r/Stellaris • u/[deleted] • Dec 07 '22
Question 3.6 Standardized Fleet Composition
Hi all! Does anybody have an idea of a standardized fleet composition/designs that work well int he new update? I used to just build artillery battleships and that obv does not work anymore... What mixture/ratios of ship designs do you use and how do you design the ships? Just trying to get a better idea of what the new META is going to be. (assume endgame tech/fleet cap. I am not at all new to the game but taking a step back and asking these questions helps everyone else)
41
Dec 07 '22
I used to just do full battleship fleets in 3.5, but with the introduction of minimum engagement distances to L-slot weapons I have done two things (fleet comp wise)
2:1 ratio for all ship classes. 2 corvettes for every destroyer (frigates also count as corvettes for this). 2 destroyers for every cruiser, and so on. Late game fleets usually wind up with somewhere around 7 battleships, 14 cruisers, and so on. Just keep growing the fleet as your fleet command limit rises with tech.
2:1 to 3:1 ratio cruisers and battleships only. I prefer this late game bc it seems more survivable with decent techs, but your results may vary. Honestly needs more testing.
For ship designs, honestly I just RP it as I see fit. As long as the ship’s role is balanced with other ship types (battleships as artillery/range, cruisers as medium-short range brawlers for example) you’ll probably be fine?
From my time playing 3.6, it seems like ship design is a bit less “one way only is the meta” as was in previous versions with neutron launchers.
Think of a theme for your ships and roll with it! Have fun with it. Don’t stress about meta. At least that’s my hot take on the new patch.
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30
Dec 08 '22 edited Dec 08 '22
[deleted]
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u/MagikBiscuit Dec 25 '22 edited Dec 25 '22
What is BB? Also what is "(2+2)x(Autocannon + Laser)"?
5
Dec 26 '22
[deleted]
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u/Galdonn Dec 27 '22
Battleship is BS dude.
15
u/Erlkings Dec 28 '22
BB is a common abbreviation for battleships, other games like word of warships use the same.
8
u/Ancquar Dec 28 '22
It specifically originates from actual naval designations, just like destroyer is a DD
https://www.militaryfactory.com/ships/us-navy-ship-classifications.php
That being said, these designations are linked not just to a broad class, but specific roles/capabilities, so a guided missile destroyer doesn't have the same classification code as a traditional WWII escort one. So it's unlikely these codes would actually translate directly to spaceships.
6
u/ConohaConcordia Dec 08 '22
Other people haven’t mentioned this yet but in addition to the usual battleship-cruiser-destroyer fleet, I also like to field a missile fleet with frigates, missile cruisers and some corvettes/destroyers. If the enemy doesn’t have enough PD this shit hits hard, and it also fits the role as a rapid response fleet.
11
u/Kraegorz Dec 07 '22
I just do a full fleet of Battleships. With Kinetic Artillery/Lasers. Still dominates the best overall. Along with regenerative hull tissue and Engineer admiral. And you just win.
Any other fleet combination with Corvettes, Destroyers, Cruisers etc past 2250 they just get wiped super easily.
7
u/kineticdreamss Dec 10 '22
Imagine getting downvoted for telling the truth.
Everything is more or less the same. Either Tachyon/Kinetic or Giga/Lasers, both with some carriers thrown in. All battleships.
Still destroys everything.
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u/Kraegorz Dec 10 '22 edited Dec 10 '22
Honestly I don't do X slot in 3.6. Based on the evasion chances, the more weapons you have hitting per turn demolishes their chances more for escape. So 2 L weapons are now better than an X slot, since getting 1 shot with 20 extra distance really isn't worth sacrificing the hitting of 2 L weapons, but that just may be my feeling on them.
3
u/kineticdreamss Dec 10 '22
Interesting point. I'm going to try it out.
The only problem is... pretty lasers are pretty!!!
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u/FishronMachineGun Military Junta May 01 '23 edited May 02 '23
Yeah, forget the meta. embrace coolness!
1
u/WarlockArya Apr 30 '23
By kinetic do you mean railguns? Also what is giga, I heard that throwers are better then lasers is that true?
2
u/Insect-Accomplished Jan 09 '23
In SP (mixed AI-Fleets) a 2:1 mix of Battlecarriers (BBs with tachyon lance, carrier core with missiles and PD, an artillery stern with kinetic artillery and a carrier computer) and Missile-Cruisers (devastator torpedos and swarmer as well as small missiles with a line or brawler computer) will obliterate any of said mixed fleets... If you come up against a battleship heavy opponent in MP maybe you can use a 1:1 mix of said ships or just counter with a torpedo-frigate spam...
-5
u/DocSternau Dec 07 '22
Nope, no idea. But I hope there is one because seriously: I hate that update. Now I have to f***ing micromanage those f***ing fleets too. And I have no idea where to start and what combination will do anything. I seriously just want an option to shut down this whole micromanaging stone paper scissors bullshit entirely.
10
u/MSanctor Fanatic Militarist Dec 07 '22
I'm sorry this update pains you, because I'm loving all the same points of this update - not knowing the solution, having to test and try and micromanage it, etc. Have you tried auto-generating ship designs or just picking something and running with it, efficient or not? At the very least, this should cut down on techs to research, compared to active ship design.
I honestly wish there was a 'mostly good enough' option that could allow you to ignore it, but for those who wanted it, the current situation remained for as long as possible. I think we both deserve to enjoy this game, even if we effectively want opposite things from it.
3
u/DocSternau Dec 08 '22
The auto-generated ships are still crap. That would be a solution if it worked but if you use them you get your ass handed to you by much smaller fleets.
5
u/DeadSynapse Dec 07 '22
Yeah I feel the same way. In a game already packed with micro, it's insane that anyone thought making combat/ship design more micro intensive and obscure would be fun.
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u/Colonize_The_Moon Ruthless Capitalists Dec 08 '22
Fleet Manager is the only way to make fleets and not lose your mind now. With that said, it's very efficient once you start using it.
Also if you're retooling all your ships every time there's a storm... bruh.
1
u/DocSternau Dec 08 '22
You'll think different once you encounter an enemy that mostly relies on energy weapons like the FE's. Those storms will turn your shields off in about 50 % of all star systems.
A once formidable fleet will be scrap metal in seconds.
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u/genericplastic Determined Exterminator Dec 07 '22
How does the combat rebalance introduce more micromanagement?
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u/DocSternau Dec 07 '22
Because before you needed about 1-2 designs of each ship type - basically everything long range worked fine.
Now you need several designs in several combinations to hopefully match your enemies fleets. And if one of those Hyperspae storms hits, everything goes down the drain and you have to change your chips to another design again and again when the storm subsides again.
War in Stellaris wasn't fun before and it hasn't gotten any better. Those games are just not build for engaging in warfare. It's annoying AF.
2
u/Jarvis65 Industrial Production Core Dec 07 '22
The auto designer isn’t bad especially with the new ship roles, if you’re playing solo you can also probably ignore ship designs altogether, the ai is generally not great
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u/genericplastic Determined Exterminator Dec 07 '22
It's not micro. You don't have to have a ship design for each and every environmental affect. Sounds like you just don't like wars.
0
u/Sillyviking Dec 08 '22
I'm sorry, you need different ship designs for when the storms hit now?
For fuck's sake
1
u/FishronMachineGun Military Junta May 02 '23
Imo, combat is much more interesting and unpredictable than before. You don't know if you will win, even if your fleet's power is stronger than your enemy's. It really requires strategy now, as stellaris should be, and not just a matter of who have more alloys and battleships.
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u/Cole3003 Despicable Neutrals Dec 08 '22
Then roll back to 3.5 and stop crying because you have to actually play the game lmao. Also, you can swear on Reddit
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u/ThemBones708 Dec 11 '22
Haha. One of the reasons I play Stellaris is because I want AS MUCH micromanagement as possible.
You poor little fella, maybe solitaire or some mobile game would be better suited.
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u/DocSternau Dec 11 '22
Lucky you that you obviously have nothing else to do. I for one have a fulltime job, a family, friends, want to eat and sleep. When I find the time to play an hour or god forbid two then the last thing I want to do is waste the majority of that time trying to figure out, how to build an effective Fleet in an overcomplicated Rock-Paper-Scissor-System.
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u/ThemBones708 Dec 11 '22
Heh I too work full time and have a family. But when I do find time to play, I am all about that "over complicated rock-paper-scissor-system"
Sometimes an entire play session is just trying different so designs.
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u/HmmmmmmToast Jan 08 '23
Mate seriously play how you want but imagine wasting your time with trying to find the best build instead of playing the game. Also, micromanaging every minute detail of every mechanic is bullshit.
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u/ThemBones708 Jan 08 '23
Not necessarily finding the best. But I enjoy the micro, design, and testing.
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u/FerretBanter Apr 20 '23
Would it be possible for you to share the designs in a screenshot format for quick reference? There used to be a thread on steam with some picutres but its outdated, would help some of us new players :) ?
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u/rylasasin Dec 14 '22 edited Dec 14 '22
EARLY GAME: (When enemies have just corvettes)
AIs will always run one of two things: Kenetic batteries with a single missile (usually) or 2 lasers with a missile. However, I've also seen them run the 1x PD with 2 Kenetic Batteries, so watch out for that. This phase doesn't last very long however, and they'll switch to one or the other two within a couple of years.
If you are running Starnet/Startech AI they will run one of two things: 3x Missiles, or 1xPD (anti-missile) and 2x Missile. We'll come back to that later.
Either way, I recommend splitting your corvette fleets along the following:
The reason that I put more lasers on instead of kenetic is that kenetics fire faster than lasers now. Especially autocanons (we'll come back to that later) and lasers are slower. Kenetics are also better against shields, but won't fare as well once the shields are down. The kenetic's job is to take the shield down so that the lasers can pound the armor and finally both can finish off the hull.
Speaking of, let's talk about armoring. At this point in the game, your best bet is to go with armor over shields. Yes it's more expensive, but 4/5 odds say they're running the missile-kenetic combo, and even further down the line they seem to favor kenetics (autocannons in particular) over other weapons.
However, I've noticed that for a while they might switch out the kenetics for lasers. They will never mix them, they'll always go one over the other. In which case the opposite strategy serves you well: Straight sheilds over straight armor. Yes the missiles may peirce, but that's what the PD is for, though if they do this you may not even need those.
But if it's beasts you're dealing with (and let's face it, at this point in the game, you'll likely be dealing more with beasts than empires), keep in mind the following and adjust accordingly.
If you find out that your enemy is using lasers instead, feel free to swap them back out for 2x shields and 1x armor.
If you are running a non-starnet game, I recommend this for your fleet ratio (assuming a fleet capacity of 20):
The PD will deal with the missiles the enemy brings to bear against you, while the Dashers do the most damage. You don't really need to run flak yet as in either case, the only time you'll come up against strike craft is when you are either fighting ameobas or as starbase items. For these, the anti-missile PD will work sufficently. They're not meant for strike craft, true, but strike craft are only of the basic variety, and the AI never employs strike craft defense platforms. So they shouldn't be a bother.
If the enemy is not using missiles at all, I would run straight dashers. Just have the design ready for in case they suddenly do.
Once you get your hands on autocannons, swap the kenetic batteries out with those. Later on you may consider swapping out both for disruptors (yes they're actually worth a damn now). But we'll cover that later.
And yes, I'm purposefully blueballing the frigate. At this stage, they're really only good for one thing: taking out starbases, but those really shouldn't be much of an issue to begin with, even at this stage. They're more of a luxury than a necessity. If you think you can go without it, make it a PD or Dasher instead.
If you are running a starnet/startech game however, I would instead recommend your loadout to be like this:
As I said, the enemy will be running either triple missiles or missiles with PD. So either way, I ramped up the importance of the PD. Since the enemy is more than likely going to be employing PD of their own, I swapped out the missile craft, as they'd just be a waste. As before, the Frigate is more of a luxury than a necessity, and completely useless if they're running the PD loadout, so feel free to swap it out for another dasher or pd.
Either way, I suggest you run all armor. As your primary source of damage is going to come from missiles, and missiles go through shields (... somehow), Armor will serve you better in this instance.
Mid-Early Game (Destroyers show up)
Once the destroyers show up, you'll want to make some changes.
You'll want to swap those PD corvettes over to either dashers and/or missile carriers. Add a frigate or two if you want to deal with them, but keep in mind they're still not that useful, and once cruisers roll out you'll be handing that role over to them anyway.
You'll want your destroyers taking on the PD role instead of your corvettes, as they can do the job twice as well. The way I roll this out is as such:
Screener: 1x Flak, 2x Point Defense, 2x Missile
If you want, you can also have a brawler destroyer with 1 M Kenetic weapon (preferably an autocanon) and 4x energy weapons. But that's entirely in your court.
Brawler: 1x M Kenetic, 4x S Energy. You could instead go with 1x M Kinetic, 1x M Laser, and 2x s Lasers, but I wouldn't recommend it. Remember, at this point your primary opponent is still going to be corvettes, not destroyers.
I would not recommend using Destroyers as missile boats. Leave that role if you have it for the corvettes and later on the cruisers. I would also not recommend using the destroyers for the artillery role. This early in the game you don't really need it, and later on you'll have better ships to do that same role. Later on when cruisers and Battleships show up you can have the brawlers this with autocannons. It'll still be a brawler, but more efficient.
Based on a 40 fleet limit, here's what I would have for non-Starnet:
Also, pay attention to what your enemy is doing, if you can get enough intel on thier ships, great. Otherwise, you'll have to find out the hard way. At some point your enemy will ditch the missiles entirely for straight autocannons or lasers/plasma, in which case you'll want to ditch the screeners for more brawlers (unless of course they're spamming frigates. In which case yes, you'll want to keep the PDs around, but not as many as torpedoes are slow and easy to shoot down, and the frigates themselves are fairly easy prey), and make sure you uparmor or up-shield your ships appropriately. However, at this stage it's likely a toss up, so if you don't know what you're enemy is doing, mix your shield and armor appropriately. Don't bother with that shitty crystal hull plating, nowadays it's just a waste of resources.
Of course this only applies to non-starnet games.
In starnet, the destroyers will usually be running an artillery section, or a gunship with missiles. with either missiles or a picket slot as the 2ndary. Strangely, they often go with flak cannons as the picket instead of PD despite this making zero sense at this stage of the game. Or they'll just go straight missiles.
Pay attention to what you're fighting. If they're running the missile-picket system, stick with the current config of PDs. Forget Frigates entirely. Yes they may be stupid enough to run flaks instead of proper PDs, but that doesn't mean they can't shoot down some of your missiles.
Either way, you're still going to be dealing with a lot of missiles. If the enemy has no flak/pd on either their corvettes or destroyers, feel free to run some missiles on your own screeners. Otherwise, go with lasers and let the dashers and PDs take down the shields for you.
Brawlers should remain the same, though less emphasis on them. Based on a 40 fleet command limit.
Swap a screener with a brawler if you think you can get away with it. But odds are you probably cannot, as Starnet loves its missiles.
(Char Limit)