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The thing is: Once battleships come into play with their X and L artillery turrets they just destroy anything before they can even fire back, so no other weapon matters at this point.
IMO this needs to change: https://www.reddit.com/r/Stellaris/comments/utio29/do_you_think_the_game_should_have_harder_counters/
But I don't know if the stellaris devs even see it as a problem.
If it wasn't for X and L weapons then carriers would be OP, no other weapon comes close to their DPS, and they make all point defense completely obsolete, against a carrier fleet not a single missile would ever hit any of your ships.
We are back to exploding every ship in the enemy fleet before they get a chance to fire back, corvettes included.
They do get hard-countered by artillery spam, but the AI doesn't do that, it always has mixed fleets.
Before they can do anything turrets did the job allready.
There are mods which increase their move speed by 50% or more. Then they feel great. With over 50% they feel overpowert. I allways had the hope for a Tech with 5 tiers to increase their move speed by maybe 50 peer tier (like Defens tower Tech for example).
Just for DPS/Damage fighters are great as they are.
Strikecraft been usuless and remains usuless
Each Hangar starts with 8 strike craft, and produces an additional ship every day, whereas one point defense weapon of the same tier takes about 1-3 days to shoot down one strike craft.
Equal numbers will not meaningfully thin out the number of strike crafts in the fight, and even if they do, the fight start too lopsided to be won. Plus, Point Defense has very low DPS, further decreasing combat performance.
Strike Craft are perfectly fine on battleships, in particular if you combine them with Arc Emitters + Disruptors.
The AE don't synergize with artillery modules because these would be fighting a separate battle against the shields and armor. Only the Disruptors (and Cloud Lightning) synergize with their straight hull damage.
Strike Craft do at least ignore shields, get bonus armor damage, and combined with the PD from the Carrier module fill the defensive gap.
Going with AE + Strike Craft as secondary is also a great tech strategy, because Hangars are the best Starbase module. So you only need to research repeatables for those two (Energy Weapons + Strike Craft).
However if you are going against Prethoryn and most Leviathans who do not have shields, i believe that it is much much better to use the Tachyon Lance and Neutron Launchers.
In reality, you can set up fights in the game and see how different loadouts perform. People, including me, have done this and come the clear solution that Hangars wipe the floor with anything that doesn't slot a large amount of l slot weapons. Since that's any fleet the AI will field, strike craft completely melt the AI.
Artillery Spam is of course a lot more efficient once critical numbers are reached, but if someone wants to spam strike craft instead, that's a viable strategy against the AI.
this will be a huge battle overhaul which most likely won't going to happen, MODS are your solution
@OP they're fine, but nothing of course beats outranging the enemy with artillery fire.
I still use them to support my arti ships and so far it worked against any enemy i encountered (mid game crisis was a cakewalk with Arti and carrier fleets).