Stellaris

Stellaris

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badtigra Jan 29, 2017 @ 5:35pm
cloud lightning conduits
so i had a 2.4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3.5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. the weapon they used was cloud lightning. now, comparing them to my uv lasers the cloud lightning has no chance. though still, that was not the case in the battle. is there something they are not listing in the stats? why was my fleet decimated so quickly and yet they took forever to be killed, and still killed a lot of mine before going down.
what am i missing?
should i replace my uv lasers with the cloud lightning?
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Showing 1-11 of 11 comments
corisai Jan 29, 2017 @ 6:28pm 
You're giving us such a lot of information... let's me think why you're suffer such losses... maybe because it's monday?

Jokes aside :
1) void clouds are heavy shield based.
2) UV lasers already told as that your fleet not optimised, so I'm expecting poor choised of defences too.
3) 2.4k fleet vs 2k fleet - and you're expecting easy win? Sure, but only with really optimised designs plus not in ealy game (you still don't have enough tech to create universal fleets).
Last edited by corisai; Jan 29, 2017 @ 6:29pm
badtigra Jan 29, 2017 @ 7:15pm 
Originally posted by corisai:
You're giving us such a lot of information... let's me think why you're suffer such losses... maybe because it's monday?

Jokes aside :
1) void clouds are heavy shield based.
2) UV lasers already told as that your fleet not optimised, so I'm expecting poor choised of defences too.
3) 2.4k fleet vs 2k fleet - and you're expecting easy win? Sure, but only with really optimised designs plus not in ealy game (you still don't have enough tech to create universal fleets).
idk why you say otherwise, lasers are pretty good. I have quantam missiles alongside uv lasers, though more uv lasers than missiles. the idea is so the missiles go out first, we get close, the lasers fire and instantly hit the enemy, hundreds of lasers going off per second, missiles get in and finish the job. it's been pretty effective actually. i fought 2 2k fleets, one 900 fleet and another 400 fleet (not exact numbers obviously i wouldn't remember) with a 1.7k fleet, and decimated them all with 600 left. so, how i couldn't take on those two swarms surprised me a lot
corisai Jan 29, 2017 @ 7:26pm 
Originally posted by rob boss:
I have quantam missiles alongside uv lasers, though more uv lasers than missiles.

O... I expected this :)

Currently lasers:
1) are sub-optimal starter weapon
2) used as "waystone" to plasma cannon and swaped on it ASAP.

Plus missiles - they are wasted slots.

Missiles-armed ships currently have 0 chances against kinetic&plasma mixed armaments. By 0 I mean literaly - zero. And you even don't need point defence against missiles - more guns works better.

So they're not simply "bad". They're horrible.

UPD. What's happening in reality : your missile boats launch their missles. Your ships approach, laser firing - WHOA! Target of missiles destroyed and missiles targeting that ship are disappearing.
Last edited by corisai; Jan 29, 2017 @ 7:28pm
badtigra Jan 29, 2017 @ 7:32pm 
Originally posted by corisai:
Originally posted by rob boss:
I have quantam missiles alongside uv lasers, though more uv lasers than missiles.

O... I expected this :)

Currently lasers:
1) are sub-optimal starter weapon
2) used as "waystone" to plasma cannon and swaped on it ASAP.

Plus missiles - they are wasted slots.

Missiles-armed ships currently have 0 chances against kinetic&plasma mixed armaments. By 0 I mean literaly - zero. And you even don't need point defence against missiles - more guns works better.

So they're not simply "bad". They're horrible.

UPD. What's happening in reality : your missile boats launch their missles. Your ships approach, laser firing - WHOA! Target of missiles destroyed and missiles targeting that ship are disappearing.
weird, doesn't seem like that's going on in my game. and, horrible? 0 chances against plasma and kinetic? weird, because currently i've been dominating this game. i've got a modded map, one that has two galaxys in it. currently, the first has uh, i think around 20 civs give or take. my current fleet, i believe is around 2.7k could take on this entire map. plus, two of the civs that i utterly destroyed were using kinetic weapons.
corisai Jan 29, 2017 @ 7:37pm 
Originally posted by rob boss:
0 chances against plasma and kinetic?.

In early game (and you still in it) - any corvette or destroyer you can design will fall as prey for corvette with 3 autocannons or destroyer with all-autocannons.

Railgun-based corvettes always won over same amount of missile-armed corvettes.

AI is notoriously bad in designs so you can try to fight now. But as long as AI get cruisers or even battleships - you're almost doomed with missiles.

Originally posted by rob boss:
i've got a modded map, one that has two galaxys in it

Of course I'm speaking about vanila game. Your mods can do anything - recently here someone whine on invulnerable Ether Drake... in result one of his mods overbuffed it like @#$%.

Originally posted by rob boss:
i believe is around 2.7k could take on this entire map

Fallen empires will have something between 50k and 200+k fleet size (depend on game difficulty) :steamhappy:
Last edited by corisai; Jan 29, 2017 @ 7:38pm
badtigra Jan 29, 2017 @ 7:41pm 
Originally posted by corisai:
Originally posted by rob boss:
0 chances against plasma and kinetic?.

In early game (and you still in it) - any corvette or destroyer you can design will fall as prey for corvette with 3 autocannons or destroyer with all-autocannons.

Railgun-based corvettes always won over same amount of missile-armed corvettes.

AI is notoriously bad in designs so you can try to fight now. But as long as AI get cruisers or even battleships - you're almost doomed with missiles.

Originally posted by rob boss:
i've got a modded map, one that has two galaxys in it

Of course I'm speaking about vanila game. Your mods can do anything - recently here someone whine on invulnerable Ether Drake... in result one of his mods overbuffed it like @#$%.

Originally posted by rob boss:
i believe is around 2.7k could take on this entire map

Fallen empires will have something between 50k and 200+k fleet size (depend on game difficulty) :steamhappy:
yeah on this theres one fallen empire, and i suppose it's in the other galaxy. i'll deal with it then, if i get rolled over i'll try your fleet armaments, until then i'm staying with mine since it's working out pretty nicely. right now, on my battle cruiser or whatever it's called i'm only using two lightning conduits and i'll test them out that way. (not sure if battle cruiser is modded or vanilla since i'm using a fleet mod, and i've never seen them before when playing vanilla)
corisai Jan 29, 2017 @ 7:45pm 
Originally posted by rob boss:
right now, on my battle cruiser or whatever it's called i'm only using two lightning conduits and i'll test them out that way. (not sure if battle cruiser is modded or vanilla since i'm using a fleet mod, and i've never seen them before when playing vanilla)

It's modded.

Please, if you will run into issue next time - write about modded game. With your current amounts of mods nobody here can really help you, we will only waste time and give to you wrong advices.

No offence, but it's very annoying - waste time trying to help someone only to finally realise that he's using modded as a hell game and all your efforts were counter-productive.
badtigra Jan 29, 2017 @ 7:54pm 
Originally posted by corisai:
Originally posted by rob boss:
right now, on my battle cruiser or whatever it's called i'm only using two lightning conduits and i'll test them out that way. (not sure if battle cruiser is modded or vanilla since i'm using a fleet mod, and i've never seen them before when playing vanilla)

It's modded.

Please, if you will run into issue next time - write about modded game. With your current amounts of mods nobody here can really help you, we will only waste time and give to you wrong advices.

No offence, but it's very annoying - waste time trying to help someone only to finally realise that he's using modded as a hell game and all your efforts were counter-productive.
ooooooook then. i'm pretty sure the mod doesn't alter any of the weapons, only adds new things and new ships (which i'm not using any of the new modded weapons i'm pretty sure) but sure, alright. sorry for wasting your time, then.
Benzschwagel Jun 23, 2018 @ 2:49am 
not sure if anyone posted this yet, and not sure if you had seen the stats of the cloud strike weapon, but it ignores armor and shields and goes straight for the hull, making it a very valuable weapon, even if it does less damage than everything else. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. it is in the same category as the disruptor and the arc emitter.

S, M - Disruptor
L - Cloud Strike
X - Arc Emitter

Hope this helps, and have fun.
Pyro Gnome Jun 23, 2018 @ 3:54pm 
Originally posted by Benzschwagel:
not sure if anyone posted this yet, and not sure if you had seen the stats of the cloud strike weapon, but it ignores armor and shields and goes straight for the hull, making it a very valuable weapon, even if it does less damage than everything else. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. it is in the same category as the disruptor and the arc emitter.

S, M - Disruptor
L - Cloud Strike
X - Arc Emitter

Hope this helps, and have fun.

You just necro'd a post 18 months old.
Aemon Bane Jun 23, 2018 @ 5:50pm 
Can I join in on this Necro of a post over a year and a half old, from multiple patch/updates/dlc's ago, with the question being asked almost certainly no longer needed or useful. It seems fun and trendy... Oh wait I just did join in....
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Date Posted: Jan 29, 2017 @ 5:35pm
Posts: 11