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Good titan build?
how many armor and shields should i put on a titan, also is shield dampener the best ?
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Kufesska Mar 12 @ 1:40pm 
Originally posted by Nephilim:
how many armor and shields should i put on a titan
except some specific enemy builds, armor is much better than shields now
i'd put maybe 2-3 shields and fill other slots with armor
Originally posted by Nephilim:
is shield dampener the best ?
depends on enemy, i mostly use Subspace Snare to increase losses
Dampener best probably against some normal empire heavy on shields
weak agains fallen empires and useless agaisn strong multiplier crisis
for crisis use Quantum Destabilizer
Kufesska Mar 12 @ 1:42pm 
weak against FE and crisis because those -20% are additive, not multiplicative
FEs have already bigger bonus for their shields than those 20% penalty
and strong crisis have HUGE bonuses for shields and damage, while having base fire rate
Last edited by Kufesska; Mar 12 @ 1:42pm
Kufesska Mar 12 @ 1:44pm 
positive buffs may be useful, like tracking for artillery battleships fleet, but they affect only one fleet in your empire, while negatives affect all enemy fleets in the system
Nephilim Mar 12 @ 1:48pm 
Originally posted by Kufesska:
positive buffs may be useful, like tracking for artillery battleships fleet, but they affect only one fleet in your empire, while negatives affect all enemy fleets in the system


i made my titan to conist of carrier combat role with 4 shields and all armor, 2 reactive armor and shield hardener, with a focus on all X-Ray lazers and titan beam, Is this a good one?
Kufesska Mar 12 @ 2:22pm 
Originally posted by Nephilim:
Originally posted by Kufesska:
positive buffs may be useful, like tracking for artillery battleships fleet, but they affect only one fleet in your empire, while negatives affect all enemy fleets in the system


i made my titan to conist of carrier combat role with 4 shields and all armor, 2 reactive armor and shield hardener, with a focus on all X-Ray lazers and titan beam, Is this a good one?
artillery combat computer is better i think, it gives more bonuses while titans already have huge engagement range and stay behind your lines too

best utility componetes for artillery ships in my opinion - Auxiliary Fire-Control or Enigmatic Decoder, to increase their accuracy and/or tracking
T-weapon and L-weapons do not even have base accuracy at 100, and 0 tracking, while having great damage output, making misses more impactful and being weaker against evasive ships

shield hardener is excessive if you have less shields than armor, those shields best usage - protect ship from few first energy weapons' shots with reduced damage

armor hardening is more useful in that case, but there are only few rare weapons, that penetrate armor, so you better be sure enemy uses them if you spend utility slots on it

best source of hardening available only for individualist empires - Genius Armorer destiny trait on one or two commanders in your council
Kufesska Mar 12 @ 2:32pm 
also possible utility components:
you can put 1 Regenerative Hull Tissue on all your ships so they can repair themselves on the enemy territory between battles during wars

and Afterburners can be useful for/against kiting enemies
Kalemenos Mar 13 @ 12:32am 
IMHO, the best thing about the Titan are its "auras." I agree with Kufessa: the first Titan I build has a Snare. It drives me crazy when i'm obliterating an enemy and they just retreat. Snare helps you finish them off. As the game goes on, however, I use most of the auras, the first three Titans having each of the three auras that affect entire systems (snare, -shield, -fire rate). Late game, I'll have many fleets, and can aquire many titans, so I'll make two or three with the Snare; in that way, I can group my armada into units of two-four fleets, each one travelling with a Titan that has a Snare.

I normally split the armor and shields half and half, unless I'm very certain the enemy empire has a crazy strong preference for kinetic or energy, and then I adjust. But by this point in the game, if you go to war with one empire, usually they have two or three friends. And if the target empire is big on kinetics, their friend comes to their aid but with an energy weapon preference. I never use the extra shield or armor components for this same reason: they're very good if you are certain ALL the enemy ships are coming in with a heavy preference for a weapon type, but if you'll get a mix, the armor component (e.g. hardening) won't help you much with energy-weapon enemy fleets. So I find a 50/50 balance shields/armor works fine on a Titan, and very rarely have I ever lost one in battle.

While I normally prefer plasma, Laser here is best. I put on an artillery computer and kinetic batteries, but always one autocannon and one laser for anything that might come close. a large plasma has a MINIMUM range, so it can't hit close stuff; the laser still has a zero-to-long-distance range, so it can shoot at anything.
Kufesska Mar 13 @ 2:39am 
Originally posted by Kalemenos:
I normally split the armor and shields half and half, unless I'm very certain the enemy empire has a crazy strong preference for kinetic or energy, and then I adjust. But by this point in the game, if you go to war with one empire, usually they have two or three friends. And if the target empire is big on kinetics, their friend comes to their aid but with an energy weapon preference. I never use the extra shield or armor components for this same reason: they're very good if you are certain ALL the enemy ships are coming in with a heavy preference for a weapon type, but if you'll get a mix, the armor component (e.g. hardening) won't help you much with energy-weapon enemy fleets. So I find a 50/50 balance shields/armor works fine on a Titan, and very rarely have I ever lost one in battle.
i recommend using more armor because it is much more univarsal and durable nowadays than shields:
1)each armor slot has more points than shield

2)for hardening - you can fill all slots with armor and add strong hardening, while you can't fill all slots with shields(not enough reactor power)

3)armor is vulnerable only to common energy weapons, disruptors and arc emitters and for some crisis
also strongest anti-armor artillery weapon - neutron launcher, was heavily nerfed after 3.6

while shields are vulnerable to kinetic, disruptors and arc emitters, strike craft, missiles, torpedos and some crisis
AIs often use missiles, torpedos, strike craft
and they absolutely love autocannons
mss73055 Mar 13 @ 3:48am 
I only go titans if I got a Dyson swarm outputting minor artifacts.
Then I can use Archaeo-tech without bothering about losing a titan.

I build "melee titans": Ruination Glare, Stormfire autocannons

Subspace Snare (duh)

For defenses:
-5 Suspension Fields (90% hardening, 100% if you're psionic)
-7 Pulse Armour, substitute Neutronium if you don't have dark matter reactors.

it will cost you 200 minor artifacts to build one.
Ruination Glare deletes entire fleets.
Kufesska Mar 13 @ 5:07am 
Originally posted by mss73055:
I only go titans if I got a Dyson swarm outputting minor artifacts.
Then I can use Archaeo-tech without bothering about losing a titan.

I build "melee titans": Ruination Glare, Stormfire autocannons

Subspace Snare (duh)

For defenses:
-5 Suspension Fields (90% hardening, 100% if you're psionic)
-7 Pulse Armour, substitute Neutronium if you don't have dark matter reactors.

it will cost you 200 minor artifacts to build one.
Ruination Glare deletes entire fleets.
200 MA per titan is not much though, saying you can't have more than 20 of them
pretty sure you can allow yourself to build those even without MA Dyson Swarm
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Date Posted: Mar 12 @ 12:59pm
Posts: 10