Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What does it matter if you have 70k power based on DPS if your weapons never get close enough to fire even once?
And it's not any different from the previous system, it just has more depth and more options, but this kind of situation never changed, a big fleet of missile (only) destroyers+cruisers with artillery and/or carrier computers kiting a fleet of mostly autocannons with 1/3 of DPS could kill them all with zero losses, just like, in the previous system, a big fleet of artillery battleships with Ballistic X weapons and energy artillery L weapons could wipe out a fleet 3x "stronger" before they could even start dealing damage.
The difference is that now you can also play around with shield bypass, anti-shield bypass (hardening), armor is no longer a noob trap and has very good merits and more raw power, computers can be used to tell your ships exactly how to behave in combat, and there is more than one viable late game fleet composition (and yes, artillery fleets still work well, if you want to use them, just avoid the artiller computer).
As for your main question, try a big fleet of destroyer swith swarmer missiles on the M slot, fill out the rest of your slots with small missiles, 3 afterburners and use an artillery computer to tell them to stay away and see what happens when they engage "stronger" fleets, if they are not cornered, and if they don't engage multiple targets (the AI is quite stupid and doesn't know which enemy it should try to stay away from) it should be able to destroy most things around midgame, also, don't touch shields early on, only armor, if the AI is spamming autocannons, shields are useless.
You can eventually add a carrier missile cruiser to these fleets, with 3(?) afterburners as well, a hangar module, fill out the rest of the M slots with swarmer missiles then use either a carrier or artillery computer, it should behave just like the destroyers, and both should bypass shields completely, still vulnerable if they are caught in bad positions where they can't kite.
Late game pretty much anything goes, you could try ambushing enemies with autocannon cloaked corvettes near system connections, spam torpedos against leviathans, stations or if, for some reason, the AI ends up using too many battleships, keep using missile fleets, or even attempt to create carrier or artillery battleships, they all work fine, just try to get a doctrine, and an admiral that makes sense for the fleet composition (IE: Range for X slot battleship fleets, speed for kiting missile fleets, etc...)
Also, yes, that "war policy" you mentioned, along with an admiral which further boosts the chance of ships retreating should make it so even if you lose you probably shouldn't be losing many/any ships after combat, but that's for fighting losing wars, if your economy is strong and you don't mind losses the other one (forgot how it's called in english) with +speed and +range is usually the better one, it would help both artillery fleets, and fast moving missile ones.
https://stellaris.paradoxwikis.com/Space_warfare
But also, a lot of people are confusing mercenaries being hired with enemy fleets being instantly built, or appearing out of nowhere. Is that what's happening here? Hard to say without more info/
You want alternative facts but we won't lie to you. Doesn't matter how often you ask.
Thanks for the answer. I have to say that actually I realized that, that ca cruiser with hangar and swarm missiles were quite effective. I just tried making the fleet only with missiles and it's actually quite good. I still have the issue that I loose more ships than the enemy, Let's see how this goes, because even if I win, if I loose more ships I can't replace them fast enough
That's not new, that's been happening for a while.
oops, mb
Maybe not a stomping but a win. Which is good enough most of the time for me because I don't play Stellaris for THAT particular X of the 4X. Relative strengths and autocombats are fine for me 4 out of 5 times. But that's not possible anymore - you have to micro-design and build multiple fleets (and I have no idea how fast they age out of usefulness). Bleah.
But that's the way the cookie crumbles. I like the rest of the game pretty well and maybe someday they'll add a "go ahead and build generic fleet strengths" option back in. Till then I have other games to play.
Can a bodybuilder tackle a runner if he can't catch up?
Regardless the issue OP said wasn't even winning the battle, it was about him losing ships but not the AI even if you win. Which can have a myriad of explanations.