Stellaris

Stellaris

Star Trek: New Horizons
Starships/Stations role
Since a few newbies (Both Vanilla and STNH) finding the Battlecruiser being useless, i'll do a total definition of starships roles in battles.

Starships

Battleships:
- Your fleet's Tanker, use them to handle damages, they use standard Cruiser armament, being literally only a handful of armament, but they come with a giant shield and armor to sponge all the firepower hostile fleet can throw at them, they also provide fleet boost at the cost of their power input.

- They're best fielded in small numbers.

Escorts:
- Well...They're like Patrol Frigate but with big-heck guns that able to destroy a battleship, they're agile, fast and able to dodge torpedoes, however, their armor is really weak and power production are really low so i recommend placing in extra power-module and get them work in a big fleet, like really big unless you want them to die instantly which is a waste of resources.

- They're best fielded in large numbers with heavier ships supporting them.

Assault Cruisers:
- Assault Cruisers, they're powerful, fast and deadly, they're symbol of engineering, They're a mix of Cruisers and Battlecruisers. Featuring high DPS from Battlecruisers and high HP/SHD from Cruisers, they're strong, but not so fast young man, they're expensive, really expensive so it best to field a small numbers of them, but never, ever underestimate their power, they can wipe out a fleet alone.

- They're best fielded in moderate numbers.

Patrol Frigates:
- They're fast, agile, they dodge torpedoes, lightly armored, In late-game not alot of empires use them anymore as Cruisers are the far-best ships to be use.

- They're best fielded in large numbers.

Destroyers:
- They're like cruiser but with less armaments and armors, but again, the smaller the faster, they're fast, good at flanking big ships and with right weapons, they can destroy a battleships, Destroyers fight in numbers, they swarm the enemies with torpedoes, then blow the crap out of the enemies.

- They're best fielded in large numbers.

Cruisers:
- Medium armed and armored, they're fast, powerful and have good power production, they have speed lower than the Battlecruisers, less armor than Assault Cruisers and Battleships but they're cheap, fast production, they shal be the main use until you able to replace them with Assault Cruisers.

- They're best fielded in large numbers.

Battlecruisers:
- They're like cruisers but with less armor and hullpoint, but they're faster, more swift, they come with pretty-low power production so energy modules should be equipped. They have really high DPS, being able to fire weapons faster than all other class by 60%. They're best working along with a battleships as most enemies starships always aim for the biggest ship. They worth the money but they're hard to replace due to the price, so i recommend these ships shall only be use in a big, big, really big fleet.

- They're best fielded in large numbers.

- Each classes have their own role
  • Battleships: Damage tanker.
  • Battlecruisers: High ROF and DPS.
  • Escorts: Damage Dealer.
  • Patrol Frigates: Swarmer.
  • Destroyers: Swarmer.
  • Cruisers: Balance.
  • Assault Cruiser: High ROF and DPS and also damage tank.

How i fit my ships
Since some people asked how do i fit my ships, then i prefer tactical.

During early game, i'll choose "Advanced Engineering" why? Because of the slots, you can place in extra power modules while all other slot can be filled with important modules.

Shield would be the passive one, the stronger the shield, the harder to get destroyed.

Armor would be heavy, why? Because your ships can survive battles longer and you won't have to replace them all the times.

Engine would be impulse, it's important to use impulse. Why? Because combat-speed equal how fast your ships enter combat and how fast they'll able to dodge hostile fires.

Warp engine would be Exploration, now you're wondering why did i choosen one of the non-military option unlike the others? Exploration Warp give alot of energy, equal you can equipment alot of power-hungry weapons without fear of running out, which it really helpful.

Weapon speciality: Explosives, nothing better than the smell of photon torpedoes in the morning, Photon also dealt the most damage with low-power consuming, much better than phaser weapons.

Photon speciality: High-yield, The deadlier the punch is, the easier to destroy them, rapid-firing give you advantage of shooting faster, but high-yield can wipe out their shield in one go!

Phaser speciality: I main Federation so it would be Federation Phaser for UE, it deadly, it fast but most importantly, it doesn't cost alot of power, if you're not Federation it best to go for phaser that main in damage, phaser's mission is close-range combat, so high-firing it not needed when you never miss, right? So go for damage!

Quantum Speciality: Anti-shield, why? Because you got photon, it best to use both quantum and photon against other ships, quantum for their shield and photon for their armor!

Cannon Speciality: I never use cannons...I'll research more for this section...

So here what i would use:
Phaser beam (UE starting.)
Assault Phaser (Mid-game.)
UE Phaser. (Mid-late game.)

Photonic (Early-game.)
Photon (Early-late game.)
High-yield (Mid-game.)
Quantum (Late-game.)

Tactical console system.
Blue sensor.
The most advanced computer.
The warp that produce the most energy.
The armor that give the most protection.
The Engine that give the best speed during combat.

Stations

Planetary Space Stations:
- Strong, resilent but only with the right upgrade, i mostly do phaser defense, armor, shield and academy for ships fire-rate.

-This is your standard planetary station, so...Every planets have one, what do i put here?

Point Defenses:
- Mehh, you can spam those to fight aliens and pirates but fleet defend? DESTROY IT ALREADY.

- They're best fielded in large numbers for emergency defense.

Deep Space Stations:
- Use this if you want your border safe, but i recommend you spam it, unless you want to get REKT, again.

- They're best fielded in solar systems that near-border.

Survey Stations:
- What the heck do you expect? This is a sensor-array, it will only detect enemy ships that inside the sensor range, like early warning system, warn you about a invasion, hostile fleet incoming, you name it, however, it unarmed, so? Protect it.

- They're best fielded around your border.

Minefields:
Build this if you think you can blow them up, but most of the time they get destroyed, seriously, they get destroyed instantly.

- They're best fielded in large numbers due to how easily they can get destroyed.

Drydocks:
- This is basically a repair station, it can be important if you're a large empire and all your planets is just too far away for your fleet to reach. Then they will come in handy, they can repair your fleet anytime, anywhere in any solar system that under your control.

- They're best fielded in systems that doesn't have a station.

Deep Space Stations:
- This is a mega structure with maxinum of only 5 per species, they act like a planetary station and offer you alot of advantage like: Produce all kind of resource with the right module, also produce unity and ships. Downside? Only 1 slot.

- They act like a planet and a space station, theres only 5 of it for each species so it best if you place it in strategic location.

Stations Modules

Underworking!!!
Last edited by Elite Rice Farmer; Nov 17, 2017 @ 7:41am
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Showing 1-15 of 39 comments
G-Man  [developer] Jul 24, 2017 @ 2:33am 
i appreciate it u write this on our wiki in http://www.stellariswiki.com/StarTrek_NewHorizons/ships
Last edited by G-Man; Jul 24, 2017 @ 2:34am
Elite Rice Farmer Jul 24, 2017 @ 2:37am 
Originally posted by G-Man:
i appreciate it u write this on our wiki in http://www.stellariswiki.com/StarTrek_NewHorizons/ships
Where should i put it?
Csupasz Pisztoly Jul 24, 2017 @ 8:59am 
That's deffinitly usefull! Can you please also give some recommendations to fleet setup for early, mid and late game?
Like BC's can be built quite soon, but withouth good energy modules, they can't use good / enough weapons. (that was my concern about BC's, even with PXK Perugnium energy modules)
Ruin Jul 24, 2017 @ 9:32am 
Originally posted by Col.James:
Since a few newbies (Both Vanilla and STNH) finding the Battlecruiser being useless.

Battlecruisers: They're like cruisers but with less armor and hullpoint, but they're faster, more swift, they come with pretty-low power production so energy modules should be equipped, they're best working along with a battleships as most enemies starships always aim for the biggest ship, They worth the money but they're hard to replace due to the price, so i recommend these ships shall only be use in a big, big, really big fleet..

First of all, it's not just "newbies" who consider them useless... A "heavy" Cruiser can generally keep pace with a Battlecruiser for DPS, is generally cheaper to build, cheaper to maintain, and will survive a hell of a lot longer in battle...

Your own advice here demonstrates you even realise they're often quite questionable in their effectiveness, especially when you have to gimp their potential DPS, or they're survivability by stacking generators - again, often resulting in comparable performance to a "heavy" Cruiser at significantly higher production, maintenance and Fleet support cost...

I otherwise pretty much agree with your rundown...
Last edited by Ruin; Jul 24, 2017 @ 9:34am
Harel Jul 24, 2017 @ 10:23am 
A battlecruiser out-DPS a cruiser by about 60%, ruin.
Csupasz Pisztoly Jul 24, 2017 @ 11:12am 
Originally posted by harel:
A battlecruiser out-DPS a cruiser by about 60%, ruin.
That's in lategame, right?

I'm in TNG era. Now with "Intrepid" advanced hull i can use 2 plasma phaser II and 2 Light modulated phaser banks, with 3 rapid fire photons. To power that, i have to put in 4 PXK Pergium reactor. This ship costs ~3200 material, with 11.2 material maintenance and does 94.94dps. A cruiser for the same cost does 55..62dps, while they are cheaper to maintain.

But my problem is this: the other BC hulls are on the same level in terms of dps with my cruisers. So they are not realy worth to build in this era. - in my view.
Ruin Jul 24, 2017 @ 1:20pm 
Originally posted by Csupasz Pisztoly:
Originally posted by harel:
A battlecruiser out-DPS a cruiser by about 60%, ruin.
That's in lategame, right?

I'm in TNG era. Now with "Intrepid" advanced hull i can use 2 plasma phaser II and 2 Light modulated phaser banks, with 3 rapid fire photons. To power that, i have to put in 4 PXK Pergium reactor. This ship costs ~3200 material, with 11.2 material maintenance and does 94.94dps. A cruiser for the same cost does 55..62dps, while they are cheaper to maintain.

But my problem is this: the other BC hulls are on the same level in terms of dps with my cruisers. So they are not realy worth to build in this era. - in my view.

This is pretty much what I'm finding... To make them worthwhile, they need fairly latish-game techs, and a lot of resource investment, to the point where you can virtually build and maintain 3 cruisers for every 2 battlecruisers, and those 2 battlecruisers will hardly even last as long in a fight as a single cruiser...

On paper they might do more DPS, but only with optimal techs and specific equipment, and a only on singular ship type, but they are also such an expensive glass cannon that they're simply not worth the investment, and just seem to perform really poorly in my experience...

There was a saying I used to hear a lot whilst playing MMO's - dead DPS is no DPS... This seems to apply to battlecruisers a lot of the time as they seem to attract more fire than cruisers, and simply can't withstand it...
Elite Rice Farmer Jul 25, 2017 @ 2:35am 
Originally posted by Ruin:
Originally posted by Csupasz Pisztoly:
That's in lategame, right?

I'm in TNG era. Now with "Intrepid" advanced hull i can use 2 plasma phaser II and 2 Light modulated phaser banks, with 3 rapid fire photons. To power that, i have to put in 4 PXK Pergium reactor. This ship costs ~3200 material, with 11.2 material maintenance and does 94.94dps. A cruiser for the same cost does 55..62dps, while they are cheaper to maintain.

But my problem is this: the other BC hulls are on the same level in terms of dps with my cruisers. So they are not realy worth to build in this era. - in my view.

This is pretty much what I'm finding... To make them worthwhile, they need fairly latish-game techs, and a lot of resource investment, to the point where you can virtually build and maintain 3 cruisers for every 2 battlecruisers, and those 2 battlecruisers will hardly even last as long in a fight as a single cruiser...

On paper they might do more DPS, but only with optimal techs and specific equipment, and a only on singular ship type, but they are also such an expensive glass cannon that they're simply not worth the investment, and just seem to perform really poorly in my experience...

There was a saying I used to hear a lot whilst playing MMO's - dead DPS is no DPS... This seems to apply to battlecruisers a lot of the time as they seem to attract more fire than cruisers, and simply can't withstand it...
Indeed, a Battle cruiser require late-game tech for maxinum effect, eventually, they're still being "Useless".
Elite Rice Farmer Jul 25, 2017 @ 2:41am 
Originally posted by Csupasz Pisztoly:
That's deffinitly usefull! Can you please also give some recommendations to fleet setup for early, mid and late game?
Like BC's can be built quite soon, but withouth good energy modules, they can't use good / enough weapons. (that was my concern about BC's, even with PXK Perugnium energy modules)
If it's me playing, Then i recommend in early game you have a fleet of Patrol frigates and destroyers, then to the around early-mid when you have NX-02 cruiser, i still recommend to wait until you have constitution because when you have Constitution, your tech are much better for a cruiser work perfectly, then for the battlecruiser, i recommend late tech, because of their low-power input, they require a much more power-producing warp drive, Battleships can be equipped with Saucer Seperation (Same to cruiser) I sometime add in a little extra power generator for all the good crap in early game, when the warp drive able to produce much more than normal, you can remove them and replace with other modules, for assault cruisers, they're really good, however expensive and they require end-tech, their energy input are high but even a full set of heavy weapons still make them ran out of energy, For the escort, i recommend only use when you have good energy producer module or a warp drive due to their low power-input.

My fleet during each time of the game are:
Early game: Patrol Frigate, exceeding the max like 1-5 are fine.
Early mid game: Destroyers and a few Frigates.
Mid game: Destroyers.
Early late game: Destroyers and cruisers.
Late game: Battleship, cruisers, destroyers.
Very late game: Assault Cruisers, battleship, destroyers.

Why i don't use the Cruisers for very late? Because Assault Cruisers are way better.
Elite Rice Farmer Jul 25, 2017 @ 2:41am 
Well, i'm always end up as a big empire so i can afford that much.
Harel Jul 25, 2017 @ 5:37am 
A good job on the list, Colonel, it's nice to see that other people get the design to the point that they can articulate the underlying concepts and thoughts almost verbatim.

I should clarify, however, that battlecruisers out DPS cruisers by about 60% from about the very first time you get them, you do not need end-game tech at all. The issue is first and foremost that certain bonuses do not properly show up in ship designer UI, but only after construction, by using the full floating tooltip. Most of the bonus of the battlecruiser DPS comes from computers, and that does not properly stack up in ship designer.

However, to address this transparency of data our next major patch should transfer the bulk of the battlecruiser advantage in DPS from passive bonuses in components to the weapon selection, so it should be a bit more noticeable (while staying roughly the same overall in ACTUAL performance).

There are also some changes going on to destroyers, cruisers, heavy escorts (and as mentioned above, battlecruisers) that should make things a bit more clear.
Last edited by Harel; Jul 25, 2017 @ 5:39am
Elite Rice Farmer Jul 25, 2017 @ 9:31am 
Originally posted by harel:
A good job on the list, Colonel, it's nice to see that other people get the design to the point that they can articulate the underlying concepts and thoughts almost verbatim.

I should clarify, however, that battlecruisers out DPS cruisers by about 60% from about the very first time you get them, you do not need end-game tech at all. The issue is first and foremost that certain bonuses do not properly show up in ship designer UI, but only after construction, by using the full floating tooltip. Most of the bonus of the battlecruiser DPS comes from computers, and that does not properly stack up in ship designer.

However, to address this transparency of data our next major patch should transfer the bulk of the battlecruiser advantage in DPS from passive bonuses in components to the weapon selection, so it should be a bit more noticeable (while staying roughly the same overall in ACTUAL performance).

There are also some changes going on to destroyers, cruisers, heavy escorts (and as mentioned above, battlecruisers) that should make things a bit more clear.
Problem: Currently they're still easy to destroy.
Csupasz Pisztoly Jul 25, 2017 @ 1:32pm 
Originally posted by harel:
The issue is first and foremost that certain bonuses do not properly show up in ship designer UI, but only after construction, by using the full floating tooltip. Most of the bonus of the battlecruiser DPS comes from computers, and that does not properly stack up in ship designer.

Damn, that tricked me! Now i get it. Thanx!
Elite Rice Farmer Aug 8, 2017 @ 10:27pm 
Updated with now stations, too!
Elite Rice Farmer Aug 8, 2017 @ 10:34pm 
If i'm missing a station, feel free to tell me, i'll research it.
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