The perfect fleet (Stellaris)
People who figured out how to build a fleet. The perfect fleet.And then the game is too much different guns. Almost more than slots to install them. And these guns give something who is effective - is not written anywhere.
In the end, I just rely on the magic enhance and all....
So.
1) What proportion of the number of ships in the fleet to be perfect?
2) What fit ships? How to understand when it is better?
3) is it Possible to rely on the magic enhance?
russia234
Strange I have stormtroopers to work fine...made a carrier with the hull of the cruiser and battleship are all excellent,especially against uninvited...
1Archangel1
The problem seems to be understood, because of the shootings tachyons corny they could not fly. Where indicated the range? It's range?
You nomads saw? 1 fleet, but almost 250K power, I have all the fleets only 190K gain(
And now the news.
The inhabitants of the Imperium at the end of the war with a Stagnating Empire Ka-Lot'Xa our military Ministry amends the tactics of space battles.
Removed all long-range weapons(Tachyon) the fighting is only at a distance of clinch(1), the basis of the Navy's cruisers, with a strike team from the modified battleships(Plasma guns, Lasers, Disintegratory),destroyers modified for defense of important systems(deleted MICS, enhanced weapons).
For the defense of Holy Terra created the naval connection Legio Custodes. It is designed for a defensive war, so it used only the Battleships, as the old school (Archer 5 (tachyon and air defense), Pranik (5 neutron torpedoes and air defense)) and new ( paladin(2 Disintegrator, 2 Torpedo setup, 3 Plasma guns) Sniper (2 Disintegrator, 2 Laser cannons, 3 Plasma guns), Farmer ( 1 squadron of Fighters, 2 squadrons of ground Attack, 4 points of defense, 1 Disintegrator, 2 Plasma guns))
With news of a Warmonger, until we meet again.
For The Emperor! For Terra!
Copirait SEGA Inc.
Copirait Games Workshop Group PLC
1 is the Distance, clinch, fighting in short-and very short distances on ships, airplanes,tanks. Infantry analogue is the fire dagger.
The latest instalment of the fly only with some corvettes. Neither fallen nor intruders, no one can stop Roy)
Still dodging ~80% pulls. But if the enemy missiles, then a few ABOUT ships solves this problem
In the beginning, until I developed making bag: corvettes+destroyers+cruisers: 4+2+2 respectively. Then as I opened the artillery, air defense and proto-torpedoes(so like, a blue such), then one pack of 4 battleships(one aircraft carrier regenerating HP ships, the second from proto-torpedoes and shields, the enemy, the latter both with air defense artillery(1 thing on the bulwarks), 4 corvettes and a mix of destroyers and cruisers(on points 10-16). This link makes everything great: corvettes still do not have time to fly up when the artillery already destroys the target. Well, the corvettes just as meat, they quickly submitted - they fly faster than other ships. I'm playing yet.
Pomu4
And how many corvettes effectively resist the fleets of the extinct Empire or intruders?)
Ogyr4ig
Depends on the level of development. If it is approximately equal to the loss is not very large in ranged combat Dodge, but in the melee of the problems can be, as they have fleets as I understand from the battleships and cruisers, so onii corny flooded with plasma.
Each type of weapon for their good, but the main indicator of the efficiency of damage/day, as well as accuracy, effective distance, etc. setprintrange Let voids was useless to use weapons not penetrating through the shield, as their shields time to recover. With them it was very difficult, it would be easier in a state of war because the entire Federation fleet for me to fly, but during the war I proignoril and then, when they captured a couple of systems I had to take alone their guile, 2 fleets, the 1st draws them all into battle, the 2nd breaks through the protective FORTS in the portal and closes it. fuhhh that I digress.
In General I have some good systems, some captured, and I think the battleship should be all of them.
Directed arc radiator - raising with a huge range, accurately and in pain (though as lucky as a large damage range 1-195)
torpedoes BYuT worse but fly slowly
armor-piercing avtopushka most effective at short range against small targets, and has the damage/day is almost the same as the disintegrator matter, that I will not say exactly, because have not really had a chance to experience, I know that he has good damage day, 100% accuracy and range is good, he got me from voids.
Well, that's basically all my battleship meets a good discharge of distant and disperse trifle with autocannon. And by the way, you can see the effectiveness of their weapons and defenses during the battle at the bottom of the window. If you hover the cursor over the squares you can see the effectiveness of nearly every turret.
Elek3k
This assessment of the effectiveness of working quite strange. It is the best weapon - lasers. Other weapons don't need...
Ogyr4ig the distance numbers are rising arc aimed at the emitter, then began to catch up with what the average torpedo, and then plasma turrets, and by the end of the battle approximately leveled off.(of course I used the latest models with roughly the same damage/day) it All depends on the distance and the fleet which is fighting. Therefore on a large ship it is better to have several different weapons systems.
And what better corvettes arm? I have all the corvettes bristling with auto cannons to destroy the enemy fighters, but if the enemy has only corvettes, destroyers and cruisers, because auto cannons are useless? A bunch of corvettes all with auto guns, probably to sense from them will be zero.
And the better to arm a battleship? It should be just a little, or better on one battleship to supply only small arms class S and M to deal with small change, on the other to supply only to large weapons class L to fight with the same ships?
Say that you need to look at the total damage the ship. So, if the ship is to deliver only the large weapon class L then he say the damage will be 500. If on the same ship to supply only small arms S of class, the 500 damage will also be due to the fact that the guns are weaker, but they are in greater number, and therefore the damage is the same.
Podvipodvertov
Um.... The biggest DPS of the carrier, there are 3 hangar for 22 damage every 2 M, 6 S and 3 ports to choose from.
S, you similar even with M damage will nanosources. L is long-range guns(Tachyons, Kinetic artillery, energy torpedoes that ignore shields and armor, just some missiles, missile swarms, and top anti-aircraft gun( it is nearly useless)) else normal valine to you, what is the turret S, M, L, depends on the damage and range of recharging ( range and slowing).
Battleships at least 3 types (melee, no ranged weapons, only lasers, plasma, disintegratory, the Gauss, far (better energy torpedoes povtykat ( damage and DPS according to the tables below, but in practice, above( ignore half of armor and shields)) and the aircraft carrier.
Detail a ground attack against it has turrets on the S cheap and practical and L road powerful, but not rapid-it can evaluate and enemy ships.
The cruiser the taste and color of comrades there, but autocannon and Gauss do not have a bonus to penetration of protection, that is plasma(laser) damage-(armor-50%) with disintegrator too, but they are the shields better damaged. There are still disintegrator matter he of intruders seems to be distracting ignore shields and armor, but the damage stretched the HORROR!!!!
You need to coriaty stagnates and destroyers(except artillery) don't take they climb in melee, and their vessels accompanied by plasma harness armor, and shields spread disintegrators, cruisers have a lot of variety, battleships is controversial, they don't move slow, but if you get damaged well.
By the way Auras work?
I corvettes Gauss on M and on S autocannon armed, but their destroyer at least one soprovojdat PVO plasma and disintegration. Missiles and torpedoes is early-mid game, then it's hard to let them down so they are not merged, and they damjili and not banging on their shields and defenses. ( Played against some rocket, when pumped air defense and about a quarter of the corvettes modol he began to merge). And the mosquito fleet is good, but in battle of the battleships they bacti useless (if not defense) since they are usually cruiser drained. ( I specifically did a project hunter of corvettes, but he splendidly slowpoke against all the others.
XS many Tactics for every situation you can choose. I have a scenario like this 10линкоров, 8 cruisers, 4 destroyers, 4 corvettes such a hodgepodge (the figures given by the ratio, for a better understanding ). The guns ON the battleships - a tachyon, cruiser - tachyon, destroyers with torpedoes, lasers, corvettes lasers. Such a number of corvettes and destroyers is enough, in order that while they tank the cruisers and battleships were all killed.
Effectively use this fleet:
Battleships:
Class Lightning. Zip 120-range L-class. +Suppressor shields.
Class Spear. Tachyon lance of the L class. +Suppressor rate of fire.
Class Titan. A couple of tachyonic L-class and anti-aircraft guns L-class. +Trade 5.0%\months
Ballance battleships - 1\1\1
Corvettes:
- All corvettes just for the evasion, the maximum amount of maneuverability and shields\health.
The total balance of the fleet 25-30 battleships\50-70 corvettes.
Effectively use this fleet against any opponent. Corvettes take up most of the damage, but because of the high maneuverability quite tenacious. While the corvettes are working a human shield, battleships shred the enemy fleet from a distance.
Ilya Cancer
I tried different configurations and realized that it is best to rely on destroyers and cruisers with kinetic batteries and battleships to use as a walking aura and about auto improvements it is better to divide the fleet in his time
After patch 1.5.0 the entire working mechanics broke. Now damages only, against which no defence to the enemy. If simultaneously attack several empires and they have different protection technologies - you're finished.
From my personal experience. There is nothing worse than a crowd of corvettes. I'm serious.
230 fleet of corvettes (up to 250 can be raised) who have evasion 90%, makes any other build with equal technology. And output two fleets at once... Too many goals, too difficult to get, and they actively fall. Plus the speed of movement of the corvettes is much higher than any other in and out of combat can go with a much smaller losses.
Weapons. Universal options: plasma, auto cannon, missile complex. Plasma and avtopushka best sharashit shields and armor. If some particular opponent, can the same three guns to deliver. For example the dragon, there are no shields, so one effective approach is to use plasma. Missiles only good at the beginning, then there are cruisers with air defense missiles and dramatically lose efficiency.
Protection. In principle, it is best to use shields, and armor. But if the enemy skewed, for example in energy weapons, you can veshatsya shields.
Special question do you have gas, dust and crystals, because the most fashionable components require this stuff. Seems researched, why I have such a weak Navy? And auto-complete sees that there are no resources, so can not build and sets available.