Stellaris

Stellaris

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Space_Void Oct 30, 2024 @ 3:52am
Best Space Fauna Ships
I've had a look so far and I'm thinking Crystalline may be best with the multiple ship types? Thoughts?

Void Worm look to be similar in number of ship types?

Anyone got a meta for it yet?
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Showing 1-11 of 11 comments
Lenhartica Nov 10, 2024 @ 9:55am 
Its rough. Ive been exclusively using The Fauna ships since Grand Archive launched and there in a pretty bad spot. Almost unusable in Grand admiral. I was trying to do Beasmaster's with Here be dragons And kept losing almost all my early (year 30) wars. 20k Ameoba fleet loses to 10k ai fleet pretty consistantly. The Crystaline are decent but compared to normal ships they just dont scale
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Jedmeister Nov 10, 2024 @ 12:25pm 
I have struggled massively with having no shields vs corvettes/destroyers with point defense, same experience as the above comment (will hard-lose battles with over 150% fleet strength which needed greater investment of resources).

Can't speak for late-game, but no shields just seems to suck and I hear the larger Fauna ships need crazy resources, so maybe it doesn't get any better.
RCMidas (Banned) Nov 10, 2024 @ 4:10pm 
Just a reminder to everyone that the game isn't balanced around Grand Admiral, and a LOT of content and most playstyles are not even close to viable, let alone fun, at such a difficulty.

That said, you can get space fauna shielding, but it requires additional technologies on top of simply being able to clone them, so it'll take longer to get.
mss73055 Nov 11, 2024 @ 5:10am 
My games prior to Grand Archive: Oh look! Space fauna, easy kills!
Grand Archive: build your own space fauna!

riiiiight .....
Seaghauwn Nov 11, 2024 @ 4:35pm 
Voidworm Troikas are pretty neat
Cryten Nov 11, 2024 @ 6:38pm 
Tanks that cant fight.
Irrigatio Nov 13, 2024 @ 2:36am 
i havent played on grand admiral in ages but on normal difficulty i have zero issues with space fauna ships fighting on par - my endgame space fauna fleets easily win against fallen empires as well

on the topic of shields on the young ones they make no real sense because they are too small but on fully grown ships they have decent shields when given one mutation for them - i rarely loose any of em and as my whole industry that normally goes into alloys just stayed in food/minerals in this run its easy to replace them anyway

the only annoying thing is to remake voidworm troikas as you gotta make 3 adults and then wait but with how rarely they die for me its fine

my fleet is madeup out of 5 of each max growth type except amoeba i got 10 and crystals i got 20 in each fleet with a 280 fleet cap now - early on because of normally diffculity i could jsut build an empire in peace and quiet as the natural growth of these ships outscaled the ai empires powerwise so hard that no one even attempted to be hostile to me

so really depends on your preferred difficulty i guess
Jedmeister Nov 14, 2024 @ 12:21am 
May I counter this argument with the suggestion that it depends on whether you fight an early war with an evenly-matched neighbour, rather than being difficulty level dependent?

The point being, perhaps it is a development mistake to have NO options for shields for a large part of the early game, meaning hard counters are impossible to avoid if the opponent brings corvettes with point defense. That has been my experience, ending a run where I would otherwise have matched grand admiral AI because scaling was on and all aspects of my empire and military/fleet size were otherwise on par or greater.



Originally posted by Irrigatio:
i havent played on grand admiral in ages but on normal difficulty i have zero issues with space fauna ships fighting on par - my endgame space fauna fleets easily win against fallen empires as well

on the topic of shields on the young ones they make no real sense because they are too small but on fully grown ships they have decent shields when given one mutation for them - i rarely loose any of em and as my whole industry that normally goes into alloys just stayed in food/minerals in this run its easy to replace them anyway

the only annoying thing is to remake voidworm troikas as you gotta make 3 adults and then wait but with how rarely they die for me its fine

my fleet is madeup out of 5 of each max growth type except amoeba i got 10 and crystals i got 20 in each fleet with a 280 fleet cap now - early on because of normally diffculity i could jsut build an empire in peace and quiet as the natural growth of these ships outscaled the ai empires powerwise so hard that no one even attempted to be hostile to me

so really depends on your preferred difficulty i guess
Aravox Dec 9, 2024 @ 8:41pm 
I made a Hive Mind with Beast Master full traits and I'm telling you right now, mid to late game Space Fauna are horrible. A 100k fleet of your best Space Fauna gets nuked by a SHIP Fleet of 10k like there's no tomorrow. I'm talking Jake vs Tyson kind of "WHAT THE HELL AM I WATCHING" Events....

Stellaris DEVS need to seriously add more space Fauna, and boost that Armor in researching to deal with ships with shields. I wanted to have an all organic Hive Mind but only to find out that mid to late game, using Space Fauna fleets vs ships is like me taking Sheep to fight Great White Sharks in the ocean...The sheep will drown, be useless and get eatten.

The sharks being normal ship types and the sheep being Space Fauna.
We need serious buffs to these civics and orgin
biomekanic Dec 28, 2024 @ 6:44pm 
I watched a video a few weeks back on how the most powerful weapon currently is not disruptors but the archeotech swarming nanite missiles/ancient talon-nano launcher. They're not wrong. I've had great success with fleets of amoebas equipped with 5 those and a leachcraft for healing. You do need a ton of minor artifacts to pull it off, and that can be a bottleneck. As an example, an adult amoebas mother has a base fire rate (before bonuses) of 1.05/second with 7-12 damage, +100% shield and armor penetration, and +25% hull damage. Plus the mother's own flagella squadron of 8 fighters.
Voidworms work well too.

The big issue I've run into is that the game seems to change back to swarm tactics as the default and not artillery or carrier as I keep setting it.

My latest game has the Prethyon (sp) as the crisis. I've been experimenting with amoeba carries with 5 of the swarmers, plus the leachcraft. Unfortunately I ran into the crisis bug ( there's a planet that shows I control it, but it's infested so I can't bombard it clean) and I wound up quitting that run. I had the end game set for 2500, and noticed that it was still going in 2525.
I kind of gave up on them. :(
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Date Posted: Oct 30, 2024 @ 3:52am
Posts: 11