Stellaris

Stellaris

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Sputnik Sep 19, 2023 @ 5:49am
Fighters, Point Defence and Torpedoes?
These are components I never install. Just seem to get by the the right mix of energy and kinetics to suit the opponent. But I suppose I'm missing out on something here.

Torps are 100% to hit at the cost of snail-mail delivery right?
Fighters and Point Def are the counters for Torps right?

Is that all there is to it?
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Showing 1-6 of 6 comments
CrUsHeR Sep 19, 2023 @ 6:06am 
Torpedoes are so slow (speed between 9 to 11), i believe that Battleships with an Artillery Computer can actually evade them entirely. They are only effective against immobile targets.

Strike Craft will attack other Strike Craft, but not Missiles.

Flak also counters Strike Craft, though you generally don't need these if you have sufficiently more Strike Craft than the enemy fleets. Thus, Point Defense are the only proper counter to Missiles.

The counters are there because Strike Craft have strong shields which are countered by the stats on the Flak guns, while Missiles all have Armor which is countered by the energy-based PD guns.



https://steamcommunity.com/sharedfiles/filedetails/?id=2899720030

I think this ship is still the best single-template fleet design.

> ships keep their long range
> can fire 360° while moving
> overwhelm any Flak / PD / Strike Craft by sheer numbers



P.S. - worth to note that the Strike Craft modules send out 8 fighters at combat start, and then build a new fighter every 2.3 days.
Last edited by CrUsHeR; Sep 19, 2023 @ 6:11am
Sputnik Sep 19, 2023 @ 6:10am 
OK this is a good feature:

>can fire 360° while moving
Astrallight Sep 19, 2023 @ 7:39am 
Originally posted by Sputnik:
OK this is a good feature:

>can fire 360° while moving
Now I imagine a ship that spins while shooting in all directions.
yuzhonglu Sep 19, 2023 @ 8:17am 
Mass swarmer and whirlwind missiles is the way to go.

To fight battleships, mass torpedo frigates.

For very early game, corvettes with blue lasers. That's all you can afford tech-wise.
Last edited by yuzhonglu; Sep 19, 2023 @ 8:18am
The Grand Mugwump Sep 19, 2023 @ 9:29am 
There are two things to consider when looking at a weapon.

Chance to hit is their basic accuracy against a stationary opponent. It is highly susceptible to evasion. Even a 100% chance to hit weapon should miss a corvette more than it hits.

Tracking is subtracted from the enemy evasion. So you can tell a weapon is made for shooting at big ships when it has low tracking and is made for shooting at small, fast things when it has high tracking.

There are actually two kinds of strike craft, fighters and bombers. The game does not reveal any of this, and you have to actually look in the game files to see which is which. Fighter strike craft (the standard ones from tech) perform like crusher described and try to shoot missiles and other strike craft down before attacking enemy ships. Bombers (amoeba flagella are one example) will ignore missiles and strike craft while doing as much damage as possible to enemy ships.

Point defense has lower tracking than flak, which makes it better at shooting down torpedoes and some missiles, as well as doing a significant amount of damage to ship shields and hull.

Flak defense has a much higher tracking but lower damage than point defense, making it more effective at shooting down strike craft and faster missiles with more evasion.
Last edited by The Grand Mugwump; Sep 19, 2023 @ 9:32am
Originally posted by Astrallight:
Originally posted by Sputnik:
OK this is a good feature:
Now I imagine a ship that spins while shooting in all directions.
https://youtu.be/hlAsSyDAWR8
Like this?
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Date Posted: Sep 19, 2023 @ 5:49am
Posts: 6