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1) First rule of Stellaris : mixed fleet is a crap.
2) Their weapons are weak against shields.
3) They have very powerful shields but luck armor. Is up to you, would you try electrocutting BB (arc + cloud lighting), they're less effective then vs contingency still, or full-antishield mix (kinetic artillery is the best approach, or mix NVB with plasma/NT).
You may shift X-slot from Lance to Giga. But if you have several energy repeatables it isn't worth it (as in that case NVB will deal with shields easily).
Missiles are good too, if your fleets is corvette-based. But IMHO it will lead to more loses then pure BB-route.
Please don't advice such non-sense. Hangars are useless on battlefield (especially in unmodded game).
P.S.
*Facepalm
Please, don't continue. Your designs are completely opposite of "optimized and effective ship designs".
i think giving them a few years of a headstart is a bad idea which might let them have 20 systems or more
They are not. Strike craft have :
1) Long-term bug that sometimes forcing them doing nothing (still not fixed in vanila).
2) Problems to deal their listed dps (moverment issues).
As result, many, many major releases strike craft is very ineffective in vanila Stellaris. So using it for combat is a stupid (carrier fleets are always lose to "normal" one).
And guns module will take care of pirates with same efficienty. When 6 guns will be not enough - your trade soon reach so high values, so you will be forced to build gateway network.
So no need to ruin frontier bastions with useless hangars.
P.S. You can use them, but only effective way to use hangars is to build special "trade defense" starbase in middle of your major trade route. If it will cover BOTH ways - it will be at least worth it's cost.
If i use destroyer in late game, a use max 10 of them as PD ships with some small wapons, they got the same battle computer like the corvettes and deal in front of my fleet with incoming missiles/ Fighters.
Sometimes i use only for estetical reason fighter section with one hangar on battleships, but this is (large ship should be carriers to, but fighter do not outgun several large guns) not as effective as a complete gun fokused battleship, as the fighter work not proper in this game (for example the attack range should be much higher, ore why do you think the carrier made the battleship obsolete? And they should be much faster. This issues together with the other issues makes fighter crap to use, so yes optimised fleets did not use them)
I personal see no use in cruisers in late game, before battleships are ready to build i use them like battleships aigans large, but after the invention of battleships they are not as good as battleships in any role (no x slot, and far less L slots,lower hp/shield and hull, but not enough evasion to survive this lack of defensive aigans battleships),
Overall Corvettes and Battleships are usefull the whole game, destroyers and cruisers most time not. The few PD destroyers i use only to have a direct view how much PD i have in my fleet as too much is not usefull (indeed one corvette has the same fleet str. as a PD destroyer)
They don't have armour on any of their ships or stations
Until you will start to suffer loses and random decide to take away your anti-hull&armor ships...
No, different ship types in single class is exceptionaly wrong idea. Mix weapons on each ship - this is far, far more reliable.