stellaris late game ship design
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- #6
They JUST released an update that changed the fleet balance in 2.1.3:
- Switched combat disengage chance so that Destroyers and Cruisers now have the highest survivability, followed by Titans and Battleships, with Corvettes coming last. 'Tis better to be the screen-ee than the screen-or
- Ships with weapons that have very low tracking will now avoid firing on highly evasive target if another, less evasive target is likely to become available soon (ie: Titans should no longer fire their main gun on corvettes if there's cruisers or battleships just outside range)
This might change a lot about what fleet composition looks like now. Pure corvette fleets are nerfed hard by this.
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- #8
If corvettes now really have lower disengagement chances than battleships, then I must assume running a pure corvette fleet would become a HUGE cost of minerals when you have to replace most of the fleet after each battle.
Maybe pure destroyer fleets will become the next big thing?
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- #9
In some cases ships retreating actually causes higher casualties, because that ship is no longer shooting missiles and so the enemy fleet will survive longer to deal more damage. Especially corvettes which would evade the next 5 shots aimed at them anyway. Would probly be a good idea to take a save right before a battle, then run it with and without the new update to see what changed.
Corvettes are still the best way (1 missile per fleet size) to deliver the best weapons (missiles/torps) so at worst they just trade less favorably now.
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- #10
so whats a good standard fleet/ship composition in late game. what type of weapon/support/accessory and what composition of ship?
Torpedo Corvs have been king for a while.
Apparently Arty Battleships are the next step.
Never mix fleets if you want to min/max. I do mix, but I know its terribly sub optimal.
stellaris late game ship design
Source: https://forum.paradoxplaza.com/forum/threads/late-game-ship-fleet-composition.1117855/
Posted by: augustinefirig1984.blogspot.com
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