Stellaris

Stellaris

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Saides Jan 1, 2017 @ 6:52am
Pirates and space amoebas are way OP
Im a noob
please tell me how to get rid of pirates & Amoebas in this bloody game theyre getting my goat Help me please with a mod or a cheat just fkn something to kick their asses or eliminates them altogether
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Showing 1-15 of 16 comments
Pirates or Privateers? the former is easy, 6 corvettes will wipe them out normally, the latter is a bit harder but is safe to ignore mostly.

Amoebas can usually be ignored too but 20 corvettes will deal with even the strongest of them.

Just build up and tech up, then its easy.
Red Dox Jan 1, 2017 @ 7:06am 
Do you mean the "starting" pirates with their four to six ships raiding your systems?
Then build 6-8 corvettes, add an Admiral and just kill them. With ten corvettes you can easily crash their space base (if you found it in nearby system).

If you mean the 1000-10000 strength fleets sitting in systems and never moving out, just ignore them until you HAVE the fleet strength to get them. Patience is your ally.
Saides Jan 1, 2017 @ 7:17am 
I meant either pirates or privateers or any other scum from my chosen species that crop up and ruin my progress and I mean one or two ships with like 600 military power in each ship or platform (OP or what) that flit between 2-3 systems after chasing off my science ship and maybe my constructors And the Space amoebas dont get me started about them
Singular ships/bases with about 600 power won't move around. The pirate fleet that spawns usually has 4 raiders with about 120 power in total. The roaming amoebas rarely go to your worlds and if they end up fighting your starbase they will lose, especially if your fleet is there too. The cult is stronger but mostly from torpedoes and weak "battleships".
duane Jan 1, 2017 @ 8:20am 
I hardly ever see them and ignore until strong enough to attack. The privateers never move (which seems broken to me)
Saides Jan 1, 2017 @ 11:54am 
ill just have to learn and deal I guess theres no mods() that helps this is there?
Centerpoint108 Jan 1, 2017 @ 12:23pm 
I believe there MAY be some roaming amoeba called hunters, but that might be a mod I have
Icyage Jan 1, 2017 @ 12:34pm 
against the strong pirates point defense is key. their mainweapons are rockets so a bunch of autoupgraded destroyers will deal with them.
Dumpster Jan 1, 2017 @ 1:02pm 
kinda the wrong game to sit back and peacefully expand no?
Sir Crashalot Jan 1, 2017 @ 2:34pm 
You can occasionally get a scouting privateer fleet but they are very rare.
One flew through my empire once though it didn't stop and attack anything and was gone by the time my fleet arrived.
Last edited by Sir Crashalot; Jan 1, 2017 @ 2:42pm
Rabidnid Jan 1, 2017 @ 7:18pm 
Originally posted by Sai'des:
ill just have to learn and deal I guess theres no mods() that helps this is there?

It's basically economics. You need 6 corvettes from the start and then need to get enough tech that you fleet makes it to about 1k by year 30ish. After that it is all straight up.

Just a question for everyone else though, what do people choose as their starting weapons? I use missles because they look cool, but does it really matter?
corisai Jan 1, 2017 @ 9:08pm 
Originally posted by Rabidnid:
Just a question for everyone else though, what do people choose as their starting weapons? I use missles because they look cool, but does it really matter?

Until Paradox will rewrite missile code - never ever bother with missiles (from Engineering tech three, "proton/neutron torpedoes" from Physic tech tree aren't missiles)! They just inferior to almost anything.

In curent meta - kinetic more effective vs shields and ordinary AI empires until late game. Plasma (in laser tech tree) almost mandatory vs FE/AE, Leviathans, Swarm.

Mathematically optimal is to start with kinetic (early autocannons + normal starting position = 1-2 chewed AI empires at begining), take 1 lvl laser from pirate events and proc plasma, developing mostly it & kinetic and for late game stick to plasma and boost it with repeated tech (kinetic in engineering tree, here better to take +armor & +ship HP tech then weapon boosts, while in physics we need only +shield).
Last edited by corisai; Jan 1, 2017 @ 9:09pm
HugsAndSnuggles Jan 1, 2017 @ 9:16pm 
Originally posted by Rabidnid:
Just a question for everyone else though, what do people choose as their starting weapons? I use missles because they look cool, but does it really matter?
It does, actually.

Lasers are good vs starports until you get torps/plasma, but that's about it (small ships don't have armor and lasers do reduced dmamage vs shields).

Missiles might do fine while fleets are small, but start suffering from overkill issues pretty fast (at least, it was result of community tests), and then there's PD that negates all their benefits (0 damage from spaceport anyone?).

Projectiles do fine vs small targets (no armor to speak of and projectiles have bonus to shield dmamage), but not too well gainst heavy armor (which, apart from spaceports, you won't face until AI starts to mass-produce cruisers and battleships). So, this one is best for the early game... later on, combination of dusruptors and plasma tends to be more effective.


Unless you not into that kind of thing and don't care about effectivness (read: your fleet being wiped out by force half as amall).
Rabidnid Jan 1, 2017 @ 9:42pm 
Originally posted by HugsAndSnuggles:
Originally posted by Rabidnid:
Just a question for everyone else though, what do people choose as their starting weapons? I use missles because they look cool, but does it really matter?
It does, actually.

Lasers are good vs starports until you get torps/plasma, but that's about it (small ships don't have armor and lasers do reduced dmamage vs shields).

Missiles might do fine while fleets are small, but start suffering from overkill issues pretty fast (at least, it was result of community tests), and then there's PD that negates all their benefits (0 damage from spaceport anyone?).

Projectiles do fine vs small targets (no armor to speak of and projectiles have bonus to shield dmamage), but not too well gainst heavy armor (which, apart from spaceports, you won't face until AI starts to mass-produce cruisers and battleships). So, this one is best for the early game... later on, combination of dusruptors and plasma tends to be more effective.


Unless you not into that kind of thing and don't care about effectivness (read: your fleet being wiped out by force half as amall).

Cool, I played Galactic Civilisations 3 for a while and all that was needed in that was bigger and bigger missles. Nice to see there is actually a reason to take things in this.
HugsAndSnuggles Jan 2, 2017 @ 12:17am 
Originally posted by Rabidnid:
Cool, I played Galactic Civilisations 3 for a while and all that was needed in that was bigger and bigger missles. Nice to see there is actually a reason to take things in this.
Still it's balanced rather poorly, imo, since choice is pretty straightforward: first you pick projectiles, then work toward disruptirs/plasma guns, 'cause armor becomes more and more of an issue late-game (especially after they nerfed shield regen in 1.4).
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Date Posted: Jan 1, 2017 @ 6:52am
Posts: 16