Stellaris nsc2 fleet composition. The NSC2 S6 mod (see https: .

Stellaris nsc2 fleet composition Get damage or fire rate admiral and print more corvettes if you can. The contingency seems to pose a problem for many players (myself included) so I thought I'd take a crack at finding out an optimal single-type fleet composition. Advice Wanted So yeah, in my current game I have over 1700 Naval Cap but have no idea what to fill it with. ADMIN MOD Fleet Composition Against Great Khan / Marauders . I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. I refuse to have to retrofit my fleet for each of my wars, I want to As you mentioned - the thing what you do is, make seperate fleets - like 1 battleship fleet and 1 corvette fleet. Sometimes NSC requires reset to function well (deleting the mod, unsubscribe, then subscribe again). This is a writeup on the best ship designs in Stellaris v 3. Please, out of my heart, I just want to have a fleet composition in mind so that when I reach lategame, I make a fleet and then just keep slapping copy template for other ships. Members Online • iemfi . I haven't played yet A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. g. Question Hello I Play alot of singleplayer and wanted to ask if there are certain ship Designs or Fleet compositions which work very efficient against ai ships and Fleets, Probably not a bad idea to check out Stellaris Strat who's done a bunch of ship/combat videos. - 5x Carrier ( Amoeba Flagella ) - 25x Cruiser ( 15 Close Combat + PD , 10 Long Range Artillery ) - 10x Battlecruiser ( 10 Full Tank + PD + AC ) - 10x Battleship ( 5 Artillery, 5 Close Combat ) - 1x Dreadnought ( Full Close Combat ) - A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ) The Picket-class ship design, as we already mentioned, is a direct counter to the Missile-class design. I started playing Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Always make your own if you can help it. If you keep 1 corvette in your battleship fleet, the entire fleet will jump as soon as a single ship reaches the edge of the gravity well, so that can be useful. To use this mod in combination with NSC2, follow the instructions at Starnet for NSC2. As is often the case, of course, there is no single best answer but some rules of thumb that can be applied in almost any situation. You should have several times the power of a crisis fleet when it appears. Late-game Fleet Composition Advice . Fleet composition and weapons help upvotes What is the best fleet composition/ship designs to beat the Grey Tempest and their factory? Question Help Archived post. Are destoryers and cruiers any good? so it was already stated numerous times in this thread how all-corvette fleets are the bee's knees, but make sure you specialize these fleets. Min-maxers guide to fleet composition As a life long min-maxer the last guide on fleet compositions pained me. . Standard Composition for Armada groups, 2 Carrier Groups + 4 Fleet Ops groups per Armada, 1 Exterminatus to be added/Removed as needed. If this patch isn't working the way you want I would be very happy if you reported it. So in my current game (currently just waiting for crisis, and it's late), these are my fleet compositions: Carrier fleet: x28 Carrier Battleship Artillery fleet: x1 Titan, x14 Artillery Battleship, x25 Neutron Cruisers Brawler Fleet: x57 Brawler Cruisers Corvette Fleet: x230 Corvettes I currently have 3 Artillery Fleets, 3 Corvette Fleets, 2 Brawler fleets, and 7 Carrier fleets. Since Stellaris updates tend to be quite impactful, this guide will try to stay up to date. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). It took like 10 of these fleets to beat the Stellarborne. The idea being that the stealth corvettes could draw the fire away from the frigates so the frigates can do their torpedo damage. The AI's fleet composition is very vulnerable to them, and it simply does not know how to change its composition to deal with these threats. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. XD To express better my doubts, I'll tell what I plan in my current game vs IA, so you can tell me in what aspects I am wrong (probably most of them) and help you to explain me better how to design my fleet: 1- Missile corvettes in early. But me and my friends have come back to NSC2, and holy shit. -A huge main assault fleet, with largest ship set up with largest weapons at max range. I tend to favor kinetic weapons and giga cannons but imo depends on what counters your enemies fleet composition. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. A good fleet composition against the scourge? Question Currently I have 10 fleets with all of them having one titan and 20 battleships(10 carrier ships and 10 with only neutron launchers), all ships are fitted with anti Armor and anti hull weapons and have an equal amount of Armor and shield modules, any changes or additions to make it more effective? A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something That's interesting. Unfortunately this has some side-effects in that this fleet doesn't look great. I support this with Battleship carriers, and Cruisers with point It's year 2300, i am thinking to replace my corvettes with carrier ( i use NSC mods ) and then replacing destroyer to cruiser so the composition will be. Mixed fleets are bad, you don't want anything besides Battleships in your late game fleets, besides maybe 1 or 2 Corvettes just because it lets you get out of a gravity well faster. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. It can still work in the right circumstances, but you have to be careful with it because a fleet composition of mostly Destroyer and Corvette will have a field day against this kind of weaponry. Besides building like 100 corvettes, the next bet is just max research for guns and get destroyers and stuff that will decently counter their fleets of like 50+ corvettes. They'll have everything from Corvettes to Battleships. The mod adds in not just new military ship types, but tons of different (and frankly ridiculous) ship sections, such as a cruiser mid section with 4 X slots on it. 6 Fleets can repair while cloaked. Because of the Titan shield penalty to enemy ships, I tend to build an artillery fleet around them, using kinetic and energy artillery. I will also run a few mono-corvette fleets because of how fast they are. " And the NSC2 discord is a good place to ask questions related to NSC2. However, these mono-fleets have weaknesses and are less effective against small ships. midgame fleet composition more varied (for example make AI sometimes use carriers as their main force). 2-4 Interceptor Fleet Groups at key chokes or Defensive points (Like L Gates) If not mothballed to free up fleet support. I'm trying to determine the proper fleet composition (fighting AIs) given all the new stuff out. I'll have to take a closer look at that. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I think militant uses more armor and rail type guns, so lasers and shields counter them. First few games were pretty equally matched but then he discovered a fleet composition I can't find counter against. This is because the additional Point Defense system has a huge advantage against incoming missiles and will be able to neutralize the majority of them. Whether you’re a seasoned player or new to the game, understanding how to Optimizing Fleet Composition. upvotes · Fleet composition upvotes By default, Starnet/Startech are trying to build what, I believe, is the most efficient AI fleet composition. So I just sit on the defensive and counterattack after the enemy fleet dies attacking my starbase. - 5x Carrier ( Amoeba Flagella ) - 25x On the latest version I run full fleets of Cruisers with torpedoes, swarmer missiles in medium slotsnormal missiles in small slots, computer set to artillery mode. , all stressing armor and kinetic, or all shield and missles, or whatever, depending on how my enemy is A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ) 1 or 2 Cruiser Fleets for secondary attack routes and wrapping up isolated The default late-game fleet composition is 80% Spinal Mount Artillery Battleship mixed with 20% Spinal Mount Carrier Battleship. Hello stellaris community, I recently started playing stellaris and got better and better over time. I wonder if it makes sense to have all sizes, or would corvette spam be the best? A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. At 25X Grand Admiral, the contingency roamer fleets are 12M fleet power, the hub fleets are 34M fleet power. Target Aquisition Array affects all friendly fleets in system, thus ideal for missiles. Become their thrall and follow their fleets around with a science ship. Hey all, returning player and am in late-early/early-mid game and wanted to know what people have found work well for the makeup of fleets. I just have no practical need for reinforcement or micro-management of fleet composition. So economy is important as well—but wouldn’t account for the difference between op’s corvette fleet and battleship Typically, assuming typical situations, I wouldn't have touched my fleet at 2250 as I'm focused on improving everything else, instead opting to be friends with my neighbours and get defensive pacts, then by 2300, I try and get a single fleet to max capacity, which would normally be around 60 Corvettes, 2400 will vary wildly dependant on play style, but if assuming an aggressive one, I've been playing with my friend a lot recently and we dived into NSC2 mod. Oh boy, preach! Hey, I realize there are literally thousands of Stellaris mods. Members Online • kylemh. Anyways, the optimal fleet composition is to only use ships with the same range together, so don't mix short range Corvettes and Cruisers with long range Cruisers and Battleships, as mixing them will screw with the combat computers and result in long range ships moving in way closer than they should. For every 2 cruisers you have, you should have 3 destroyers and 5 corvettes. Destroyers are your DPS ships with their Large weapon slot and high tracking. AI will try to build what I believe to be optimal AI composition (a lot of battleships) but if it's something that you do not want to see, take a look at a submod that will instead force AI to I don't see how this doesn't 'fit' Stellaris - if anime girls fit Stellaris, a mod designed to emulate classic space opera fleet composition surely does. Set them all Hi guys, I am still fairly new to this game and was wondering if there are any best practices regarding fleet composition. I work hard to get intel on my neighbors' ship design, and all my fleets will follow the same pattern: e. I've been playing with 100 corvettes (plasma and autocannons) and filling the rest with battleships (artillery) and dragons if i'm going that route. Reply reply A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. early to mid game: If you rush for Cruisers they will pwn both Corvettes and Destroyers on both a pure M slot (broadside) You need more firepower. Overall whatever combination of the other ship types works just fine but cruisers are a solid investment and destroyers are effective against mass corvettes, just keep in mind what your ship loadouts are effective at doing and play to their strengths. In singleplayer you can just mass these, the AI will never counter them. Members Online. That seems like a setup issue to me. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Typically I will go for a backbone of Carrier fleets, then back it up with some Corvette and Torpedo Cruiser fleets, and once the crisis is coming phase in some Artillery fleets. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. But if you tried that in multiplayer you will get countered, hard. Once I get torpedoes, I will go back to upgrade any existing corvettes and fill out a fleet of them. My standard NSC2 composition is: Corvettes and Battleships, with a lone titan, fill all of the fleet roles in Stellaris. General Information: All of the series of Fleet Formation mods are created with the intent to clean up the fleet formations and to provide a more cinematic view of The Bulk of Late game fleets covering the Carrier Fleet. I haven't really noticed fleets with mixed computers behaving strangely. On grand admiral that could be 70k per fleet, with Khan about triple that, and spawns in ~10 fleets. Understanding Fleet Composition in Stellaris Before we embark on the journey of building your fleet, it's essential to grasp the different types of ships available in Stellaris. As little as 10 per fleet is effective, and they can join up or go on their own. 10. So for the things L M S Is it better to specialize each fleet, rather than have a mix of ships assigned to an admiral? Also, do you prefer certain skills based on fighting style of the fleet? Example thinking: capital ships + Admiral with 20% range boost corvettes and frigates (small attack types) + Admiral with increased rate of fire Any other advice? 5 Always choose the engagement. So here's a literal spreadsheet with all the numbers. Share Pirates in Stellaris are far too stupid and basic to be interesting. Also, my non precursor fleets were around 10M fleet power each. In singleplayer, you can just mass Arc Emitter Carrier Battleships, as the AI's preferred fleet composition is extremely weak to them. TLDR: Instead of striving for perfectly balanced fleets, the developers should instead encourage the use of several different fleet "builds" all focusing on one particular ship type. My current endgame fleet looks like this (based on a Reddit thread, 130 size): 20x Dasher (3x Autocannon, Swarm-Computer, Full-Afterburner) A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I know about torpedo bonus damage to large ships, and I understand most of the stats (tracking evasion Mod updated for Stellaris 3. So to recap the battle task group composition: 1 Corvette Fleet as fodder erm Auxiliaries. Should I focus on Corvettes, Destroyers, Cruisers, etc? When and against what should I use which? Also can I rely on the game to automatically build the best ship out of my current tech? I don't want to go too much into detail for now if possible, just some Okay so it's kind of the consensus around here that NSC2 is a bloated mod that adds way too much while really only shifting the meta from "Neutron ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. With a Determined Exterminator as my neighbor. Change all pickets point defense to alpha damage. Pure corvette fleets make for good QRF and good anti-small ship duty. Although my fleet power was closer to 300k than 200k (and later in the game, surpassed 500k while I was fighting two AEs, a federation of two large empires and an independent empire simultaneously) Currently I'm just running as many cruisers as I can, fitted with disruptors + torps. Is it a good idea to have a "mixed" stealth fleet? My idea was to have a fleet of stealth corvettes and stealth frigates. This build is mainly designed to counter enemy missile Corvettes and will be pretty useless in any other type of “job”. A starbase with 2x hangers will destroy most attacking fleets without loss. This guide aims at giving outlines and tips for the best fleet composition in Stellaris in 2021. since they overflow). i like to eventually have several different corvette swarms of mixed builds, but i also tailor specific fleets for specific purposes. Khan has super buffs you need to kill it with more pewpew. Research the tech they leave behind and build your fleet to eventually counter them. Question I know this topic exists many times, but answers seem Thanks for that link to the AI's fleet composition, I never knew that was there. I think it is a great mod for MP or RP but given that the AI has no clue how to use the new options well, you will dominate the galaxy for sure. You engage first with the corvettes so they soak damage (due to high evasion) and after a very short period of time you engage with the battleship fleet so they do the dmg from afar. On default they’d be around 30-40k per fleet, with Khan about double that, and usually spawns in 3-4 fleets in addition to Khan. There is no reason to use Cruisers or Destroyers at this late stage of the game, everything they can do, I wanted to ask people how they're composing fleets in the mid-late game, really after cruisers are unlocked for everyone. Now, just to clarify. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. A 6000 ship fleet. The starbase additions make the game too easy especially the astoroid mining. There is a Synopsis with the conclusions at the end of the post. I’ve been playing with NSC2 a bit recently and am curious as to what peoples general fleet comp is. So, how can you single out just one for this sort of teardown? NSC2 is just egregious, game-breaking, numbers-for-the-sake-of-numbers style components. With the precursor (hyperions and battlecruisers) fleets being around 20-25M each (est. Then, use the planetary decision "Mothball Fleet. Then my fleets can destroy their starbases. He's Terravore, he rushed propulsion and missile upgrades and he's using corvettes with following setup: Armor/Hull tank (no shield) Afterburners The three ship designs that dominate the current meta are Artillery Battleship, Carrier Battleship, and Torpedo Corvette. Reply reply But for the case of nsc2 not sure how that affects your issue. * Are corvette swarms still good? * Does the fleet AI work if you combine 20x corvette, 5x destroyer and 2x cruiser?(or whatever mix) * Are Cruisers good again?(they got nerfed hard at one point and advice was to skip em for a Fleet composition, The way Stellaris is balanced, having fleet is a huge investment which won’t ever pay off unless you go to war. For the endgame, I use fleets consisting of 2 Titans, four to six strike cruisers (they stay out of fight, only for their buff) and the rest is usually dreadnoughts with XL and L weapons. That rationale is based on other constraints. New comments cannot be posted and votes cannot be cast. The fleet composition comment was directed at OP’s battleships hitting only 100k fleet power. Is it effective resource use? I've read a few guides about it, but it's a quite complicated topic, and some guide are about different patches with different metas. In lategame AI will be using almost exclusively battleship fleets, so if you enjoy watching space battles you will get deprived of some of the fun because AI will not use neither cruisers nor The problem is that the AI heavily favors balanced fleets. Different ships have different pros and cons, and depending what you're up against you will find different ship types advantageous. Obviously part of main battle fleet. Then each ship class below it made to defend the biggest attack ships not to attack. AA's The Fleet, I've pretty much been able to steamroll AE fleets with pure battleship fleets. 8. (They are crewed by aliens and those on penal duty. With this in mind, my recommendation for composition is 2-3-5. That said, are hatchling dragons good at replacing battleships? theyre the same ship size i think. The best counter to a balanced fleet is to take advantage of its weakest element - and in this case, that means just wiping out their battleships with your own long-ranged weapons. Designing an effective fleet in Stellaris is a complex but rewarding process. How are you supposed to deal with the massive fleets the AI starts with. I also realize that many of them have absolutely bonkers, thoughtless additions to the game. Luckily, each Fe uses a unique fleet set you can counter. Reinforcement due to the vulnerability and the untidiness of single ships flying everywhere. What's the best composition to use? I'm mid game rn Well you should not be running Torpedos+Disruptors ever, when you are using disruptors you go full Disruptors and nothing else. These form a counter triangle, with Corvettes dodging inaccurate Artillery shots to deliver powerful Torpedoes, Carrier strike craft shooting down the Corvettes and their torpedoes, and Artillery Battleships crushing Carriers (or, more generally, anything that isn't a AI fleets always have a mix of ships. 25 (I think) Galaxy size: Default? Average size of crisis fleet: Roaming 125k, Defensive 250k State of Contingency: Basically defeated. Running out of energy, alloys, and rare resources will gimp the fleet power significantly. Meanwhile Alien Adrien is out here with a fucking 5K fleet. They really do seem to get the job done. And fleet comp just tends to be Corvettes or <biggest ship available> or some mix thereof (plus an assortment of whatever junk has survived the game thus far. i frickin love building one fleet loaded with advanced afterburners and the admiral that provides sublight speed boni Against the AI, battleships beat everything but it's obviously expensive and impractical to rely only on them to win. To use this mod in combination with ESC, edit: I currently have a good mix of every ship type There is no such thing like a "good mix" in Stellaris. I do try to research cruisers before the AI does. As my fleets grow or I take losses, add some carrier battleships into the mix, about 4 or 5 per full fleet is enough. It tested more effective than a battleship artillery fleet and I was obliterated, despite having almost double (600k to 350k) their fleet power and the ascension perk that gives extra damage against FEs. An argument can be made for Carrier cruisers, but destroyers, The fact that my fleet composition has a well-defined roles in the game adds to the roleplay value, The NSC2 S6 mod (see https: I can add multiple copies of a flagship I designed to a single fleet using fleet manager but clicking "reinforce fleet" button for any fleet will show a message like "unable to build flagship ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. By understanding the basics, specializing your designs, and optimizing your fleet composition, you can build a force capable of conquering the galaxy. But anyways that's just a The only exception is when two ships are designed to work together, like Artillery Battleships with Neutron Cruisers, in which case they go in the same fleet. This was a community request to hopefully help the AI to install longer range defenses for their starbases rather than using only short range torpedoes. The Minuteman Torpedo can now be equipped on all starbase levels (except the Outpost) and all 3 sizes of starbase defense platforms. Disruptor or “balanced” (energy, kinetic, and either pd or another energy) corvettes work wonders. It's year 2300, i am thinking to replace my corvettes with carrier ( i use NSC mods ) and then replacing destroyer to cruiser so the composition will be. It just keeps spamming Corvettes as the backbone of its fleet and there is no Corvette design that does well against Carriers. Mono-cruiser fleets are totally Destroyers honestly kinda suck, Corvettes are replaced by Cruisers, not Destroyers. So I was wondering what would be the best composition with Battleships, Cruisers, Destroyers, and Corvettes and what should the design be because honestly I just stuck as many things on them as I could put all of them on super hostile (had 40 corvettes 30 destroyers 20 cruisers 10 battleships) and I did not get the best results in return. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. WARNING, DO NOT READ Early game when the AI only has corvettes. when the opponent is roughly equivalent in force but we don't know what are the opponent's strengths and weaknesses. A well-designed fleet is more than just a collection of powerful ships. If for some reason you are in a situation where your fleet and the enemy crisis fleet are at around the same strength then maybe, but that should never be the case. Real world ship roles, TV budget, Tactical offloading to the player, narrative and so on. I usually include them as a screening force in any fleet. In the vast universe of Stellaris, fleet composition can make or break your empire’s success. But I've also been enjoying missile cruiser fleets with destroyer screens. This one could be fixed by having different AI empire types use different fleet compositions. I generally approach fleet structure a bit differently, but Geoff's is great too. This mod IS NOT compatible with any other fleet formation mods. early game: Corvettes are bread and butter since everyone has them, Destroyers will pwn Corvettes if fitted properly (the AI doesn't fit anything properly). Maybe your enemies gunboat cruiser fleet is the perfect counter to your evasion destroyers, so you would have to then compensate through changing fleet composition or ship design. How is the player suppoed to deal with this? Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. If I were suggesting this a change to the main game, sure. Any empires running a lot of corvettes can probably go toe-to-toe with these fleets, and if you aren't dealing with Awakened Empires or the crisis then you should have a more diverse fleet. Corvettes are extremely cost-effective and in large numbers can devastate fleets and be surprisingly tanky with their high evasion. 2- Hi I’m semi new to stellaris and I was just wondering what’s the best compositions for fleets as well how many fleets do But always be sure to check their equipment and spec for what you’re fighting. The game offers a wide array of ships, including corvettes, destroyers, cruisers, and battleships. It's about synergy and balance. But I love how your starbases actually are strong and can defeat Fleets wth higher naval power on their own. Setting: Difficulty: hard Crisis multiplier: 1. The fleet comp is: Strike Cruisers are basically faster Cruisers with no ability to mount larger guns they're great for harassment fleets but not great for late game Dreadnoughts are just expensive as hell I basically have them as flag ships for my small local sector fleets they're good but it's going to be a century long process to get enough for a Uber fleet In the late game, I split each fleet in two. Local empires? Mixed fleet composition using heavy Artillery, Neutron Systems, and Plasma can do a lot of sustained damage on What's the current thinking on what's the optimal fleet composition for the universal fleet in mid/late game? E. Through much experimentation, I have found a general fleet composition that is fast, effective through all stages of the game and usually hits above its fleet power. Conclusion: Mastering Stellaris Ship Design. What does a good fleet composition looks like now? I did the (likely) super noob move of having 20 corvettes, 20 frigates, 18 destroyers, Thanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Just inspect a fleet of theirs to ensure that. Your situation I would ideally aim for a Khan fleet power and number of fleets would depend on difficulty. As a militarist with Supremecy finished, my fleet is MAYBE 1K, and that's if everything is just PERFECT. Fleet composition, weapon composition and tech choice are improved to create a coherent gameplan, you should experience AI having spikes of power when it reaches next milestone. One is the battle fleet, and is made up of artillery battleships and picket/hangar cruisers. Once battleships are unlocked I will make artillery battleships and mix my cruiser carriers in for swarm and missile defense. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. This version of the mod is not designed to work with any mods that changes a solar system's scale or changes the scale of the ship models. Fleet Builds I'm kind of new to the game, any advice in ship desing and fleet composition? upvotes Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. 3, and yes I know it's quite long. Fleet Composition/Ship designs against ai . This can maximize damage and minimize losses. Here are some tips for optimizing your fleet Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. qolz ijiqidy rotgur fobii jfml tbywuz qrfa chado lzx wsjg