Stellaris fleet meta reddit

 

Stellaris fleet meta reddit. Also a general balance to A ship slots, will change the amount given based on ship hull group. Dealing the most damage first is incredibly important. The idea is that a fleet with a starbase defends against just a fleet, so you must always supplement the starbase with your navy. Generally you won't want to spread your research too thin, so you won Looking for help and info on meta and builds for 3. I am new to stellaris and I wanted to ask what is current ship meta, that is what combination of components, sections and ship sizes are currently considered optimal in different stages of the game. If you're not worried about armour, I'd still adjust your design and just skip the missile research, and put medium railguns in the last cruiser slot. Been working really well for me. Hangar weapons nerf due to losing point defence capability. It means every weapon that aren't neutron launcher on frigates are autocanon. ) either buffed or nerfed depending on use-case scenario. You best bet when starting out is just a balanced fleet comp: use a bit of everything. 2nd fleet full of kinetic artys and xl battleships and large hard point cruisers and destroyers. Early game, build en mass the best ships you have. Use cloaking as a support fleet. You should pump naked corvettes from the start, to make your Play the game and experiment th stuff. Mostly full artillery, with some carrier battleships to handle evasive targets. Basically speaking, early game: corvettes with either 3 The counter triangle is: Artillery Battleships > Carrier Battleships > Torpedo Corvettes > Artillery Battleships Artillery Battleships have a large number of weapon options, with all X-slot and most dedicated L-slot weapons being viable picks in at least some designs. +25%FR (due to being clones), +9FR (lvl3 Admirals), +20FR (Fanatic Militarist) for whopping total of +54%FR right of the bat, and +10 fleet command limit (that is a hidden +50% FR multiplied to that, more ships shoot more time), not to mention the In the late game, I split each fleet in two. Dec 23, 2023 · Stellaris Ship Design Guide 2024 [3. Through much experimentation, I have found a general fleet composition that is fast, effective through all stages of the game and usually hits above its fleet power. what's the new fleet meta. Played it because I just finished Madden effect trilogy and wanted more space stuff. Montu has made first designs out of the beta in one of his videos. If they decide to fight they will already be on your border on 01. I used to play a lot back in like 2. But if someone is interested in an early war, you have to build a fleet in 2230. ) and non-piercing weapons (kinetics, lasers, etc. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. Average losses: 48:28 (In naval capacity) Missile Boat vs Gunship Destroyer: 3:0 Missile Boat victory. The "meta standard" composition is 80% Spinal Mount/Artillery Battleships with 20% Spinal Mount/Carrier Battleships. Battleships more generically good design is spinal mount, in order to have an absurdly strong, long-range first strike. 5 Battleships on arty setup. Use hangar bays and add defense platforms to the regular Starbases in the general areas you're threatened at the start of the game. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. NCS2 is a fairly popular mods so I'd be interested if you guys have any thoughts on how it changes the fleet composition meta. On large ships, as you point out, the cost increase isn't that meaningful. 6 is still in beta so the balance keeps changing. I like using hammer/anvil fleets. RP is fun, but winning is more fun. New comments cannot be posted and votes cannot be cast. What is the Stellaris combat rework meta and how will things change in patch 3. Probably still won't work. Your exact proportions won't matter (with the exception of Destroyers) so long as they are strong designs that work well together. Definitely still design your own ships (the Usually the first fleet is designed for close defense. Laser weapons are the obvious meta choice. Overall though this is a good guide. Snake your way out, unity rush, planet ascension lower empire sprawl (or size is what it called now). View community ranking In the Top 1% of largest communities on Reddit Long post, the mod Tactical Ship Sections, editing ship sections and fleet meta discussion This thread is archived Try to put disrupters on it if you can. This pretty much means that only L slots, other missiles and strike craft can reach you, adding a couple battleships with some hangars and pickets solves that. As far as fleet composition, I was running 1-4-4-8 for my ratio. For example, if the enemy spams battleships that rely on shields and do kinetic damage, give yourself some corvettes (hard to hit with L slots) with kinetic (to damage shields Stellaris Real-time strategy Strategy video game Gaming. Although theoretically Frigates can equip Neutron Launchers they aren't very good with them. r/Stellaris. Idiot's Guide to 3. 6) Since you'll be criminal heritage, get your gold income to like 2-3k per turn and then begin buying reliquiaries because they are But only do about 11% more damage to my memory. If you're in a particularly dire spot early / mid game, add a second corvette design to your fleet and use PD there; if your every corvette counts, you want to shoot down missiles from enemy outposts and starbases - they always have at least 1 slot, guaranteed, and that's chip damage you can avoid cheaply, by having 3-4 corvettes with PD in the The "meta design" is whichever design counters the enemy fleet, which can mean wildly different things. TRUE! however the meta presented in stellaris is so bad that there are like 50 things that are actually counter productive to do and under no circumstance should you ever do them. No, there is no time requirement. ago. Maybe add a rapid-response fleet of torpedo corvettes. So probably around 6k fleet power by 2220 to guarantee . Stellaris has so many trap buildings and technologies and playstyles that are just terribly balanced. Keep your shipyards updated to increase fleet capacity and as long as you can keep up with your neighbors in colonization, then you will be able to hold them off well into the mid game at which point diplomatic relations will be your greatest enemy. Frigates as torpedo or autocannon boats Destroyers with PD, cruisers doing a bit of all. 8! So, if you want to share how you play in 2. With this tech, you can get to a fleet size of 70. If you can convince them to be friendly maybe you won't need any fleet at all. Even then, the firepower on both sides is roughly equal and both fleets will suffer very heavy casualties. The result was that was able to achieve around 45k fleet power on just one fleet alone before 2250. This ship design is very high value, and Jan 5, 2022 · But seem to be meta for cruisers potent. Archived post. By the way, missiles prefer to target corvettes, pretty much any other weapon prefers to target cruisers/battelships. 7 and 2. Once you have battleships, build a few fleets of them to your fleet limit, and put any extra into a Corvette fleet for quick response. They double in price for a minor increase in damage. Slowly colonize , find a good time and take become the crisis. Then you can play tall and focus in research aggresively, outteching your neighbors, or you can expand aggresively, with the advantage of the extra border. Up to 20 corvettes. Carrier core hard counters Corvettes and Destroyers, Focused Arc Emitter will ravage any Cruisers and any pure Carrier Battleships, and you will only have a bad matchup against Artillery Battleships. Stellaris Combat Rebalance has a new meta. 10 Meta Update] December 23, 2023. While focusing on learning all the games systems and how to play, I didn't realize how much of a story was being written by myself and others in my galaxy. Humor. Spinal Mount weapons are insanely strong and you always want them on your battleships. I've also had success with a pure autocannon cruiser fleet-- but you really want to teleport on top of enemy fleets whenever possible with this. I tried the "Plasma/Flak Cruisers" and I got crushed by the unbidden. My core concerns when composing fleets is usually how i deal with enemy shields and to lesser extent, armor. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. Leave a few shield for that one or two shot from the frigates, and the rest is armor to counter the autocanons. This way you build fleets and progressively add muscle as you advance. Meaning, that you can take any design fill 2 fleets with it, and they still defeated by a single fleet which uses a counter design. Pretty basic fleet composition/load-out overall, but I was able to go up against most of the end-game fleets (150K normal empire), as well as a sleeping FE and the Scourge crisis without much difficulty. 1 Titan. 5 the meta is still a 70/30 mix of artillery battleships and carrier battleships, countered by a full fleet of artillery battleships, which is countered by a swarm of torpedo corvettes. 5-1 CC/BB, but bombers in the hangar slot. After 3 games of losing because my fleet took too big of a hit, I am wanting something more sturdy. The Meta Build TM is mostly Battleships and Corvettes, but depending on your difficulty, you could get by with using other ships. with that said ive also wanted to learn a few things about builds. 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. 20 artillery frigate with neutron launcher. (/j) One thing to note is that PD is incredibly easy to overwhelm now that every slot of a ship can be filled with a Missile of some type. 10% screen destroyers. Advice Wanted. 1. That said, logistics are probably something best left for a future ground combat rework. Stellaris. Fleet designs (stellaris 3. 2 Brawler for every carrier. You can get a 7k fleet at fucking year 3 if RNJesus blesses you. X slot front,artillery core, and artillery stern for maximum firepower and dpm. Have a nice mixed fleet of all ship types and have some brutal knife fights to the death, much more interesting. Lategame fleet comp: 20 PD corvette switch to generic, if you see autocannon spam. Leader Builds are the meta now. As it can be countered, but ai won't Now that 2. Don't mix these with bigger, slower ships. MyBaeHarambe 1 mo. Either way definitely have a titan in your fleet the auras are too valuable. The thing that really got walloped in the new meta is builds revolving around merchants since you now get less of them. Games. Ship fire rate and range are still important, I think The Meta currently is Battleships with PD destroyers and corvette monofleets. Kinda hard to answer, because there is no "best" ship type or fleet composition, since everything has a counter and fleet composition evolves over the course of the game. Even then, the Focused Arc Emitter is still going to pull its weight so you can still win. 8 before taking an extended break and came back with the latest patch and dlc so I am rather behind on how metas have shifted and ship builds have changed. As a practical matter, though, I do well with all-purpose fleets: Patrol/ fast reaction fleets of disruptor (or autocannon) corvettes. Ideally, you build to counter your enemy's loadout. I was running a simulation run where I pitched full tech navies against one another. So these tests will use fleets of 70 naval capacity. From this we can build the meta carrier battleship. Over-Remote-71. I know the "Naked Corvette" is the current best meta against all enemies but repeated battles leave my fleets empty and constantly streaming in from my space stations. Any 3. Yes. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. However, with new threats on the horizon, the future of the city looks even grimmer than before. I've not mucked about with it yet but the %TV bonus on clerks looks like it could be abusable with a big enough population now though. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. Mixing is cool, but mixing too much of different approaches to shields in particular, can lead to anti-synergies; shield bypassing is good, but if much of your dmg vs hulls isnt able to bypass shields The current fleet meta seems to be still in flux, but it ain't what you're doing. 8 or want to find out what are the most optimal builds, this is the place. And up to 2. I’ve noticed in the new beta, some AI building up to 7k fleet power by 2220 which makes early game military rushing is a lot harder. Stupid powerful. This is the perfect place to get nerdy with Stellaris and discuss the latest single player and multiplayer metas and strategies for Stellaris 2. For fighting without support (like to hold off small raiding fleets), the 1-slot platforms do offer a bit more total firepower and hitpoints. In singleplayer you can just mass these, the AI will never counter them. Do new ship types like PD Destroyers, Strike Cruisers, Support Late game fleet: 1:1:1 ratio. Part of the reason I made a mod that adds more ship sections. With Destroyers you either use them extensively as the bulk of your fleet or you don't use them. Artillery Battleships or Emitter/Lightning artillery if possible combined with Carrier Battleships at a roughly 3:1 ratio. A fleet built in the ratio of 4 artillery to 1 spinal carrier battleship can steamroll just about any fleet of equal capacity, save for perhaps pure artillery battleship fleet. Also it makes research super easy, just get a propulsion scientist and get engine and missile tech fast, only one weapon type needed. The latter former two will smack anything due to bypass weapons while the latter two are just in case the enemy is packing hardeners. The more homogenous your fleet the tankier it seems to be against leviathans, per fleet power. Then the medium then the short range. Kinetic Artillery synergizes with it. Frostpunk 2 is the sequel to the highly acclaimed, BAFTA-nominated society survival game. 273 upvotes · 38 comments. There's nothing particularly wrong with running a fleet of mixed energy and kinetic weapons, however researching and using them mid game is detrimental, as it slows down your research for spaceport upgrades, shields, or armor. It is my go-to fleet comp late game. There are other viable ship types (like autocannon corvettes) and there are some wrinkles you do need to be watchful for (Artillery Battleships with Precognitive Interface and the Enigmatic Decoder actually beat The Cruisers pack more guns, more durability, and thanks to having maximum of 3 Afterburners instead of just 1 they are much faster and able to close distance to actually use their Torpedoes. Afterburners seemed like a decent way to keep larger ships as part of an inteceptor fleet and let them keep up with corvettes and destroyers in the map. Given that the DLCs are what I'd generally pay for an entire game, none of them are 'worth it', but that has to do with Stellaris DLC being largely free updates. 11. If your playing online against people, theirs some other strategies and builds, as people know the go to is all shields. Bozidar Radulovic. They’re too fast to kill before they get into brawling range, and the DPS buff to disruptors + the 2x buff to armor (which Disruptors ignore) makes them Darvin3 • 3 yr. You're basically choosing railguns over potential armor or ship classes, and lasers over shields. I find carriers and brawlers really good now since one can be just send in to tank while Cartier and artylerie destroy the fleet rapidly. There is no ship design that cannot be defeated with a counter in 1:2 ratio. Next step up the ladder, add four battleships. I go clone Army descendant, but then get stuck at 100 More recently they seem to be doing diet death stacks, a persistent vegetative state stack if you will. 8 probably?) Using dark matter tech on your disruptor corvettes is horribly, horribly uneconomical. 6 for fleet combat? We will look at Towards the midgame you'll start leaning towards torps. The Rest is a 1/2 split of cruisers. Get as many big ships with as big guns as you can afford and have the technology to afford. It is fairly effective against pure artillery battleships as well. 3. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. The age of steam has passed and now, oil leads the way as humanity’s newest salvation. gg/4usq8Z7 Join and help build the community. If you're playing single-player, though, you generally don't need the META BUILDTM to win unless maybe you're on higher difficulties. By adding ships to existing fleets and doing upgrades, it becomes much more effective. For some reason, the game really values Corvettes and undervalues Cruisers. NCS2 Fleet Meta Thoughts. 6 that's still being established. (The AI doesn't). There is no reason to use Cruisers or Destroyers at this late stage of the game The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Early to mid-game, my fleets are carrier cruisers mixed with missile/ torpedo cruisers. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going Cruisers with a torpedo front, a hangar mid, and the gunship stern. Stellaris has an active defense concept. 6 has been out for a little while now, I was wondering if anyone had found any changes to the fleet meta? Is the current fleet meta still torpedo corvettes and artillery battleships, or has the meta changed a bit with some of the re-balances from 2. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. The counter triangle right now is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship. As for research, around 1k by 2240 would put you on equivalent with most GA AI. with either missiles or a picket slot as the 2ndary. They're so shiny! And you can go pew pew pew with 'em! Also, don't forget to put different tiers of lasers on your ships, so that you can watch all the pretty colors. r/Frostpunk. If you're going to go with a mono-fleet and don't want Jun 20, 2023 · #stellaris #howto #tutorial #tips #guide I'm always on Discord: https://discord. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer The META BUILDTM is Battleships. A question about meta and torpedo corvettes. This can happen at any year. A built up AFE can be a lot of trouble though. The key is to keep them out of the battle as long as possible. The PVSS has a sizable fraction of their navy, it still loses to the deathstack. In 5 hours I will play Stellaris with my friends. That also usually means 3 60k fleets trying to kill me plus constant warp ins of 30k-60k (like every 15 days if they've taken a lot of territory) unless I take their homeworld. My new fleets at end game level. I find myself mixing a lot. They are very much a ship type that thrives in critical mass, and small numbers of them are just wasting naval capacity. Depends who your neighbours are. 3, and yes I know it's quite long. Keep the artillery combat computer on most of your carrier battleships for that extra range and fire rate; you will only need 1 battleship with the carrier combat computer for the whole fleet to engage earlier. Wrapped up my first game last night and it seems like corvetts die way faster then before once you get to battle ships is it better to leave corvettes out of your fleet design and just do destroyers cruisers and battleships? This is a writeup on the best ship designs in Stellaris v 3. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. . Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. This is not to say these are the only viable ships, or that there aren't variations or exceptions, but they are what define the meta. But as soon as I discover energy siphon, plasma thrower, or point defences i often inadvertently end up with an auto fleet that uses only one weapon or That allows you to ascend till the 3rd ascension perk quite fast. Long live Chaos. •. 8. If the titan is too slow put afterburners on it to speed it up as much as possible, or just have a couple other clone fleets not have titans. Use swarm computer and Afterburner. Welcome to Stellaris. Average losses: 33:45. Even for Large guns the cost increase is from 10 to 20 minerals per mounting. 01. That’s a good mix and a step up. - Tier 2 match-ups: -. 6? Ty mate. One is the battle fleet, and is made up of artillery battleships and picket/hangar cruisers. What is the Meta in terms of empires right now? I've always liked creating empires in Stellaris, but I've never been particularly good at making *good* empires. A 5-10K FE fleet, battlecrusier and 3 escorts. One fleet of torpvets, plasma cruisers, brawler battleships, and flak cruisers. I always capture their homeworlds to seize almost all their income. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft Position a fleet on a neighbors border, then promise their independence. This is how you know what Expansions actually One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. Six cruisers, six destroyers, six corvettes and four frigates. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. 3-5k consumer goods 3-5k Alloys Level 7 FE leader. I made a necroids leader build and I easily hit lvl 10 for both my leader and my military council member that is also commanding my main fleet. 8 tech rush build should still work in 3. You start with the best admirals and the best fleets bar none in the game. For discussion that isn't about the latest metas With range of weapons getting shorter and speeds getting faster. Current ship Meta. See what sticks. (Battleship-Cruiser-Destroyer-Corvette). Generally having a 50/50 split on kinetic to lasers weapons is the most efficient unless your enemy perpetually builds something else in terms of shields and armor. Give me the most broken empire you have. Stellaris 2. By 2250, you’d want around 50k total to match AI strength. This is the rush build. Investing into AA wepaons and point defense is well worth it now too. This is not a meta ratio but it will still beat most of the ai. So a battleship mounting tier 2 guns costs an extra 70 minerals. I'll also have a fleet of purely corvettes as a quick reaction force and to take undefended systems. For traditions you can get expansion, harmony and discovery. It’d be a nice way of adding a bit more character to how each empire fights. You might say this is 'every' game and that there is always a meta. 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. Now situationally if the enemy is fast evasive might* be better to use medium guns. On that note, a lot of Meta builds I've seen in the past I can't adjust to, like clone army. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. 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. This fleet design is capable of beating mono-corvette spam and most other hybrid comps. 8 Meta Discussion. 2. The 'perfect setup I just started playing Stellaris on console and this is my first paradox game. Stellaris is after all a (primarily) single player game (ban these empires in multiplayer games), so I hope they don't modify or alter things/mechanics to counter this specific scenario, as it could simply be avoided by the player not "spec-ing" for such a specific build. In 3. Meta is dead. 4. Missile spam builds for example. That means your corvette screen only protects against the initial alpha strike, short range weapons, and missiles. assault carrier cruiser (2M + PD + 2S). At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. destroyer and cruisers on line combat role and battle ship on artillery role, destroyers use L sized weapons and pt defence, strip away shields and intercept torpedoes Cruisers use L and M size and butcher anything smaller than it as well as preventing any ship from getting too close to the battleships If you feel it to be cheesy simply don't do it. 6, are Disruptors a new meta? I haven’t played enough to test a huge # of fleet builds, but seems to me that massed Disruptor Corvettes are absolutely dominant in fleet vs fleet battles. When a war breaks out, you have a fleet already there that the would-be overlord will fly right into unknowingly. Let the battle ships hit attackers as they close in. For instance, the general consensus is that Destroyers have no role, and Cruisers are only good until you get Battleships. Range and firepower. Bigger guns on average do more dpm. It is going to be focused on PvE, but a lot of these designs will also be a Fleet composition will be 1 Titan with 10 carrier cruisers as meatshields/point defense and the rest being artillery battleships. PD seems to be more difficult in this one - either you have both weapons that need PD and PD slots (like hangars), or you just have to slot flak. For now there is no absolute meta. 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 Unless you’re playing against another player or an extremely beefed-up crisis, there’s no need to play meta. self. Up to 8 destroyers that work against corvettes (plasma gun, autocannons) 1-2 destroyers with anti 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. They are good at knocking out enemy corvettes. The fleet meta is to get some nice scanners, see what the enemy fleet composition looks like in terms of offense and defense, and the modify your own ships accordingly. DeanTheDull. If you do, your fleet power is effectively much bigger than advertised. However, if you are just fighting regular AI empires, you can count on them spamming autocannons and having little real cohesion in their strategy, and they tend to be readily outplayed by artillery computer missile cruisers. Discussion. If you find a certain ship or weapon type doing better The way Stellaris seems to work to me is that most of the DLCs are fairly free, and only some extra-ish features require owning the DLC. Without mods, bastions are only useful for piracy suppression past the mid game. It's like a rainbow of fire and destruction ! With the occasional electric emmitter so you can have some thunder too. Spirtualist Scion with spirtualist FE lets you colonize holy worlds for some reason. Check out my home page, smash t And what your objective is. Interceptor vs Gunship Destroyer: 0:3 Destroyer victory. I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. Nothing, and I mean NOTHING I designed afterwards could beat it. Or they'll just go straight missiles. The naval meta is effectively what it was in the early 20th century. Use the torpedo computer, and fill up free slots with missiles. Strangely, they often go with flak cannons as the picket instead of PD despite this making zero sense at this stage of the game. What's the current fleet meta? I've been playing for a while but I would often just use the "autobest" for ships because I can't seem to get the hang of the right weapons, shields, armor etc. That’s the key to winning. You got two main setups for battleships. The Carriers will provide protection against Torpedo Corvettes (the counter to Artillery) while the Artillery brings maximum power to bear. 2 types of corvettes (1 autocannon-2 plasma gun and 2 plasma gun and one autocannon) Laser can be used instead of plasma. On up as you see fit. Devastor torp instead of 2M works good. One of the designs I built was a simple torpedo corvette, 2 armor 1 shield, picket computer, auxiliary fire control. 8. There is a Synopsis with the conclusions at the end of the post. ). The fleet comp is: 50% torpedo frigates (with afterburners) 40% brawler destroyers. At end game, my fleet of 62 Cruisers (52 torpedo cruisers, 10 carrier cruisers) were sitting around 250,000 fleet power. They will suffer the highest losses and should be the screen for your carrier battleships - outfitted with missiles and X-slot arc emmiters, as others have pointed out. I spent a few hours last night searching around the sub and only found info I believe to be outdated or just didn't work for me. Personally I still feel the AI does stacking badly, what would have been an even stack vs stack fight became a one-sided smash since it took too long for half Darvin3. First fleet engages and ties up and soaks damage while 2nd fleet bombards from max range. 9 afaik. Could also have certain ship setups be more vulnerable to logistical breakdowns than others. Check it. We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. The default late-game fleet composition is 80% Spinal Mount Artillery Battleship mixed with 20% Spinal Mount Carrier Battleship. Your opponent will no longer know the strength of your fleet, if you keep some cloaked. In starnet, the destroyers will usually be running an artillery section, or a gunship with missiles. Fill your fleet with empty trash covertte, even go above naval cap. The 3. 2230 ready to declare war, so you also need to have fleet in position. 8 Fleets. What about fleet design? For 3. MembersOnline. If not, it's effectively much smaller. 5) Starbase chokepoints are always going to be important to monitor and upgrade. Random tech. The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship. 3 update damages the ability to play wide, going tall is the smarter play. pt qr bp au kc wl kp ry vp an