corvette build cost): this is a holy grail trait, this much of a ship discount on an already excellent ship type is absolutely insane. Since research is a bit (or a lot) of a farce in this game I usually hedge my bets. •Shields can be helpful, use the highest level you can. May 9, 2022 · Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class Video by Montu Plays Corvettes are quick, cheap to build, and smaller but have high evasion. Missile corvettes running an artillery computer. By now most people, certainly most people who frequent Reddit, are aware that Corvettes are simply the best class of ships in Stellaris. It seems to me circumstances will call for one or the other (with the default being energy, since it's easier to build up than kinetics in vanilla Stellaris), and your ships should be outfitted completely with weapons of the appropriate type. 2. Marauder Missiles are low damage but have incredible range which is interesting on the fast Corvette. Nano-Missiles are the strongest weapon in the game, only held back by their enormous relic cost. The missile hits the armor so that once the shields are down the kinetics don't have as much armor to chew through with their penalty. Okay so my Corvette build isn't exactly early game but one that I find cheap and reliable. And would be for years. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Torpedo corvettes are countered by PD. There is a 4-design Rock Paper Scissors hierarchy that goes 3 Missile < 2 Missile PD < 2 Kinetic/Laser + PD < 3 Kinetic/Laser < 3 Missile. An origin like Shoulders of Giants that was never particularly good at Corvette rush to begin with is just going to faceplant. Fighters are effective in forcing enemies to flee, very much so against Corvettes, but rarely achieve direct kills. A lot of people are escorting they artillery battleships with some carrier battleships, for protection. For early-game Corvettes, the counter triangle is Missile Corvette > Interceptor Corvette > Picket Corvette > Missile Corvette, so you may need to pay attention to what your opponent is building. Torpedo corvette: beats everything, if no PD present. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons, and Artillery computer for maximum range. In the meantime, it's able to get off more shots, while the corvette is dead in the opening salvo. Corvettes haven't been the meta for a very long time. 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. Military success in Stellaris is about fielding enough guns to blast your enemy into smithereens, and starbases do not get enough weapon slots to do this. We will talk about all the ships (Corvettes, Frigates, Destroyers, Cruisers, Battleships,…), Nanite ships, Cosmogenesis ships, counters for all endgame crises, fleet combat computers, and much more. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. So yeah, personally I never build destroyers but I'm sure they're still decent. They at least have the Autocannon giving them a better option than Gamma Lasers and Gauss Cannons, but it's not enough to compensate for the horrifically low DPS that Gonna bump this up. When M Missiles are unlocked, swap the bow to fit them. And at least it sounds plausible. Arc Emitter works best with Carriers, while Tachyon Lance works best with Artillery ships. Carrier computer for both. Generic corvette. Battleships are the frontline force. This will let out handle most AI fleets without having to fiddle around too much. Carrier battleship. The sinews of war are infinire money though, focus on your ability to build more. Small weapons are in even worse shape. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. Destroyer in general is/was worthless for anything else. First crisis run, ancient nano-missile launcher (with the ascension perk) or gamma laser? As for my favorite corvette loadout are picket: point defense + autocannons. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. Smack down a bureaucratic center instrad). For every corvette, I have a proton auto cannon corvette. Corvettes primarily rely on evasion and armor to defend themselves, and Disruptors ignore armor and have 60% tracking so evasion is ineffectual If my fleet has a more traditional build with Kinetics/Plasma my corvettes will use energy torpedoes to help strip shields. I actually ran some calculations in Excel after the 3. You're better off putting fleets on defensive duty, and equipping your starbases with shipyards to provide repair and reinforcement services to those fleets. I do think 1:2 Battleship to Cruiser is great for Artillery fleets, and Corvette screens are important to deal with things that are trying to get in close with Artillery fleets, so that 1:2:8 could definitely work (though I'd put the Corvettes in a different fleet as they really want different admiral bonuses and to make For a secondary civic, Parliamentary system is very useful in turbocharing your early unity economy, and giving you the flexibility to not just race through Mercantile, but then turn to either start a trade federation (very good- and partners will build the fleet for you) or Supremacy (very good if you're trading the resources to build a fleet So, I'm working on my first little mod and one thing I want to tweak is the build time of ships. This makes it uneconomic to run corvette swarms in this match up. In Multiplayer, the usefulness of Autocannons is in general defined by the current meta. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 1 torp, 1 disruptor corvette. There are plenty of good weapon options that don't (Tachyon Lance, Neutron Launcher, Kinetic Artillery, Autocannons, and Point Defense are all quite useful) but they are in the minority and tend to be at higher tech levels so you're heavily incentivized to build around weapons that bypass shields. However I can't build a decent fleet that can counter most enemies. The carrier battleship (arc emitter - hangar + pd + small missiles - whirlwind missiles) is my go to end game build. 3 Disruptors is the standard. Jul 9, 2019 · My Stellaris Steam workshop. It gets better menial drone output and ship damage, but the main thing is the leaders. If we compare how long they take to break through their respective defenses, 3 basic Disruptors take 25 seconds to break through a Corvette hull which will kill the opposing Corvette. Early-game, sure; Destroyers aren't really an improvement over Corvettes (in fact, they're worse in many key ways) and Cruisers take a while to tech into, so pure Corvette is a perfectly fine military to commit to early-game. Fleet on Fleet, I tend to see Corvettes and Cruisers take the most punishment from enemy fire. 91 per day Accuracy: Scout wing is 100% accurate with 70% tracking, Red Laser is 90% accurate with 5% tracking. So the strategy is simply to wait it out and then make the move after other players are already engaged in war. Nothing else is comparable. Neutons in large. Now, that's a good thing, and I'm glad for it, but one detail I'm struggling with is how the very first empire you come across will always attack you with 50+ corvettes one year or so after contact. I do one corvette design that uses energy weapons and another that uses kinetic guns and missiles and build 10/10 fleets to start off with. Which means, that artillery is HARD countered by anything that goes close. Yes, the Frigates will be coming in your next major update. Following the recent 3. The logic on the default starter Corvette seems sound to me: 2 kinetic weapons and a missile. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Corvette swarm with flak would be the ideal counter. I am the most powerful empire expect FEs in the year 2312. Artillery Destroyers. PD can mean a couple different things. Defense Platforms are seriously overpriced for their combat performance, and you are always better off with spending Alloys on fleet. Destroyers have literally no niche; it can't dodge like a Corvette or tank like a Battleship, it can't carry a lot of big guns like Cruiser or Battleship (RIP Lance Destroyer), the only reason to build it was the fact that it can carry more Flak Cannons per weapon slot than any other ship, and now the massively buffed Strike Craft supplanted Destroyers have literally no niche; it can't dodge like a Corvette or tank like a Battleship, it can't carry a lot of big guns like Cruiser or Battleship (RIP Lance Destroyer), the only reason to build it was the fact that it can carry more Flak Cannons per weapon slot than any other ship, and now the massively buffed Strike Craft supplanted This is the same thing with a trade build, sure it's not going to keep being the best at what it does until the end of the game, but by the time you reach the point where you're outpaced in both energy/cg production, you should have used that advantage to build an unsurmountable lead. The Corvette got split into two separate ship classes. It tends to get a "little" competitive so I was wondering which fleet build is best? I usually go for destroyer build early-mid game, and when I have the tech I need I go for a Battleship, Cruiser, Destroyer and Corvette mesh. Replacing the odd corvette here and there is much cheaper and quicker than replacing cruisers and battleships, and they all work insanely well together. Corvette's and Cruisers with max possible evasion makes for some amazing screening fleets, the best fleet is the one that can't be hit. Large carrier cruiser. Do you guys have advice for the best weapons, shield to armour ratio and tactics? Corvette focus is cost effective per hull, but well frequently just explode when they don't evade. Featuring mods like Reformation Reform (CK2), Battlefield Safety (CK3), Starfighters! (Stelalris) and Perked Up Perks (Stellaris). What effect module to run on my titans? Corvette - swarm Destroyer - picket Cruiser - artillery Battleship/titan - carrier Battleships and titans need to stay as far away as possible since they use L sized weapons so they can outrange starbases, cruisers are like cheap battleships to use when you can't afford a fleet of battleships (or have leftovers from before you unlocled battleships), give them the strike craft middle section Artillery frigates are what you build when you need to have ships defending a Pulsar now, and even then, it’s a fast build time and move speed you’re paying for; for a standing fleet, you’re better off making more versatile cruisers. For dealing with crisis fleets, because the crisis difficulty scales every aspect of them (armour, shields, hull) you won’t be able to oneshot their distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. If you are going to spend Alloys on Defense Platforms, the Hangar is by far the best selection and completely outclasses every other weapon you can outfit Hey everyone im fairly new to stellaris and im still learning the ropes on ship building. After that just get tech for them over time. I figured I wouldn't understand anything being discussed at Stellaris reddit until I got past the new player experience and won a few games. AI uses PD so don't use against that. If they are shield heavy go with weapons that deal shield damage, if they are armor and hull heavy go with weapons that deal armor damage. Most important thing is raw numbers which comes from alloys. What's the best way to build your fleets? Mixing classes; Corvettes, Destroyers, Cruisers, etc or just one class per fleet, or just fleets of only one class? Usually I just build fleets of Cruisers and Destroyers, but after integrating my 5 vassals I now have all types of ships. It has a mix of bypass and non-bypass weapons, which isn't ideal. For Prethoryn, use armor and some PD to deal with Scourge missles and Swarm Strikers and energy weapons as they are only armor/hull. 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. 3 Nano Missiles is the best, nothing else is even worth talking about. Furthermore most large weapons gained minimum range. Jul 11, 2024 · In this guide, we will explore everything there is when it comes to Stellaris ship designs. It is actually much better to build corvette fleets in the lategame than in the early game For layouts, you should always go for as many M slot weapons as possible early on. If you're just trying to build a fleet for the sake of power projection and want the biggest boost per alloy, regardless of any real military effectiveness, it might be doable. Basically, they’re overcosted bombers, or incredibly wimpy mobile artillery platforms. Really only the first 20 years, as once Disruptors come along they just blow everything else out of the water. In general almost every ship design should maximize auxillary slots full of afterburners. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. The other build uses Particle Lance X slot coupled with kinetic battery in the L slot if your missile or strike craft tech fell behind for some reason. There are some good build ideas out there for different crisis, you could look at them. I would like your guy’s opinions on what build is best for each ship class because in majority of my games my ships are weaker compared to the ai’s even when i have numerical superiority over them. The best late game all-rounder currently is a battleship with arc-emitter, hangar core and missiles. Which one you want to use depends partly on your tech (depending on if you have better torps or missiles), but after that the general theory is that torps have the best overall damage, so if your enemy has no point defense (hangars or point defense turrets, not flak turrets), then go torps. Short-Range Corvette (either Disruptors or Autocannons) Long-Range Corvette (Missiles) At least in singleplayer, I haven't found any reason to use Frigates or Destroyers. Now, if I want to change that, where do I have to go since I couldn't locate that modifier anywhere. Battleships are the best, followed by Corvettes. Frigates are just too slow, since they only get 1 Afterburner whereas Cruisers get 3. In my multiplayer game, the AI next door had a 5k fleet of 60 corvettes and 10 destroyers before they were absorbed by another player. ? 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. Thats mostly just guys with lots of big guns like hangar-less BB's. While I do have some ideas how to fix that, I wanted to start by talking about why that is, and why it might persist even in the event that Evasion was totally removed from the game. I probably wouldn't field a lot of these corvettes regardless, however. The corvette's brawler core looks really nice on paper, being able to use two swarmer missile types (regular and archeo-tech) for a fleet size of 1, but their lack of artillery combat computer makes the fact that they have missiles kinda useless. Trying to get back into the game after the big AI/Unity changes, and one thing I'm really struggling with is how much better the AI got. 62 DPS per corvette with fully-upgraded weaponry. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless It depends: In Singleplayer, anything goes basically, because of the AI and its ship-building habits. They survive vs larger ships due to evasion and every point of hull they remove from larger more important enemy ships causes their combat effectiveness to drop without needing to punch through shield and armor first. 6 change. Most players also use some. I just don't see a reason when corvettes are actually quite good, and then cruisers are the next best thing until BBs. I usually just have 4 armour + 2 shields + 3 afterburners on it. Kinetic Artillery synergizes with it. Corvette fleet is rapid response fleet and juggernaut/colossus escort. The broadside stern with Whirlwinds is used because it gives an extra Auxiliary weapon slot. Needless to say, my starbases got totally smashed, I barely sunk any of their corvettes and my starbases just melted. Containing 4000+ provinces to conquer and tax, as well as numerous new mechanics to flesh out your EU4 experience. At the moment a new Stellaris player is worth way more than a new Stellaris 2 player could be. Particularly against super chunky targets like citadels. And higher level nodes means faster agendas too. Leads to a situation in which more expensive ships can't win the engagement, cost more to build, cost more to maintain, are slower, and is generally unfair. Supremacy tradition is +25% build speed, Standardized Patterns tech is +25% build speed, and you should have at least one Strategist Council which gives +10% build speed, so absolute minimum ship build speed for late-game should be +60% for 300 days. If they're L slot weapons then no it doesn't apply as in those patches battleships with all neutron launchers is the best. Now I know I've seen in patchnotes for 2. The other fleet build I've been trying is all in on missiles and strike craft. Pick and Interceptor options remain for Corvettes, while the Torpedo option got turned into an entirely new ship class called the Frigate that gives up most of its speed and evasion but has a bit more hull. Battleship Focus (-20% battleship build cost): probably the single best trait in the game. While the base build time is 480 days, you should never actually be anywhere close to that. They have more range, more dps than S slots and especially with Auxiliary Fire-Control(s) they still have a decent hit chance. A subreddit for the epic full conversion mod, MEIOU and taxes. Even when winning losses can be significant. PD destroyer is/was the best point defense style available. I can't really figure out the benefits of menacing ship types apart from using minerals to build them. So a few 'scout' corvettes in a fleet of battleships would allow the scouts to quickly reach the jump point on the other end of the system to enable the rest of the fleet to initiate jump despite being only halfway across the system. For kiting, use PD, 4 S Missiles, Artillery Computers, and Afterburners will keep them constantly running away while flinging missiles. Corvette/Frigate swarm is a very good option against most leviathans, since more than half of them have that “death ray” mechanics, targeting a single ship to deal massive damage. Destroyers are pretty useless, no reason to build them. Is it viable to build a corvette meat shield? In my elliptical galaxy, my civ. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. I am starting to think If he's just using Corvettes then the counter would be bigger ships armed with lots of small guns that have high accuracy/tracking. Cheap as hell to build, cheap as hell to maintain, good evasion, good tracking, huge numbers. I have an even mix of two corvette types. The best thing to do is to look at what your current enemy is carrying for their shields and armor. The remaining quarter is a bunch of scattered civs. For best results funnel all your trade to a starbase two hops away from your capital and then through an unprotected system between the two. Let's compare it to a Large Red Laser: Damage output: Scout Wing is 20. 86 per day, vs Red Laser at 12. a: Artillery battleships shred everything, but is countered by corvette swarm; corvette swarm is countered by carrier battleships; which are countered with artillery battleships. That way whatever the RNG comes up with for improvements at least half my fleet will get a boost. The same principle works on all variants of Drakes, the Matriarch, and the Grey Tempest as well. No shields, afterburners. Depending on what the enemy is fielding, you could swap the hangar core for carrier core. I know that's no longer the case. I didn't check out Stellaris reddit until after my third playthrough, and that was just to see what others folks were doing with their builds, empires, and RPing. Use 3 small weapons mixing anti armor, and anti shield. And For evasion capped corvettes, your best answer is generally some combination of picket computer and M weapons, strikecraft, or higher tracking weapons like auto cannons. Build more factory districts as need (usually starting around year 10). Best Corvette setup is either full torpedoes - this kinda sucks versus high-evasion targets, and FEs in particular will absolutely murder you in even combat - or autocannon + plasma. . In my single player playthrough I've mainly been using corvette disruptors early and then artillery missile cruisers in the mid game. Ascend Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode. Hunt for an unyielding commander How do you do this? I only just started playing, but there only seem to be 3 options (4 with researched tech), and no way can you afford that much influence at the start of the game. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Just from a corporate side it makes zero sense till they start to see a dip in current profits that doesn't look reversible. So if I have 1 laser and 1 rail gun corvette, that means I will field one frigate for each, so a total of 2 corvettes and 2 frigates. 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 Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Corvettes in general are weak to disruptors as they don't have a lot of hull points. Some would argue just build a bunch of battleships and cruisers and to that i say: Build time Many more ships in your fleet Overall fleet synergy Last I was looking at the meta, it was torpedo corvette swarms. Make em torpedo boats with auto cannons. Definitely. Since the AI doesn't particularly like the Disruptor as a weapon, they tend to lose pretty badly given equal numbers and tech level. Nano-Missile Menacing Corvettes are the strongest ship design in the game. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. To kill the remaining corvette the destroyer needs to deal another 50% of its own hull HP. Specifically with the AI but that's been because they build huge corvette stacks since the latest update. How does +60% ship build speed and -40% ship build cost sound? Because Progenitor can get that from its council by year 30. Then again, almost any corvette build is fine in the beginning as long as you have more of them. For the most part the bigger ship will beat the smaller ones now. I recommend a fleet of only corvettes with maximum speed which you use as a quick response to trivial bothers or enemies which might otherwise outmaneuvre you. Otherwise disruptors and autocannons. As for defenses, a very aggressive build should run reactor + 3 shields to minimize repair downtime. The most important thing to do is get your weapon technologies upgraded. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use one kinetic and one energy small gun since gray tempest have rather balanced defence. I also always have two or three fleets of maybe 20 missile cruisers with afterburners as quick response fleets. Anyway the build is you put a Neutron Launcher in the L slot an artillery bow, and a M Plasma in the stern that has a single M slot. 7k fleet. And torpedo: torpedo + autocannons or lasers. The best defense is a fleet. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while When faced with any mixed fleets - corvettes outperform them. The former is probably a bit better since you probably will see a lot more armor due to power limitations. If you want specifically Destoryers, it depends on the corvettes you are facing. Large broadside battleship. A good generalist early Corvette design should run either 2:1 laser:kinetic or 1:2. (Plus, it requires rare crystals to build, which you’re not going to have early game unless you’re lithoids. 6 rework it seems like spamming battleships as soon as you unlock them is no longer the best strategy. Hi, im pretty new to the game ( 60h so far) , and i noticed that building big strong fleet early game, like corvette/destroyer era early, and rushing a war with a nearby empire and taking their planet/planets gives you a massive economy boost that keeps you at the top of leaderboard for the rest of the game. 2 UV Lasers at 80% accuracy will take about 25 seconds to break through 2 layers of level 2 armor. I got lucky and was able to reverse engineer [V]hyper shields from a ring world. You should be able to roll an opponent in the very early game with 30 or so vettes before anyone has starholds Reply reply With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. do you have a ton of alloy production, maybe corvettes are more useful, do you want your ships to survive a lost fight, go destroyers. Yes, there fast to build, but you only have so many shipyard slots. Those fuckers are cheap and expendable to keep the pace with any game. In the worst case scenario of Corvette vs Corvette, where the enemy corvette has 3 +Hull slots for maximum Disruptor Mitigation, 3 disruptors will still outperform the next best design: 1 autocannon + 2 plasma throwers. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. So, unless you are heavily outperformed economically, you should win the trade. PD can counter it HARD. They're running pure corvette stacks, so I put hangar modules and hangar-based defense platforms on my starbases since I figured the accuracy and tracking would be good against the corvettes. After that? Things start to get more specialized and dependent on who you fight. I have spend a few hours looking through the values and build myself a small damage application calculator to find out what is the best ship to counter 90% evasion corvettes. Yea I still just build Corvette fleets until battleships cus I don't want to dedicate brain power to learning the new fleet system when I can't micro the ships anyway, and I'm still doing just fine hahs If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Dominates half of the space with the other quater belonging to the last plausible threat, a fanatical militarist FE. Lots of corvettes and and as many of the biggest ship you can build. The game mechanics is such that the fleet initiates jump the moment a single ship reaches the jump point. Corvettes are good because of their high evasion, so you wanna get ships that can tank the low damage Corvettes have, and also fire back very fast, with good tracking/accuracy to counter their evasion and you don't want to have too many ships with L or M guns Your best options are Gamma Laser and Gauss Cannon, which are shitty weapons that you only use until better options become available. ) Void Clouds are the exception, but they’re strong enough to cause severe losses to a starting corvette fleet, even with plating. Last time I checked the meta (before the last update), it was very firmly in the "only armor" category, with barely any Gotta time it just right though or it can go very wrong. Destroyers have literally no niche; it can't dodge like a Corvette or tank like a Battleship, it can't carry a lot of big guns like Cruiser or Battleship (RIP Lance Destroyer), the only reason to build it was the fact that it can carry more Flak Cannons per weapon slot than any other ship, and now the massively buffed Strike Craft supplanted A corvette with no tech improvements, basic guns, no shields, no armor. 64 DPS. In Corvette vs Corvette fights, nothing is even comparable to Disruptors. Same goes for your second colony (minus oke clone bay. You're just always better off building other ship types. If you wanted to kill Corvettes, destroyers armed with aurocannons, large lasers, and accuracy boosters would be better-instead of many small hits, you might Tier SS: Naked Corvette Weapons: MUST be naked Reactor: lowest possible one (nake) Drive: your best one Thruster: your best one Computer: swarm or naked Utility slots S-slots: naked A-slots: afterburner or naked Justification: a battleship fleet must have at least one corvette to maximize their sub-light speed. Leaders are utterly ridiculous right now, and progenitor zooms ahead on leader levels. Usually two to three foundry's are plenty for me but one upgraded alloy plant is good enough. Absolutely, some of the best fleet strats use destroyers due to being the second cheapest ship and having an L slot. Auto cannon corvettes or picket destroyers/cruisers have been a longtime favorite for screening against torpedo corvette swarms. Build energy districts as needed. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. All weapon components completely ignore shields and it does well against both battleship fleets and corvette fleets. In it, he describes the absolute best Corvette design as 3 missiles in S slots. At crisis level 2 (1000 menace), you unlock menacing corvettes and get -75% war exhaustion. They're one of the few things that can actually go even resource for resource against corvette spam. The best Defense Platform is the one you never build. Looking at 00_ship_sizes, the base_buildtime is for each ship is equal to @ship_build_time (eg. It's more the matter that about half of all weapons in the game bypass shields. •Build the fleet up to 50k, balance the fleet with about a 15 corvette to 5 destroyer to 3 cruiser to 1 battleship ratio. Members Online So I'm new to the game and I need some suggestions. Meanwhile, Missile Corvettes do best against starbases while being competitive against other ships. I was doing crisis-y things, but also playing suboptimally overall. All railgun (Turned autocannon) corvettes, and all laser (Turned Plasma) corvettes. BUT for Crisis , Make sure you min/max to deal with them. Tachyon Lance, 4x Neutron launcher battleship fleets, full armour, no shields, 2x afterburner. Destroyers- if you use them, should be built for alpha and to die. I usually use the cruisers as carrier/small gun boats and the battleships as spinal mount/carriers. So, for that reason, while my early game corvette build is usually PD, and may remain so throughout, I usually have an Emergency War Build design that doesn't use to many rare (potentially bottlenecked) resources that's a straight up missile (or torpedo)/disruptor build. Corvettes took a nerf to their hull and can't afford to fit hardening, so in Corvette vs Corvette fights they're utterly devastating. Corvette swarm can beat artillery spam in 1 to 6 ratio. 6 that strike craft are getting buffed to potential relevancy? It can depend on what you're going for and what you're aiming to counter. Missiles and torpedoes don't do increased damage to shields, they straight up bypass them. Build mining districts to start until you have a healthy surplus then go to town with the industrial districts and always build alloy foundries on every planet Disruptor Corvettes do best against opposing Corvettes and also beat Frigates and do well against Destroyers. I usually see it and think of Point Defenses (small guns for shooting down missiles or strike craft), but as u/JustABigDumbAnimal pointed out, they might also refer to Phase Disruptors (guns that do low damage but completely bypass shields and armor). If particle launchers are G slot weapons then that's after the combat balance patch that killed the neutron launcher meta in which case yeah high speed kiting with full bypass, missiles, and strike craft should be the best. Gamma Lasers are just bad, and there's no circumstance where they are worth using. imo they're really underrated. " Currently I'm playing a game with some friends and have been selected by our "referee" to be the crisis player. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Stellaris suggestion: Make authoritarian slavery distinct from xenophobic slavery Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode. aavqk ioob vuzoy scfc jxzwjz glbk yjaun hjignv erwylv uqgqiw