Best stellaris ship design tool Fleet design has become so complicated and important after the Machine Age update that there is no one-beats-all or best ship design in Stellaris anymore. Energy Siphon is a very weak weapon, and is never worth using. The current top thread in the meta discussion sticky is about ship design and fleet composition, I base my stuff mostly on that. 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 Tachyon Lance / Kinetic Artillery / Whirlwind Battleship is the go-to Artillery Battleship design. Corvettes are good for close range combat. Adapt to Enemies: Modify your ship designs Typically I will keep each ship type in fleets consisting of only that ship, so all-carrier fleet, all-torpedo cruiser fleets, etc. 2 Shields is overkill. You can have multiple designs for a ship class (one battleship that focuses on artillery weapons and another that focuses on hangars, for example), and you can switch ships between designs in the fleet manager (so you could make a specialty design that's good for Leviathan-killing and swap it out for your normal designs when you need to fight However, they are ineffective against small ships and require anti-shield weaponry to pair with them. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. It will not account for anything barring its preferred weapon system if there is one. There are no good anti-armor weapon options for L slots so the Tachyon Lance is the best choice for Spinal Mount, with Kinetic Artillery in an Artillery core to break shields. It is very important though, that the ships are set to the proper roles and use the proper AI for attacking. Just remember, build for flexibility in the early game and specialize for your greatest foe in the late game. In this video we look at a number of powerful battleship ship designs. buy, split them into 100 or so groups and send them in, the enemy will be pre-occupied trying to shoot them (they Yeah, SteveRaptor's guides are good. My fleets right now consist of 3 main parts: fleets of 21. These weapons have very high damage but very long reload time, and are Choosing the right combat computer for the job will fix your ships' suicide behavior. But, in the early game your cruisers can fill this role. Bottom left corner of the ship designer, below the ship designs it will have a check box with auto generate designs and you need to uncheck that box Designing your own ships, and min maxing them, will always produce more powerful, coherent, and reliable fleets. Stellaris on YouTube: 01001111 01110111 01000011 01111001 If you use the New Design button, then you create a new design which the game considers a separate "species" of ship. For the early-game (specifically, prior to getting Cruisers) just use whatever weapons you have best tech level in. Destroyers as well. You can also use a Carrier core, as you will usually have maxed out Hangar tech before you have maxed out missile tech. Make sure to use Carrier computer so these ships keep as much distance as possible. That said, if you know what you are fighting, you can potentially specialize more. AI will favor P slots over S slots if it researched new P weapons that are of the same tech tier or higher than its best S/M weapon. 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 Note : don't use plasma if you have a superior laser tech. Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. In singleplayer you can just However, they are ineffective against small ships and require anti-shield weaponry to pair with them. Each build’s design is for a different phase of the game. Here is another great guide on steam. I made my battleships to be carriers, but everything else was on default. The Gray Tempest ships have very low armor, shielding, and evasion, which means they rely almost entirely on their massive hulls for their defense. By opening the ship-designer, the game "overwrites" my ship-design to have the latest core-components aka reactors, computers, sensors, sub-light-drive and ftl-drive For example, my (saved) ship-design for this cruiser (in the pic) had level-2-sensors, but by opening the ship-designer, there're level-3-sensors (blue cycle) Good guides on ship design? Advice Wanted I'm mid game in my second game ever and ship design has me extremely confused. Stellaris has a way for the AI to design ships, they just don't use it. Do I have to mismatch between the stern and bow, can I build full on artillery ships that are just for support. Ai ship design Do they just use the auto-best, does that mean they are stuck with railguns lasers and maybe some flak/Point defense? Or will they eventually use torpedoes and plasma throwers etc. What is the best ship design for battleships and corvettes currently? Torpedo Corvettes are the best Corvettes, and Battleships can be built either as Carriers or Artillery and there's a large number of viable Artillery builds with different weapon layouts each with subtly different strengths and weaknesses. Plasma is usable, if only because there is a lack of good anti-armor weapon options, but it is a weaker weapon. I need to know what is the strongest fleet I can create. Generalised: Ship interface; Added: Ships: Destroyer,Cruiser,Battleship; Components: Reactors,Sensors,Thrusters,Hiperdrives; All modules for added ships; Utilityes: Shields(SML) Armor(S) Weapons Its in the Ship Designer window. 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 Things you need against the scourge: Lots of point defense (they only use missiles and strike craft) Lots of armor No shields (their weapons ignore them, put more armor on instead) The best possible ship in the game is a Destroyer with maxed out evasion, but getting that is dependent on RNG luck with galaxy generation, like getting Enigmatic Encoder, Brain Slugs, and so on. This mod is a collection of minor balances and expansions I have made to the ship design process of the game, allowing for better balance and more freedom to create specialized ship designs that are both unique and viable for combat. What should should I put for weapons and modules and where should I put them, stuff like that. It looks great with the right colors - very elegant. ) The game is designed in a way that it will be Just give each design (brawler corvette, missile corvette) a different name. I take you through every viable build currently in the game, why they work and the method I think, if you truly never wish to deal with ship design at all (which I don't recommend) then the best ship design for any and every conflict is the following: Basic corvette hull 2x shield 1x armour 1x regenerative hull tissue Set it to picket hull type and use point defence and two disruptors, then set the combat computer to swarm. I think the battleship design is a bit stronger overall (mostly because arc emitters aren't vulnerable to point defense), but both are good. It’s crucial to understand these designs to optimize your fleet and conquer galaxies with ease. 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 Auto-best is pretty terrible due to the lack of synergies. I wanted to have an all organic Hive Mind but only to find out that mid to late game, using Space Fauna fleets vs ships is like me taking Sheep to fight Great White Sharks in the oceanThe sheep will drown, be useless The best-performing weapons that counter the most defenses. I have pretty mixed fleets with every type of ship up to battleships (I learned this is not optimal, but it does seem more realistic). Do note there are different section options within a ship class (corvettes have interceptor, missile boat and picket hulls, then larger ships Once you start though, it's not as bad as it seems. Råb!d. Usually mixing them with Kinetic Artillery Battleships is a good idea. You’ll learn how to design ships so that you take the fewest losses, while dealing the Ship Autobuilder: Use the ship autobuilder to automatically design ships based on the latest technologies and your preferred ship templates. First, the auto-designer makes extremely questionable decisions and you can do better than it just by picking the components with the biggest numbers. You choose a ship type, click the checkbox and make your own design. The xenophobe empire for example sometimes got the design for their battle cruisers that only uses kinetic weapons (artillery + gauss cannons) and their smaller ships use kinetic weapons + point defense so you switch all your defenses to armor and don't use rockets since Or a tool to export and import designs like CK3 Character creator It's a (minor) pain to have to turn off automatic ship design and save out the same four corvette designs at the start of every game. Members Online • Cohacq. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. They act as a more defensive line, helping support the rest of the fleet by taking out smaller more nimble targets like corvettes and strike craft. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I still might consider running actual fighting-ready missile corvettes, since they're going to use up your ship capacity either way. < > Showing 1-6 of 6 comments . Try using red, blue, or purple as primary colors. Best to standardise it's use when you reach tier 3 plasma Shields are good as long as you can power them, so mass use is advised only if you got good reactors tech. i use them as cannon fodder to take up enemy targeting systems. The lack of good anti-armor weapons for Corvettes means that bypassing armor completely is often your best choice, going with 3 Disruptors. I mean, I play stellaris View community ranking In the Top 1% of largest communities on Reddit. 0 game. Tech level matters more than design. Some basics: Energy weapons are good against armor, but are bad against shields. 0 I think. com]:. Leave that on because its pretty useful. If you think about the Stellaris meta in terms of real life, it's basically like the navy prior to WWI (if we ignore carriers which work completely backwards from how they work in real life anyway. Try to get the intelligence required to view their ship designs, and exploit them. Monofleets are starting to lose against mixed fleets of equal power quite consistently (ex: battleship monofleet vs battleships & screening. ) At the turn of the century, the naval "meta" so to speak, was to Fallen / Awakened Empires use a special set of designs for their ships that they don't switch. Again, even just setting up a manual design per ship type as you unlock them will make a big difference with barely any extra work than with auto-designs. Generally speaking the "easy" fleet composition is 80% Artillery Battleship + 20% Carrier Battleship. P. The only DLC is Horizon Signal. Pre-Battleship Counter Design for Standard AI & Enemy Players the standard Pocket Knife Cruiser The above design is honestly the best ship in the game right now and I would recommend it over the pocket knife cruiser as the generic go to ship. Very necessary, for several reasons. 8. The only ship that could beat the 421 fleet 60vs60 was basically the same design without the Shield Capacitator and another Crystal plate and I think that was more or less random since I couldn't recreate it. When in doubt, just check which component has the bigger numbers. Then there is another checkbox on the right which auto-updates your ship designs whenever you research a new level of a certain component. Always make your own if you can help it. 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. 5 patch on optimal loadout against fallen empires. Members Online. Members Online Synaptic Lathe is really funny with the Synthetic Fertility origin. 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. 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. This mod brings those same wooden vessels to Stellaris so you can relive the Golden Age of Sail. S. The ship designer already has roles you can select and an auto-fill button, so start there to get ideas. Then select auto upgrade. On YouTube, Montu Plays has some really good videos on meta ship design for past builds, in case you are on console. Click on the "Edit" button of the base design to customize, swapping the weapon and component at the ship design slot items. Since the film is basically R. The TL;DR is that there's 3 relevant designs in the late game: Artillery battleships (spinal mount + 4 large slots) Carrier battleships (carrier bow and core, maximum fighters) torpedo corvettes For every 10 artillery ships, throw in 3 hangar ships for anti missile and anti corvette etc You want all shields besides 2 or so hull segments, don't bother with armor. Topdeo Crusiers: Devestator Topedo with Phasers and Stormfire Autocannon, have Afterburners for sunlight speed Screen Destroyers: basically destroyers with point defense, they help gives you additional screen Outside of thematic RP reasons you really shouldn't be mixing weapons of different range brackets on the same ship; as sensible as it is to give a ship with 45 minimum range large guns some small weapons that will shoot at stuff within that range, ships in this game really don't like targeting at multiple things at the same time so will only Stellaris. ) it then returns the best ship design. Fast attack type fleets are 100% corvettes. Auto generate design is, ahem, like slapping a bunch of twigs together and sticking them together with scotch tape and calling that a boat. Cybrex got stuck in Video by Montu Plays. You can create your own ship design from the base design of each ship class. The Disruptor is the perfect anti-Corvette weapon as it has high tracking and hits their weak hulls directly. Your ships don't exist in a vacuum, they are part of a fleet, design ships who cover each other bases instead of trying to have all ship types do everything! Tachyon Lance, 4x Neutron launcher battleship fleets, full armour, no shields, 2x afterburner. This is because when a larger fleet attacks a A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The x slot can either be tachyon lance or giga cannon it doesn’t make much of a difference then you should have 3 or 4 neutron launchers (3 if front is tachyon lance 4 otherwise) and if the x slot is tachyon lance single artillery in the back. Starter Corvette. For me this takes much fun out of the game. Artillery meaning a mix of energy and kinetic, sometimes I use missile cruisers and pure picket destroyers but only when facing something with little pd 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. Part of the problem is that a lot of the ship design options are very underpowered and the auto-designer picks between them more or less at random so you're very likely to get weak ship AI Ship design really likes Autocannons. 5 and ships have a good chance of escaping, best way to take out a lot of ships is black hole systems and hitting the fleet right after it reappears (emergency FTL still on But the 1pd 2 miss design gets hard countered by someone who brings 1pd 2 guns on their ships as they'll take very little or no damage from missiles. Just design a ship and make sure you select auto-upgrade (this is different from auto-best or auto-design). Frigates are good for moving in fast with torpedoes. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Definitely worth customizing your ship designs. In singleplayer you can just mass these, the AI will never counter them. 1. 6k. Stellaris Ship Design Guide 2. 3 Stellaris, although I imagine these might be future proof for a while. Auto update is fine. And then finally the 3 gun design gets soft countered by the 3 missiles design again. I also include ships designs and tactics to fight all Crisis's. X4 is a living, breathing space sandbox running entirely on your PC. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. When it's just corvettes early game I find the auto upgrade to be sufficient The absolute most cost-effective design is "naked corvettes," as I don't think anything other than the actual ship type affects how well a ship reduces piracy, and naked corvettes are cheaper than armed corvettes. It's a good place to start, and gives you an idea of the kinds of design principles involved in ship design: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Molluscoid and Arachnoid also look great; they have this beautiful golden metallic hue that can contrast well with some colors like blue X slot artillery battle ship. And 1pd 2 guns design gets hard countered by a 3 gun design, cause "more gun". . However this is only true in an extremely non realistic scenario. Cruisers are good as basically smaller battleships or bigger frigates. I have 2 titans together merc enclaves are also fantastic for ground armies. Battleships are good for artillery and carriers. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). You enter what weapons you ship has and what shield/armor/hull has the enemy (either a specific ship or just general ratio) and it computes the Examples of ship designs in stellaris. Image. There are 6 classes of military We’ll discuss the design strategies for Corvette, Destroyer, Cruiser, Battleship, as well as Titan and Juggernaut ships. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Thousands of ships and stations trade, mine and produce, all realistically simulated. They If not, look no further for some of the best possible ship design ideas. The only exception is when two ships are designed to work together, like Artillery Battleships with Neutron Cruisers, What ships Designs/Fleet compositions are good to counter that? Early-game, spam Disruptors. 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 The best bet is to use the rough Rock-Paper-Scissors design of Stellaris weapons systems to beat them if you need an edge, but otherwise, just build more ships and you will win. If they favor torpedo and shield heavy fleets, then focus on 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. Second favorite is Avian for the sleek, black look. 6 Patch Hello all! I've found lots of guides for the 1. I had just let the computer decide the best ship design until now. This will be your big ships, mainly battleships. There are 6 classes of military X4 is a living, breathing space sandbox running entirely on your PC. I would just like to go back to studying enemy ships and trying to find a good counter. L. 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. Artillery Battleships: with Kinetic Artillery and Arc Emitter . The first time I didn't win and so this time I'm being extremely cautious. Without your screening ships, these guys are going to ripped apart. 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. You'll get better performance by learning to design your own. 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 A s a grand-strategy game, Stellaris receives a lot of support from the developer, Paradox Development Studio, and the community themselves, thanks to the mod support that the developers have been For 1. Armor is more reliant, but is Yes, it absolutely IS a good idea. Stevenson’s Treasure Island in space, the ships look like classic 19th-century vessels – wooden hulls and all. Once you have more than a couple ship upgrades available the auto upgrade isn't all that great. Add after-burners and torpedo computers and you've got a good front-liner with an answer to almost anything. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. How I solve this for a casual player such as myself? --- I ask because I can't be the only one upset with having Minor Artifacts being introduced as a resource for ship components. Spam either of these ship designs, and you should be able to take on pretty much any comparable ai fleet. This is the 2024 3. If you edit an existing design and save the edit as a new name, the game considers this the same "species" of ship as the previous design, and will freely "genemod" between the "same species" ships. me, calmly listening to your pro strats, knowing full well that my 6 year old heart will require me to have only aircraft carrier battleships and only carrier battleships. Dec 9, 2018 @ 7:14am what makes for a good any piracy ship ? in the title really how do you set up your patrol fleets ? < > Showing 1-12 of 12 comments should one design a cheep and fast class of corvette like to what point does the combat strength of the fleet matter and if it does The ship section selection weights have been rewritten and the AI will now pick them based on what technologies it has and what kind of weapons it prefers based on its personality [stellaris. Related Topics Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Add a However, I'm struggling to know when it's a better idea to use explosives, plasma, hangers, XL weapons, and which ships they work best on as well as how many of each ship should be in my fleet. There haven't been any dramatic changes since 2. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. If y Stellaris. I get every other part of the game but ship design has me scratching my head. Corvette Once Swarmer/Whirlwind Missile tech is researched, I strongly believe that the best ship design in the midgame is the “Macross” Cruiser design. Vanilla ship design is essentially a kitchen sink and two tacos. These weapons have very high damage but very long reload time, and are Ship design for fighting a crisis Advice Wanted saw elsewhere online that researching projects and buying time to build the weapon to attack the main mothership is the best way to defeat them, but I felt like I would be dead by then, also have a huge chunk of the galaxy that I don’t rlly want to lose ask questions and/or talk about X4 is a living, breathing space sandbox running entirely on your PC. Edit: Also armor vs shields and how much of each I should use. But mostly an experimental UI library over pygame. For fighting without support (like to hold off small raiding fleets), the 1-slot platforms do offer a bit more total firepower and hitpoints. Carrier Battleships are a great addition to fill in the gaps left by Neutron Battleships. In singleplayer you can just Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Auto best uses the AI's pants on head logic to design your ships for you. 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 Optimal Ship Design to fight Awakened Fallen Empires for 1. 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. The experts haven't really settled on a meta ship co. These weapons have very high damage but very long reload time, and are Corvettes - lots of disruptors. 7 utility tool for building and testing of ship and fleet designs for Stellaris. Everything beyond that needs a mod. The enemy fleet had around 7k strength, I had 8k and I got absolutely DESTROYED. Both are amazingly good, but you only need one or the other. I am relatively new to stellaris and am struggling to get the mechanics of fleet design / makeup down. Any links to your favorite guides would be greatly appreciated, thanks. I'm new to the game and wanted to know how to design a good ship. 2 |Corvettes| The most basic of basic, the Stellaris > General Discussions > Topic Details. If you're primarily fighting starbases, Missiles are good. Using this tool allows optimization for several factors that aren't obvious or possible in game: Calculates damage rates to shields, armor, and hull independently and finds the Secondly, every weapon on this ship is already 100% accurate and in may cases has high tracking so Enigmatic Decoder is wasted. Use the auxiliary fire thing for the auxiliary slots A fleet of Battleships with that generic make up will be the best for basically every normal situation. Basically if you let auto-best design your ships, you will be using weapons that it believes are the strongest in your possession. 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 For each ship class (corvette, destroyer, platform, etc. Design your ship. In my experience AI is generally cowardly since 3. Further to this, the automatic upgrading is usually fine, but I'd like to be able to select certain slots that get auto-upgraded and certain ¥ÿÿWÁÆ í¶•Þ=TD`ã ô>¼¡ `¢zH÷÷ PÕ*!î {Uüú㯠þû7 Ç þ C#c S3s K+k [;{ G'g W7w O/o _?~ýù÷ÿþʪÿ¯Ÿ¯û"ŸOš´$KW+DÛÓv. One of my favorite aspects of the film is the anachronistic ship design. The best early game ship design Pretty new to the game. Here is a great guide on steam which helps lay out some of the basics and mechanics of the ship design/weaponry. If a ship of a design is under construction or being upgraded, Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. As strong as your current technology level allows for; Strong defenses; Simplicity in design; Stays strong during different game stages; Taking these factors into account, I have created three fleet compositions for this guide. Beyond that, though, I find that so long as you have a Carrier backbone Too Long, Didn't Read: Minor Artifacts are a problem because they are too rare and Game's Auto-designer for ships focus on too rare/too slow to get components to reinforce fleets. Two things missing are A) Juggernauts, although they're very limited in how you can build them and you mostly use them as a forward shipyard than a combat vessel anyway and B) strike craft are actually somewhat good now The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. We use Cloud Lightning as a v For artists, writers, gamemasters, musicians, programmers, philosophers and scientists alike! The creation of new worlds and new universes has long been a key element of speculative fiction, from the fantasy works of Tolkien and Le Guin, to the science-fiction universes of Delany and Asimov, to the tabletop realm of Gygax and Barker, and beyond. A similar 20 vs 10 fight leaves the winner losing only 10% of ships. paradoxwikis. While this design is solid in the mid-game, it falls off in the late-game as it really can't keep up with the firepower of other designs. I don't need a cheap ship that I can build more of. The Tachyon Lance and Neutron Launchers melt through hull like a hot knife through butter, and with low evasion and no point defense they're going to be very accurate. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. I generally start customizing mine by the time I have destroyers. Note that each weapon and component load requirement against the load capacity of ship design. Perhaps I Lastly,why do people hate the AI ship design and what are the best (or just good tbh) designs to use instead? The AI makes absolutely bafflingly bad design decisions, using weaker weapons and components. 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. Kinetic weapons are This would certainly add value to colossi (which they could use), since maintaining a bombing fleet would be a considerable naval cost, and war logistics would be just as difficult as using a colossus (need to escort a presumably slow-moving and I think the fact that so many ships fire at a single target makes shields and ashield regenration a lot less usefull. Hardening is good, but I also think Afterburners can be a good idea as these ships are really good at kiting short-ranged enemies and the longer you can stay away from Torpedo Cruisers the better. munch15a. 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. When it comes time to upgrade, just click on that design, change whatever parts and then save it, all the ships should properly upgrade to the new version of their design. ADMIN MOD Whats your favorite ship design guide for the current patch? Hey everyone, So I wanted to see if any of you guys have been able to come up with any good ship configurations? Seeing as how I continously keep losing against fleets of the same size as my own I figured I must be doing something wrong in terms of my configurations. May 8, 2021 @ 4:53pm Are you asking about the appearance or functionality? Ever since they re-vamped the spy system, the best fleet you can design is one that counters your main enemy's. You can also use destroyers as a "screen" with pt def to protect your bigger ships. Sign in Product Endgame is 30 years away, any tips on creating the best fallen empire wreckers? I've heard that anti-shield weaponry is excellent but I have confirmation bias. These weapons have very high damage but very long reload time, and are Theres auto best and there is auto upgrade. position yet, but I suspect it is way more important now than ever Assuming two identical ships on both sides, a fight of 10 vs 10 ships leaves the (random) winner losing HALF of his ships. Auto upgrade replaces new higher tier parts in your ship as you unlock them. from the early game to the late game, providing you with the tools and knowledge to build a fleet that can conquer the stars. Best Ship Designs in Stellaris. I am considering using custom designed ships but there is one problem. If a ship of a design is under construction or being upgraded, the design cannot be edited. Realism be damned! I'm currently building several fleets to finally put an end to the AI. That way as your weapons/shields/armor tech improves the ship design will automatically upgrade to the newest version of that weapon. Altough outpost missiles don't do much damage they directly attack armor, you can't repair armor unless you've got a module on the ship or a nearby starbase, so keep some picket ships to keep your fleet from gaining minimal and unnessecary damage from outpost, perfect for longer incursions into enemy territory early game. Stellaris Meta Battleship Ship Design - The Machine Age. 8k, 21k, and 13. However, they are ineffective against small ships and require anti-shield weaponry to pair with them. Is there a guide to what weapon / countermeasures are optimal in various situations? Any idea what ships I should design to work best? I have been reading year old post about disruptors and swarm missiles but i have no idea what is good these days. Stellaris ship design tier list. 2, at least not any that completely invalidate the guide. Cruisers - torpedo boats with disruptors or missiles, set to torpedo computers. There's the auto-upgrade for each design on the right side, and there's the auto-design The Auto-Designer makes ships that function, but it doesn't necessarily make good ships. Call me boring but Humanoid is probably my favorite. After the tests are complete the OP states that Loadout C is the best ship against the Contingency. Artillery destroyers (kinetic artillery + pd) got nerfed this patch, with the new combat computers that make DDs move forward, but they remain situationally useful, especially vs fallen empires. I hear some muttering that the Giga Cannon should be replaced by Tachyon Lance - it may do less damage to shields, but the argument is something about ship AI makes Tachyon Lances focus-fire, so you melt 1 ship down fast. Don't delete the design though, or you'll get ships upgrading to whatever design is "strongest". Which weapon is better to use? The basis of my fleet is a bunch of armored torpedoes on frigates and cruisers. These weapons have very high damage but very long reload time, and are 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 In this video I take a long look at Battleship design in Stellaris. It's only once you get to Cruisers that you'll have need for more than one ship design. As many M slots as possible, with 2 S slots at How do you optimize the ships in your fleet to crush your enemies? This guide will go over the best weapons and components you can use to kit out your fleet for maximum firepower and combat effectiveness. with 8 merc enclaves you can shit out 7-8k worth of ground armies every single year for a very cheap sum of energy. I have a feeling that 244 ships of your loadout A design will lose less ships than 244 ships of your loadout C design. 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 The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Members Online Just had an awakened empire declare war on me and my multi-player federation A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If you would only like to use the Ship Sections of the mod, there is a link near the bottom of the description. In this video I review Meta ship builds for Stellaris from the Early, Mid and Late game. The ships are alright, but far from their maximum potential. I also heard that bombers are a good idea Bombers were removed in 2. In this guide, we'll explore the ins and outs of Stellaris ship design, from the early game to the late game, providing you with the tools and knowledge to build a fleet that can conquer the stars. So you go form armor tier 2 to armor tier 3, your design is automatically updated. The very first ship you will ever get; it needs a little help. I tend to use 1 design for every ship Torp Corvette, Artillery and Picket Destroyer, Hanger and Artillery Cruiser, Artillery Battleship. My fleets consistently lose to fleets where the strength appears mostly equal, and I think it is because my fleets are pretty poorly designed. It's currently 2320. In this guide, I’ll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Torpedoes and missiles up front to deal with big ships, hangar midsection for point defense and small ships and the back section can be whatever, usually more missiles or disruptors for anything that gets close. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. The last game I did had a battleship artillery X4 is a living, breathing space sandbox running entirely on your PC. It Discover the ultimate Stellaris ship design guide, covering early to late game strategies, specialized roles, defensive tactics, and advanced techniques to conquer the galaxy. You have enough fleet capacity to support any amount of ship design you can build with 300,000 minerals. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Any Way To Disable "Auto-Best" ship designs Any time I get a new ship Tech, my ship designer is filled with new "Auto-Best" designs that I have to delete. Hi all I've been playing for some time now but I generally just have the ship design on auto best so late game you upgrade your fleet and it gets weeker for some reason. So my current build is Carrier Battleships: with strike craft, whirlwind missiles, point defense, and marauder missiles . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews What in your opinion is the best ship design for every ship including the Star Eater. First off, there is a best design for every class of ship. Shields-Armor-Flak defend against Energy-Kinetics-Missiles with some exceptions in the late game. I created a spreadsheet that I use to calculate efficiency of ship's weapons in my 2. Talks more about fleet builds, as opposed to individual ships or weapons. Õ5S½-Õ5y Creating New Ship Design []. Customize your own, or use the artillery auto-build. That scenario being that you only have access to 300,000 minerals. Ideally, enemies will be coming in at max range and you have a fleet to engage them, in which case ion cannons are gonna be the best fire support due to having the best range. At the start of the game it will most likely give your corvettes 1 kinetic weapon with 2 missile weapons. So a picket ship with of/flak and s gauss (best anti-vette weapon in the current balance) is probably the most commonly useful late game design. These weapons have very high damage but very long reload time, and are Navigation Menu Toggle navigation. Stellaris ship combat is mostly a game of rock/paper/scissors I know most of you prefer to design your ships by hand but I have mostly used auto-desing for now. Some slot ratios are set in ai personalities and beyond that it will fit whatever, and the most advanced version of it that fits. It's a common question, and I have a copy/paste answer on the most dominant ship designs right now. Experimenting with different ship designs is almost pointless if one does not want to spend time outside the game on some wiki page or meticulously comb through after battle reports. A Python 3. I dunno. And don’t forget to safe your ship design in the end ;) This is my second time trying to fight them. mylcl ncfy qeea srqvsxi lwfbd ftzeb ffnj kafn vqgcd znk