Song List (in used order): 1. Razormind - Payday 2 2. Ori, Lost in the Storm - Ori and the Blind Forest 3. Deep Freeze - The Mean Greens Plastic Warfare 4. Fish Tank Frenzy - The Mean Greens Plastic Warfare 5. BONUS Factorio Gameplay Trailer - Factorio 6. Calling all Units - Payday 2 7. BONUS Factorio Trailer - Factorio (yes this is a different song compared to song 5) 8. Attack of the Glyphids - Deep Rock Galactic 9. The Waters Cleansed - Ori and the Blind Forest 10. Restoring the Light, Facing the Dark - Ori and the Blind Forest 11. BONUS Factorio Gameplay Trailer - Factorio
Now do this but with a mod that adds all combat computer types to all ships artillery Corvettes are nice (It's dumb, but it makes the early game more fun)
Low IQ: I put disruptors on cruisers mid-IQ: NO I HAVE TO GET A FULLY BALANCED FLEET SETUP THAT COUNTERS EVERYTHING AND STOPS EVERY ENEMY COUNTER high IQ: I put disruptors on cruisers
mid-Roleplay IQ when playing single player: NO I WANT TO GET A FULLY BALANCED FLEET SETUP THAT COUNTERS EVERY CRISIS AND STOPS EVERY CONTINGENCY I CAN THINK OF
@@blacktigerace6687 if your economy is immensely better than theirs and you can field 5x their naval cap, i dont think a small counter will change the outcome of the battle to much
Early game - Disruptor corvettes and destroyers. Research T2 lazers asap and if you roll disruptors do not ignore it. 100% accuracy and 60% tracking completely evicerates corvettes and destroyers. Mid game - Cruisers - Long range full missile or close range full torpedo with disruptors. End game - X slot battleships with a screening fleet of corvettes or destroyers. I personally always like to outrange the enemy and prioritise admirals with extra range and the war doctrine to increase it. With a kiting fleet you can kill AI with zero losses and allows you to clean up an enemy empire quicker.
cruisers with just whirlwind missiles does slaps everything in the face when they are in a fleet. i ended making more cruisers than anything else in my fleets
Only thing im hoping for is rebalance of ship sizes in relation to naval cap. Corv/Dest/Crui/Batt could be 5/10/20/40. One BIG reason behind lategame lag is just the pure amount of ships. On the other hand, ship components are probably in the best place they've ever been in Stellaris history imo
I remember a multiplayer game me and some friends were doing, one of them rolled the Zroni and rushed PSI ascension. They managed to get Psionic shields by like year 40, all they needed from there was hardening (which they had) and suddenly they were basically unstoppable until we reached Kinetic Artillery Or at least they SHOULD have been. My dumb ass got Null-Void Beams super early, and combined with my energy weapon focus, I somehow managed to steam-roll his ass so hard he had to resort to exploiting my IRL stupidity and sent an "Achieve War Goals" peace offer at me It worked
Thanks for reiterating what I've always thought in strategy games; reliable, not unstoppable. People forget meta stands for Most Effective Tactic Available, and forget about the Available part. It's also a good refresher on Stellaris, maybe I'll have to start up a game now.
Meta doesn't stand for anything it's a greek word that meant 'beyond' as in beyond understanding, literally the exact opposite of this bs you're selling. It's not some acronym based on game theory, I refuse to let revisionists rewrite history without anyone checking their ignorance.
@@WhenDevilsDuel when am I referring to any etymology concerning the Greek root word (ex. metacognition)? It's about gaming. If you are to spout this grammar nazi nonsense you could have done a simple google search to understand that Most Effective Tactic Available is a backronym related to games and it's not going anywhere. Call me revisionist, but I am calling you context ignorant and lacking critical thinking.
@@ryanc1592 irony at its finest. Metacognition isn't the root word. It's just meta, meta is the original. Metacognition was made long after just like every other word that uses meta and your acronym that was invented in the damned 80s, hundreds of years afters the first initial use of meta.
@@WhenDevilsDuel Yet another slip of critical thinking, because I said "(ex. metacognition)" where "ex." is known to mean EXAMPLE. It's not all or nothing, I gave a single example and you act like I ignored it all. You are someone who deals in absolutes, and I do hope you learn to not be so bitter old man. Is a backronym really the hill you choose to die on in this day and age?
@@ryanc1592 I'm not reading all that Mr pseudo intellectual, I've played with your type plenty already not interested. As I said I will not allow revisionism to go unchecked, I have no care for actually arguing with some pathetic person desperate to prove themselves to strangers who will never remember them anyways. You have my permission to do something better with your life now. Edit) also, good morning.
I don't play multiplayer, but I've found that my favorite ship type is what I call a "battlecarrier". It's a battleship with a carrier mid section and a spinal mount, and swarmer missiles on the back. I like this design because it allows me to have a large number of another ship type, like cruisers or corvettes, while the battlecarrier with it's arty computer can provide supporting fire with it's spinal mount while being in a semi support role. The battle carrier also hard counters all but the newest end game crisis, you just have to be sure to refit it's spinal mount depending on the crisis: Unbidden: Use arc emitter with missile cruisers. Prethoryn: use lances and no other ships (seriously, the battlecarrier counters the prethoryn the hardest) contengency/fallen empire: use arc emitter And with Cetana, her lance weapons just invalidate large ships of any kind, so even battle carriers get screwed, although arc emitters can destroy a few of her escort craft in the opening volleys, just don't continue production of large ships when fighting her. I just like battlecarriers. simple as.
@@thememedad202 if you look at the HP distribution of contingency or fallen empire ships, you'll see that most of their HP is in sheilds and armor, not much in hull. So weapons that penetrate strait to the hull are very powerful against them.
@@thememedad202 yes, disruptors on hoards of small ships does work well against the contingency, esspecially because the contingency ships don't retreat, which negates a major downside of disruptors. Fallen empire ships though have lots of superbuffed PD, which can fuck up hoards of small ships, and they can retreat. Battleship spinal mounted arc emitters have the same penetration as disruptors but they can also do what disruptors can't, which is strike from long range in large bursts of damage. Sure, in a 1 on 1 fight, a battle carrier with this probably isn't winning, but in a 3v1, or 4v1, the arc emitters delete the ship in the opening volley. And you have a doomstack (if you've been playing well), the crisis/ fallen empire fleets dont ussaully stack, So you defeat them in detail. I have witnessed a doomstack which included over 100 battlecarriers with spinal mounted focused arc emitters absolutely delete a roaming contingency fleet in the 1st volley.. In the fallen empire matchup, that same doomstack can destroy most of the escort craft of a main battlefleet in that opening volley. It is worth looking into.
@@thememedad202 Naked Arc Emitter battleships is the way against high level Contingency. Everything get's melted when they close in with the Contingency unless it's lower level crisis. Naked corvettes are good at shielding the battleships if you have to jump in closer range so you can survive all the particle lances from the bots.
Haha, a devouring swarm with cordyceps drones, a small amoeba with 85% evasion, built-in fighters, 10% regen per day and a total HP 3 times more than a corvette. Yes, information is king, as soon as you see "THIS", you can press alt + f4.
I considered doing that as well, but the headache of constantly replacing them became too much. Nowadays I just use artillery/carrier battleships with a 2:1 ratio, with artillery to kill large ships and carriers to kill corvette swarms
Thanks again for the info you have made me the most dangerous empire in my friend group and I've even won some wars I should've lost in public matches too. My favorite memory I had of this was when I was at war with a empire 5x stronger the mine and needed to make ships fast sadly we didn't have the alloys so what I ended up doing was just pumping out cruisers with no armor no shields no weapons just hangers and engines then we kited their whole navy while the strike craft picked them off. My overlord was dumb founded that I survived let alone killed the enemy fleet. (they had cruiser with full distributors) Further context my overlord started the war without asking me thinking I'd be cannon fodder to buy them time.
Actually, corvettes can serve a good purpose if built into fleets to use a tactic most fans of Total War are familiar with, good at everything infantry chaff. Cheap units are designed to soak up the damage for other more important units while still being able to do some damage before dying. The AI targets the first ship to engage which are usually corvettes as they will reach their target first. If mixed with a fleet designed for long-range combat, you create a huge gap between forces so the more important ships are less likely to be targeted and destroyed. And while it can be expensive in the long term, it is far cheaper than replacing destroyers, cruisers, battleships, and titans if you guess. Combine with some mixed weapons means they will do some damage before being destroyed while ensuring a larger number of your fleet survives even if means retreating while doing some damage regardless of your poor guessing of your enemy's weapon layout or your enemy made a good counter beforehand.
For bypass the tactic, that works very strong is arc-emitter, and strike crafts. In fact the battleship with that build has only one non-RNG counter. Neutron frigates can defeat it with a 1,1 ratio. Meaning, that if your battleships are outnumbering the enemy by 15% navy cap, then they already win despite the counter. And i tried all sort of hardeners, and it was never enough. For RNG counter the one other solution is to have some health upgrades. Using 1/3 of armors as crystal upgrade pretty much any type of conventional build can defeat it.
Meanwhile, the Nanite Accended Machine Empire which has put out more ships then the AI has Habitats for no upkeep. While you played Rock, they played Zerg.
instant hit Artillery! swarmer + carrier is a "Delayed Hit" kiting combo and thus gets completely smashed up by an "Instant Hit" kiting combo aka Cruisers with Kinetic Artillery + Neutrons or Battleships with GigaCannon/Tachyon Lances + Plasma/Kinetic Artillery
@@Strategiser2 Thankyou so much for the help! My last question. I don't want to seem like an idiot but in a cruiser vs cruiser situation wouldn't the Missiles without hangers just still win being able to just have more effective weaponry than the Kinetic & Protons at 120 Range? They have 6 M Swarmer Missiles VS only 2 L and 3 G Slot (in a mixed fleet) or 1L and 2G slots on a uniform fleet So they effectively have 50% more effective weaponry on all ships So even after an alphastrike they're weapons would be still more effective and their late "alpha strike" would hit putting our own fleet in a similarly bad position with missiles also not having a low fire rate to make up for effective alpha strike damage like KinArt and ProLaun suffer from. Hope all of that made sense
@@jamesdeacon9847 it's actually much more simple Missiles on average have perfect accuracy and more range compared to everything else in the game...in exchange for on average much lower DPS + also the Artillery fleet you speak of is terrible against anything that's "small" and does well against anything that's "big" (both the ones with Neutrons and ones without) the main downside of "instant hit Artillery" is their terrible tracking, and thus terrible ability to hit things with evasion in the case of Neutrons this is doubly compounded by the fact that it's a G slot, multiplicative damage against bigger ships aka smaller ships literally take NO DAMAGE
The new meta for B.B. to counter crisis is carrier computer + X slot due to the bad hot fix about computers... The artillery computer just chose the medium range of weapons as their range now For example, for XSS the artillery will choose S slot as reference range, also don't use carrier computer to titan, they just straight forwardly rush to the enemy and die because they don't have space fighters.
I find void null beam very useful Alright hear me out, it works like charm on ONLY enigma battle cruiser put it on L slot and fill M slots with lazers or matter disintegrator. And you must focus on ship atk range trait leaders. Why? Bcz if your commander has 50% range and if you have juggernaut range aura your tachyon lance and VOID beam will fire from entire system. And i noticed lance has slight charging time while void beam doesn't, which means if you have titan shield debuff your 200% lance will tear through shieldless xenos. IMPORTANT also dont get missiles on M slot bcz you need something to go against smaller ships, but your missiles are probably heading towards already destroyed ships
best way to abuse strike craft? I love the idea of mega cruisers, just seems so awesome to me, though I am aware they may not be the most meta at the moment.
You only need hardening to a average of 40% to 55% (and leaders can give some of that) to counter Disruptors. Any hardening above that has serious diminishing returns that a Thrust booster, Armor hardening, or even armor regen 'A' slot would be better then another hardening. If you dont mind a "Minor" cost of Minor artifacts, one to two Shields from that tech tree offer Shielding Hardening on the very shield slot time itself, no A slot used. That with one A slot used for Shield hardening, and you can have 55% right there. Granted that means each ship is costing a few to at most a dozen I believe per ship of Minor Artifacts. The Ascension perk for that tech type boosts the stats as well as helps with minor artifact storage/cost. Heck a few starts (origins) really really support this so much so that it is almost guaranteed you will have several Minor artifact nodes to mine the from (unless really unlucky). Triple thruster builds can be countered in other ways then building another triple thruster. Usually a Mixed fleet type of Battle, Cruisers, and Destroyers achieves this with fair results. At that point its more a Tech difference mattering. Tech is always been where the power has been at for combat in the end. Unless you get out numbered 2.5 two one (no minimal ship builds for spamming dont count on this ship count vs other ship count. They die too easy to good tech full ships and cost you more in the long run even if you win fights you lose alloy wise.) Simply put, ships of different size or called Mixed fleet types with general goals in mind for each group type in it to support each ship is far better then single ship type fleets, which is what the dev's were aiming for, aside from this making Pure Cruiser fleets still feasible thing from not a thing. Overall only specialized single ship type fleets for Crisis events is really a true thing anymore. Mixed fleets of two types can still fill that roll and allow you to retrofit back to PvP ship designs. Can you make a single ship type fleet of say cruisers with having 2-3 different builds of cruiser in it to be considered a mixed fleet type, Sure you can. Can the same be done for Destroyers? Sort of. Battle ships....not really but a few do exist that still work for many situations, still better to go Battleship+Destroyer or Battleship+corvette type fleets to benefit, a few cruisers in each does not hurt but is more for gap filling then needed. Fighter+Missiles Cruiser with a another ship type doing Mixed Kinetic/energy is likely never going to age out of versatility even if the enemy knows your build. Just dont let this be your only fleet type, Mix and match! I prefer fleets in Pairs (of different strong points) for any combat, prevents hard countering from overwhelming you. (This does not prevent losing, just prevents losing hard if you do.)
my advice, never touch frigates always use battleships and/or corvettes in large numbers, use hangers when and where-ever applicable. given that you should be good in most situations, if you see this strat failing your not doing it enough.
@@arbikiuszelemelek3347 you know what also effective against that dragon? 400k (heck even like 60k if your cheap) worth of battleships, not forgetting to mention the corvettes. (edit: tho i won't say it's not interesting still.)
@@ecogreen123 60k worth of battleships is good and all, but thats pricey and also the dragon might kill some of those with its big attack. If you build like a 200 garbage frigates with all lvl1 stuff 2 lvl1 shields. just the torpedo and the other weapon slot empty, and even no ftl drive if you are really cheap. You will slay the dragon with a fleet thats officially like 3k fleet power. each one costs like 85 alloys I believe (Frigates in general are still pretty tough to use so I would avoid them until You know what to do with them)
I want to stress I mean this as a constructive comment, and am not trying to be mean. The emphasis on the last word of most sentences really throws off your cadence and makes listening difficult.
I usually just rush battleships, put kinetic artillery all over the ship, when possible, add X slots, and that's it, deathstack and demolish the enemy before they know that my fleet where there.
Well, 4x Kinetic Artillery + Tachyon Lance Battleships was the first real meta build after the addition of X-slot weapons, and was the meta until one of the earlier weapon rebalance patches. The days when Tachyon Lance and Giga Cannons were regular L-slot weps were fun though :)
Thanks for the tips! It definitely helped me understand a bit more of the nuances to the fleets. Noticed a tech tree map you showed in the video to show requirements for unlocks, any chance you could link that? 👀
NO, I do not miss them! Death ball Fleet games were boring, sad, and not really a way to counter play. It was just a matter of who gets to it first, and if someone else could build enough (if they were not in range of your wars) to build the same and just have more #'s then you. This was not an enjoyable game meta, simple? Yes. And before anyone says corvettes countered this battle ship strat, 30% to 40% of your battle ships as Carriers with X-slots and you will only suffer at MOST 10-15% losses while killing 1.5 times your fleet power of max Evasion Corvettes. Certain tech finds from events could change this to be better, but not counting that. While still being able to kill other Full fleets of pure X-slot Artillery battleships just based on Tech level differences. (are they more or less then you? Yes more, but close to your lv, then you will lose while both sides have high loses, if No, you will win with slightly less loses at the worst with improving results with difference.) Death ball fleet meta was bad.
is information in this video up to date? I am asking because I am playing right now and have some ideas based on this video! Thank u Strat, ur the best
i might do that for a video someday specifically the type of gimmicks you can do to annihilate fallen empires but not sure if i can make it interesting enough for a full video
@Strategiser2 I think he was talking about the player made FE ships from cosmogenesis. But strats for AEs would be cool too. Just recently my battleship designs that would wreck unbidden (at least on a fairly low crisis strength) would get owned by the AE fleets even with sacrificial corvettes.
Ok but unless you really need to maximise effectiveness, when fighting a fallen empire for example, isn't it easier to just make giant fleets out of all the ship types? Then you counter everything.
if you wanted to lean into battleships for long-range artillery dominance, what would you suggest to be the best ship type to pair with them to alleviate their short range weakness and in what ratio of battleships to support ships?
hard to answer because it really depends on what the enemy is doing but in general, just have the Carrier middle section for the Battleship to safeguard yourself from a catastrophic loss from Torpedoes but if you really insist on full DPS from the Battleships and want dedicated support ships to guard the Battleships i recommend some PD Destroyers on a different fleet entirely to not tamper the combat computers of the Battleships with a ratio of 1:3 1 destroyer for every 3 battleships
Me, playing 3.7.4 (Really do not like the bloat and RNG that was later added)... BRUISERS (cruisers+destroyers) on close range plasma + autocannons FTW
Disruptors really are only good in a pvp type situation. I have footage of disruptors getting crushed by enemy ai fleets. Anything below battleship that isn't a carrier themself gets hard countered by carriers both battleship and carrier. As for afterburners i have never seen anything be able to kite for long enough to really win any battles, and are vulnerable to getting ambushed if you are not doing 1% starcraft grandmaster micro. So instead consider just adding hit points with capacitors. The computer loves to use weapons that obliterate armor and hull so SOME shields are still required. The less you waste on replacing your ships doing "counterplay" the better. Now im sure in pvp you have to do this but seriously just use carriers in pve. The computer loves frigates So if you do not use carrier combat computer anything destroyer and above will get obliterated. But they have no answer to carriers. Exception is battleships vs carriers and the battleships will need x slot weapons. It's good you admitted you should probobly do half and half shields and armor. People seem to think you should go all armor and that is a mistake. Again the less you have to counterplay the more alloys you will have and time. So just do half and half and your atleast ok against most combos. Especially with some hardening like you said. Me, i like to find builds that get countered the least, even if they are not as effective against some builds as other builds. I only care if the build gets the job done. Also i know you say you can tell what the enemy has in theory but by the time you've declared war, and the enemy has revealed their ships to you. You basically do not even have time to counterplay before losing. Though yes if you can see their ships before declaring war go for it, but usually you wont be able to at least in pve. Being able to do so is also unreliably rng dependant. The other problem with counter play is that atleast early and mid game you generally only have enough tech points and choices for one build without neglecting other important economic and essential non fleet tech. So you pretty much must pick what you are going to do in advanced and do not have enough tech or rng left to branch into all weapon types. This is why paradox really needs to simplify and make espionage more effective and only focus on intel gain and can all the other filler stuff that noone picks anyway and does not really make much of an impact. An example of this would be basically you go thorugh 4 or 5 stages over 10 to 20 years with an envoy assigned stage 1 you can see borders, 2 planets, 3 planet and system info,4 fleet positions, 5 fleet composition aka weapons. You reach the 5th stage and then you counterplay if you wish. Now you did say you left alot out, but i still need to point out battleships here. Cruisers will get stomped by x slot battleships 100% of the time. Ironically spamming batteships is just as much of a thing in this meta as the old one. despite paradoxes attempt to force us to mix fleets. Atleast in pve monohulling xslot carriers (battleships with fighters and x slot weapons, any X weapon will do) Is the way to go. When facing humans though yes counterplay is definitely required and rock paper scissors is actually relevant. But it is completely nullified in pve. So i wanted to reach out to pve players on this topic, as i know you, generally based on previous content from you i watched focus on pvp more. Unfortunately most stellaris players are fighting the frigate spam that every computer consistently uses. So when they try disruptors or other combos that work against people, they get stomped by the ai. So what i just laid out is ive observed through countless battles and loses the best guarantee to win wars. Carrier cruisers asap, then battleship cruisers asap, then research an xslot weapon asap and monohull xslot carrier battleships. You wont have to think after that. Honestly i should put this shit in a video. I also do want to end this by saying this is not an attack but if anything constructive feedback. Your info is still very useful and you do very well with numbers, you are also funny af most of the time. I also do admire your editing style, i can tell you put your heart and soul into it. Hopefully i can be half as funny and as good at editing as you are in the future. So don't quit uploading bro. Thanks for allowing my tldr on your channel.
Honestly once you have a decent grasp of the mechanics, you don’t need to follow the meta (at least against AI, I don’t really have anyone to play mp with) understanding WHY the meta is effective is more important than following it strictly following it. And when in doubt, simply apply more dakka.
thx for the video really great to learn about the game as a new player. I have one question though what builds can I do as a new player. It seems every build takes hours of practice to learn and understand and often involves a lot of micro and understanding about the game. Maybe you can help me out.
Please make a video about archaeo. it can be op no? i dont mp so i'm just theory posting here. negates weakness of L weapons with no min range and firing arc. basically 'kiting' with battleships (bonus if you have battleship focus). demolishes shield with ancient X slot artillery THEN bypasses armor with driller drones and nano missiles pulse armor is the best you can get (if you have the relics). only beaten by dragon scale + psionic shields (lots of rng involved here) admiral archaeo focus (+35% damage AND fire rate for ALL archaeo weapons). focus trait pop up very often even at lvl2. then you have the archaeo weapons perk (+33% damage). you'd also likely get the rubricator bonus (+15% damage) hard to counter because of the shield demolisher X weapon + armor bypass. counter is very specific and not good vs other players' fleets. probably most important, you can potentially skip many weapon techs and you can use society tree for faster weapon tech. basically T6 weapons mid game as long as you have the perk and rubricator. BIG BIG downside is availability of relics.
Soooo... uuuuh.... My questions are rather simple Jaggernaut? I mean it doesn't seem like a ship for battle but it still has to be properly defended Titans as flagships with unique component also seem like an ideal flagship for a fleet but I struggle to see it's role And, of course, cosmogenesis ships exist. While nanites are easy - these are not at all. I mean I always can build ten different types of the same ship but I'd still love to have your opinion on them
You’re too late, Strat! I’ve already downloaded RIG: Unique Shipsets, completely destroying any signage of a single applicable meta! Now if you’ll excuse me I must go put even more lv 5 kinetic artillery on my battleships…
Previous Combat Master Class: Mixing energy and kinetics is bad Current combat Master Class: Mixing energy and kinetics is good Me: So i've been running sub par ships the whole early-mid game?
tbf the previous one was intended for new players, this one is intended for people with some experience in the game the issue of HOW to use them is very finnicky and new players are likely to fail at it lol
is cosmogenesis AP picked at all in MP? I imagine it'd be nigh on impossible to get the ball rolling since you need to sacrifice a lot of pops, but the ships seem to be pretty good
start talking about how travel time based weaponry can cause you to lose a long range engagement, shows long ranged fleet combat with the missle based fleet winning, what did strat mean by this?
Song List (in used order):
1. Razormind - Payday 2
2. Ori, Lost in the Storm - Ori and the Blind Forest
3. Deep Freeze - The Mean Greens Plastic Warfare
4. Fish Tank Frenzy - The Mean Greens Plastic Warfare
5. BONUS Factorio Gameplay Trailer - Factorio
6. Calling all Units - Payday 2
7. BONUS Factorio Trailer - Factorio (yes this is a different song compared to song 5)
8. Attack of the Glyphids - Deep Rock Galactic
9. The Waters Cleansed - Ori and the Blind Forest
10. Restoring the Light, Facing the Dark - Ori and the Blind Forest
11. BONUS Factorio Gameplay Trailer - Factorio
sucorcetihw
Now do this but with a mod that adds all combat computer types to all ships artillery Corvettes are nice
(It's dumb, but it makes the early game more fun)
What is the best conter against small ships. Pls
Low IQ: I put disruptors on cruisers
mid-IQ: NO I HAVE TO GET A FULLY BALANCED FLEET SETUP THAT COUNTERS EVERYTHING AND STOPS EVERY ENEMY COUNTER
high IQ: I put disruptors on cruisers
SO TRUEEEEEE
Role play IQ playing solely single player: I just want to use what is cool, but still beats the brain dead AI. ^^
mid-Roleplay IQ when playing single player: NO I WANT TO GET A FULLY BALANCED FLEET SETUP THAT COUNTERS EVERY CRISIS AND STOPS EVERY CONTINGENCY I CAN THINK OF
Einstein's IQ: The default designs are fine
Ascended IQ: Just stack damage and fire rate modifiers and you can make even plasma strong against shields!
i remembered my youtube password
strat: "i'll upload more"
also strat: "3 months ago"
bro is finally back ❤
Before: Neutron Lanchers Enjoyer
Now: Gambling Adicction
Fun fact: 90% of gambling addicts quit right before they hit it big.
@@thememedad202 dont do that man, dont give me hope
The combat rework was desperately needed for the game, but man, do I miss just building neutron launcher battleships and insta winning.
ah the good times
Nah, going psionic for neutron launcher artillery destroyers with 90% evasion was my favorite.
@@whyhatholman3783 peak
Without a joke, least hard stellaris combat guide.
The Stellaris Avatar has returned!
Pro tip. If your ships are countered in any meta, you can just play better and win anyways. This always works if you play enough better :)
explain play better?
have more alloys, send a stealth frigate fleet to destroy their shipyards (or singular yard if they are stupid)@@blacktigerace6687
@@blacktigerace6687 ...countering their counter against your counter....
@@blacktigerace6687 if your economy is immensely better than theirs and you can field 5x their naval cap, i dont think a small counter will change the outcome of the battle to much
Solid advice for anyone starting out.
Early game - Disruptor corvettes and destroyers.
Research T2 lazers asap and if you roll disruptors do not ignore it. 100% accuracy and 60% tracking completely evicerates corvettes and destroyers.
Mid game - Cruisers - Long range full missile or close range full torpedo with disruptors.
End game - X slot battleships with a screening fleet of corvettes or destroyers.
I personally always like to outrange the enemy and prioritise admirals with extra range and the war doctrine to increase it. With a kiting fleet you can kill AI with zero losses and allows you to clean up an enemy empire quicker.
cruisers with just whirlwind missiles does slaps everything in the face when they are in a fleet. i ended making more cruisers than anything else in my fleets
You are right, but i think this guide is intended to be used against humans, that are actively trying to counter you ( as you do)
99% of gamblers quit before they get fleet wide max roll salvo of arc lightings, keep on gambling brothers
REAAAAAAAAAAAAL
Such a great video! I hope the devs won't totally re-make the combat system in the next updates
oh god no...
Only thing im hoping for is rebalance of ship sizes in relation to naval cap. Corv/Dest/Crui/Batt could be 5/10/20/40. One BIG reason behind lategame lag is just the pure amount of ships. On the other hand, ship components are probably in the best place they've ever been in Stellaris history imo
Had to play it 3 times, sleep viewing was so strong. And i love the casual “Genius armorer” hint at the end.
I remember a multiplayer game me and some friends were doing, one of them rolled the Zroni and rushed PSI ascension. They managed to get Psionic shields by like year 40, all they needed from there was hardening (which they had) and suddenly they were basically unstoppable until we reached Kinetic Artillery
Or at least they SHOULD have been. My dumb ass got Null-Void Beams super early, and combined with my energy weapon focus, I somehow managed to steam-roll his ass so hard he had to resort to exploiting my IRL stupidity and sent an "Achieve War Goals" peace offer at me
It worked
Thanks for reiterating what I've always thought in strategy games; reliable, not unstoppable. People forget meta stands for Most Effective Tactic Available, and forget about the Available part. It's also a good refresher on Stellaris, maybe I'll have to start up a game now.
Meta doesn't stand for anything it's a greek word that meant 'beyond' as in beyond understanding, literally the exact opposite of this bs you're selling. It's not some acronym based on game theory, I refuse to let revisionists rewrite history without anyone checking their ignorance.
@@WhenDevilsDuel when am I referring to any etymology concerning the Greek root word (ex. metacognition)? It's about gaming. If you are to spout this grammar nazi nonsense you could have done a simple google search to understand that Most Effective Tactic Available is a backronym related to games and it's not going anywhere. Call me revisionist, but I am calling you context ignorant and lacking critical thinking.
@@ryanc1592 irony at its finest. Metacognition isn't the root word. It's just meta, meta is the original. Metacognition was made long after just like every other word that uses meta and your acronym that was invented in the damned 80s, hundreds of years afters the first initial use of meta.
@@WhenDevilsDuel Yet another slip of critical thinking, because I said "(ex. metacognition)" where "ex." is known to mean EXAMPLE. It's not all or nothing, I gave a single example and you act like I ignored it all. You are someone who deals in absolutes, and I do hope you learn to not be so bitter old man. Is a backronym really the hill you choose to die on in this day and age?
@@ryanc1592 I'm not reading all that Mr pseudo intellectual, I've played with your type plenty already not interested. As I said I will not allow revisionism to go unchecked, I have no care for actually arguing with some pathetic person desperate to prove themselves to strangers who will never remember them anyways. You have my permission to do something better with your life now.
Edit) also, good morning.
I don't play multiplayer, but I've found that my favorite ship type is what I call a "battlecarrier".
It's a battleship with a carrier mid section and a spinal mount, and swarmer missiles on the back. I like this design because it allows me to have a large number of another ship type, like cruisers or corvettes, while the battlecarrier with it's arty computer can provide supporting fire with it's spinal mount while being in a semi support role.
The battle carrier also hard counters all but the newest end game crisis, you just have to be sure to refit it's spinal mount depending on the crisis:
Unbidden: Use arc emitter with missile cruisers.
Prethoryn: use lances and no other ships (seriously, the battlecarrier counters the prethoryn the hardest)
contengency/fallen empire: use arc emitter
And with Cetana, her lance weapons just invalidate large ships of any kind, so even battle carriers get screwed, although arc emitters can destroy a few of her escort craft in the opening volleys, just don't continue production of large ships when fighting her.
I just like battlecarriers. simple as.
Arc emitters kinda suck though.
@@thememedad202 if you look at the HP distribution of contingency or fallen empire ships, you'll see that most of their HP is in sheilds and armor, not much in hull. So weapons that penetrate strait to the hull are very powerful against them.
@@EpicNerd Certainly, Disruptors sounds like they'd be more effective though, at least against the contingency
@@thememedad202 yes, disruptors on hoards of small ships does work well against the contingency, esspecially because the contingency ships don't retreat, which negates a major downside of disruptors. Fallen empire ships though have lots of superbuffed PD, which can fuck up hoards of small ships, and they can retreat.
Battleship spinal mounted arc emitters have the same penetration as disruptors but they can also do what disruptors can't, which is strike from long range in large bursts of damage. Sure, in a 1 on 1 fight, a battle carrier with this probably isn't winning, but in a 3v1, or 4v1, the arc emitters delete the ship in the opening volley. And you have a doomstack (if you've been playing well), the crisis/ fallen empire fleets dont ussaully stack, So you defeat them in detail.
I have witnessed a doomstack which included over 100 battlecarriers with spinal mounted focused arc emitters absolutely delete a roaming contingency fleet in the 1st volley.. In the fallen empire matchup, that same doomstack can destroy most of the escort craft of a main battlefleet in that opening volley.
It is worth looking into.
@@thememedad202 Naked Arc Emitter battleships is the way against high level Contingency. Everything get's melted when they close in with the Contingency unless it's lower level crisis. Naked corvettes are good at shielding the battleships if you have to jump in closer range so you can survive all the particle lances from the bots.
The 6 hours VS 5000 hours players... Yeah, we still have no idea after 37526 patches and thounsands of hours.
Edit : 3250 hours in
I honestly find it hard to do anything other than missile+carrier. But then I also don't play multiplayer and the AI is terrible at designing ships.
This was such a good video. Thanks Strat! I am going to test some of these out today.
Haha, a devouring swarm with cordyceps drones, a small amoeba with 85% evasion, built-in fighters, 10% regen per day and a total HP 3 times more than a corvette. Yes, information is king, as soon as you see "THIS", you can press alt + f4.
Seriously, use the STANDARD X kinetic megagun and (!sic) armor-piercing artifact fighters.
BUT don't tell anyone about this!
Combing battleships with corvettes is actually a great idea, to have some screening for your battleships
We are developing basic naval warfare doctrines here people xD
I considered doing that as well, but the headache of constantly replacing them became too much.
Nowadays I just use artillery/carrier battleships with a 2:1 ratio, with artillery to kill large ships and carriers to kill corvette swarms
That's probably one thing that I learned from Hoi4. Never let your expensive capital ships fight alone.
@@GoldMoonGuy this matters even with bigger ships than battleships (with like giga etc, my moons got wrecked by the scourge so quickly 🤣)
I use 30 disrupter Corvettes to screen my fleets.
Gonna link this guide in my next empire build.
Thanks again for the info you have made me the most dangerous empire in my friend group and I've even won some wars I should've lost in public matches too.
My favorite memory I had of this was when I was at war with a empire 5x stronger the mine and needed to make ships fast sadly we didn't have the alloys so what I ended up doing was just pumping out cruisers with no armor no shields no weapons just hangers and engines then we kited their whole navy while the strike craft picked them off. My overlord was dumb founded that I survived let alone killed the enemy fleet. (they had cruiser with full distributors) Further context my overlord started the war without asking me thinking I'd be cannon fodder to buy them time.
thanks for the detailed explenation my dude! i admit, i was pausing the video and taking notes on a word document every so often.
Thank you so much for the video.
Looking forward to see more.
My brain has been violated with this information I've exposed myself in.
Shoutout to early-hours me way back when in the 2.0 days attacking FEs with arc thrower/lightning only battleships because it was funny
Change the game files so that evasion maxes out at 98% instead of 90% and corvettes become viable all the time every time.
I am tired man, i am more of the casual in stellaris and yet you make me learn all that info every patch
Hahaha, I was playing in the doomsday tournament under the name Vox. I desperately needed this, had no idea what was going on 😆
Stellariiiiiis, konteeext, the way you say it some would find anoying but i think its very fitting and sounds nice
Always learn something new from you ❤
Holy crap this video is insanely useful
Actually, corvettes can serve a good purpose if built into fleets to use a tactic most fans of Total War are familiar with, good at everything infantry chaff. Cheap units are designed to soak up the damage for other more important units while still being able to do some damage before dying.
The AI targets the first ship to engage which are usually corvettes as they will reach their target first. If mixed with a fleet designed for long-range combat, you create a huge gap between forces so the more important ships are less likely to be targeted and destroyed. And while it can be expensive in the long term, it is far cheaper than replacing destroyers, cruisers, battleships, and titans if you guess. Combine with some mixed weapons means they will do some damage before being destroyed while ensuring a larger number of your fleet survives even if means retreating while doing some damage regardless of your poor guessing of your enemy's weapon layout or your enemy made a good counter beforehand.
For bypass the tactic, that works very strong is arc-emitter, and strike crafts. In fact the battleship with that build has only one non-RNG counter. Neutron frigates can defeat it with a 1,1 ratio. Meaning, that if your battleships are outnumbering the enemy by 15% navy cap, then they already win despite the counter. And i tried all sort of hardeners, and it was never enough. For RNG counter the one other solution is to have some health upgrades. Using 1/3 of armors as crystal upgrade pretty much any type of conventional build can defeat it.
thanks for the information man i cant tell you how much time i dont have to spend manually finding out the best ship designs
why you gotta talk like that
Fr. So fucking annoying
Burger King foot lettuce energy.
Meanwhile, the Nanite Accended Machine Empire which has put out more ships then the AI has Habitats for no upkeep. While you played Rock, they played Zerg.
Damn i thought the end of the cycle finally caught up with you, glad you’re still about wrangling in the void!
This got pushed into my feed after searching for it a week ago and finding nothing. Thank god, cause I sure wasnt figuring this one out myself
seems like kiting-capable destroyers with artillery+picket would be best early
battleships with artillery+carrier mix for mid-end game
Kinetic Artillery and lasers. Problem solved.
26:05 28 destroyers, 4M fleet power 💀Daaaamn xD
I'm just a little confused all I want to know is what beats Swarmer Missile spam with Hangars :,)
instant hit Artillery!
swarmer + carrier is a "Delayed Hit" kiting combo and thus gets completely smashed up by an "Instant Hit" kiting combo
aka Cruisers with Kinetic Artillery + Neutrons or Battleships with GigaCannon/Tachyon Lances + Plasma/Kinetic Artillery
@@Strategiser2 Thankyou so much for the help! My last question.
I don't want to seem like an idiot but in a cruiser vs cruiser situation wouldn't the Missiles without hangers just still win being able to just have more effective weaponry than the Kinetic & Protons at 120 Range?
They have 6 M Swarmer Missiles VS only 2 L and 3 G Slot (in a mixed fleet) or 1L and 2G slots on a uniform fleet So they effectively have 50% more effective weaponry on all ships
So even after an alphastrike they're weapons would be still more effective and their late "alpha strike" would hit putting our own fleet in a similarly bad position with missiles also not having a low fire rate to make up for effective alpha strike damage like KinArt and ProLaun suffer from.
Hope all of that made sense
@@jamesdeacon9847 it's actually much more simple
Missiles on average have perfect accuracy and more range compared to everything else in the game...in exchange for on average much lower DPS
+
also the Artillery fleet you speak of is terrible against anything that's "small" and does well against anything that's "big"
(both the ones with Neutrons and ones without)
the main downside of "instant hit Artillery" is their terrible tracking, and thus terrible ability to hit things with evasion
in the case of Neutrons this is doubly compounded by the fact that it's a G slot, multiplicative damage against bigger ships
aka smaller ships literally take NO DAMAGE
The reptile part of my brain appreciates the memes.
5x genius armorer council nanoswarm menacing cruiser spam
you sound like the nerd emoji n im here for it
The new meta for B.B. to counter crisis is carrier computer + X slot due to the bad hot fix about computers...
The artillery computer just chose the medium range of weapons as their range now
For example, for XSS the artillery will choose S slot as reference range, also don't use carrier computer to titan, they just straight forwardly rush to the enemy and die because they don't have space fighters.
I find void null beam very useful
Alright hear me out, it works like charm on ONLY enigma battle cruiser put it on L slot and fill M slots with lazers or matter disintegrator. And you must focus on ship atk range trait leaders. Why? Bcz if your commander has 50% range and if you have juggernaut range aura your tachyon lance and VOID beam will fire from entire system. And i noticed lance has slight charging time while void beam doesn't, which means if you have titan shield debuff your 200% lance will tear through shieldless xenos. IMPORTANT also dont get missiles on M slot bcz you need something to go against smaller ships, but your missiles are probably heading towards already destroyed ships
best way to abuse strike craft? I love the idea of mega cruisers, just seems so awesome to me, though I am aware they may not be the most meta at the moment.
Goated Payday 2 music
cool video both interesting and useful i think i should paly stellaris again i still have neva finished a game or experienced all dlcs i bought
God bless you, good man
You only need hardening to a average of 40% to 55% (and leaders can give some of that) to counter Disruptors. Any hardening above that has serious diminishing returns that a Thrust booster, Armor hardening, or even armor regen 'A' slot would be better then another hardening. If you dont mind a "Minor" cost of Minor artifacts, one to two Shields from that tech tree offer Shielding Hardening on the very shield slot time itself, no A slot used. That with one A slot used for Shield hardening, and you can have 55% right there. Granted that means each ship is costing a few to at most a dozen I believe per ship of Minor Artifacts. The Ascension perk for that tech type boosts the stats as well as helps with minor artifact storage/cost. Heck a few starts (origins) really really support this so much so that it is almost guaranteed you will have several Minor artifact nodes to mine the from (unless really unlucky).
Triple thruster builds can be countered in other ways then building another triple thruster. Usually a Mixed fleet type of Battle, Cruisers, and Destroyers achieves this with fair results. At that point its more a Tech difference mattering. Tech is always been where the power has been at for combat in the end. Unless you get out numbered 2.5 two one (no minimal ship builds for spamming dont count on this ship count vs other ship count. They die too easy to good tech full ships and cost you more in the long run even if you win fights you lose alloy wise.)
Simply put, ships of different size or called Mixed fleet types with general goals in mind for each group type in it to support each ship is far better then single ship type fleets, which is what the dev's were aiming for, aside from this making Pure Cruiser fleets still feasible thing from not a thing. Overall only specialized single ship type fleets for Crisis events is really a true thing anymore. Mixed fleets of two types can still fill that roll and allow you to retrofit back to PvP ship designs. Can you make a single ship type fleet of say cruisers with having 2-3 different builds of cruiser in it to be considered a mixed fleet type, Sure you can. Can the same be done for Destroyers? Sort of. Battle ships....not really but a few do exist that still work for many situations, still better to go Battleship+Destroyer or Battleship+corvette type fleets to benefit, a few cruisers in each does not hurt but is more for gap filling then needed.
Fighter+Missiles Cruiser with a another ship type doing Mixed Kinetic/energy is likely never going to age out of versatility even if the enemy knows your build. Just dont let this be your only fleet type, Mix and match! I prefer fleets in Pairs (of different strong points) for any combat, prevents hard countering from overwhelming you. (This does not prevent losing, just prevents losing hard if you do.)
miss ya strat!
I think the full bypass combo with lightings L and distruptors and one H in battle ship, full lighting battle ships, they are fucking dope
and in A there was some mix with + hardenings, damn so good
i love using corvettes as screens because they are cheap and I'd rather lose a corvette than a destroyer or a battleship
my advice, never touch frigates always use battleships and/or corvettes in large numbers, use hangers when and where-ever applicable. given that you should be good in most situations, if you see this strat failing your not doing it enough.
pretty sure frigate spam is good against massive tanky ships like mommysiah's or gigastructures ones
@@katra5673 i was unaware of this fact, but nothing my corvette fleets can't handle
I have found frigates effective against big beasts like the Dragon from Here be dragons origin
@@arbikiuszelemelek3347 you know what also effective against that dragon? 400k (heck even like 60k if your cheap) worth of battleships, not forgetting to mention the corvettes. (edit: tho i won't say it's not interesting still.)
@@ecogreen123 60k worth of battleships is good and all, but thats pricey and also the dragon might kill some of those with its big attack. If you build like a 200 garbage frigates with all lvl1 stuff 2 lvl1 shields. just the torpedo and the other weapon slot empty, and even no ftl drive if you are really cheap. You will slay the dragon with a fleet thats officially like 3k fleet power. each one costs like 85 alloys I believe (Frigates in general are still pretty tough to use so I would avoid them until You know what to do with them)
Win by knowing yourself and your enemy? I wonder where I've heard that before
me, watching this while now playing most of my games with RIG unique shipset: ah yes, really interesting...
Imagine your ships being countered by anything in (1vs1 situation at least).
*laughs in Cosmogenesis*
Yea ima need you to turn this into a 5 hour video where you treat me like a toddler
I want to stress I mean this as a constructive comment, and am not trying to be mean. The emphasis on the last word of most sentences really throws off your cadence and makes listening difficult.
I hate that this annoying dude is the only person making up to date videos on this. Why am I here, just to suffer?
Conclusion: it's complicated.
I usually just rush battleships, put kinetic artillery all over the ship, when possible, add X slots, and that's it, deathstack and demolish the enemy before they know that my fleet where there.
Well, 4x Kinetic Artillery + Tachyon Lance Battleships was the first real meta build after the addition of X-slot weapons, and was the meta until one of the earlier weapon rebalance patches. The days when Tachyon Lance and Giga Cannons were regular L-slot weps were fun though :)
Can't wait until you talk about the Cosmogenesis fleet meta.
me after watching the whole video
**still uses juggernaut range aura with focus arc battle ship to kill fleets**
Thanks for the tips! It definitely helped me understand a bit more of the nuances to the fleets. Noticed a tech tree map you showed in the video to show requirements for unlocks, any chance you could link that? 👀
here it is: turanar.github.io/stellaris-tech-tree/orion-3.6.0/
@@Strategiser2 Thanks a lot! Appreciate it :)
Nice video
Anyone else miss the good ole days of Neutron Launcher + G Slot Battleships? 3000 FP with 20 fleets ready to alpha strike the enemy into oblivion.
NO, I do not miss them! Death ball Fleet games were boring, sad, and not really a way to counter play. It was just a matter of who gets to it first, and if someone else could build enough (if they were not in range of your wars) to build the same and just have more #'s then you.
This was not an enjoyable game meta, simple? Yes.
And before anyone says corvettes countered this battle ship strat, 30% to 40% of your battle ships as Carriers with X-slots and you will only suffer at MOST 10-15% losses while killing 1.5 times your fleet power of max Evasion Corvettes. Certain tech finds from events could change this to be better, but not counting that. While still being able to kill other Full fleets of pure X-slot Artillery battleships just based on Tech level differences.
(are they more or less then you? Yes more, but close to your lv, then you will lose while both sides have high loses, if No, you will win with slightly less loses at the worst with improving results with difference.)
Death ball fleet meta was bad.
2:35 TIL carriers can have infinite simultaneous strikecraft
I LOVE THAT VISUAL MOD!! ;)
heh...i wonder why
This video for the rare inter-bread person that play multiplayer
For the main species call "singleplayer" we just need 5 fleet of cruiser
is information in this video up to date? I am asking because I am playing right now and have some ideas based on this video! Thank u Strat, ur the best
Could you make a video about fallen empire ships too ,please?
i might do that for a video someday
specifically the type of gimmicks you can do to annihilate fallen empires
but not sure if i can make it interesting enough for a full video
@Strategiser2 I think he was talking about the player made FE ships from cosmogenesis.
But strats for AEs would be cool too. Just recently my battleship designs that would wreck unbidden (at least on a fairly low crisis strength) would get owned by the AE fleets even with sacrificial corvettes.
Plattform guide when?
You fool, cruiser has no weaknesses
Ok but unless you really need to maximise effectiveness, when fighting a fallen empire for example, isn't it easier to just make giant fleets out of all the ship types? Then you counter everything.
if you wanted to lean into battleships for long-range artillery dominance, what would you suggest to be the best ship type to pair with them to alleviate their short range weakness and in what ratio of battleships to support ships?
hard to answer because it really depends on what the enemy is doing
but in general, just have the Carrier middle section for the Battleship to safeguard yourself from a catastrophic loss from Torpedoes
but if you really insist on full DPS from the Battleships and want dedicated support ships to guard the Battleships i recommend some PD Destroyers on a different fleet entirely to not tamper the combat computers of the Battleships with a ratio of 1:3
1 destroyer for every 3 battleships
Artillery Battleships to kill Cruisers and bigger ships. Hangar Battleships to kill Corvettes and Destroyers.
Me, playing 3.7.4 (Really do not like the bloat and RNG that was later added)... BRUISERS (cruisers+destroyers) on close range plasma + autocannons FTW
Omg he came back from the cartel and paid his rent. What a strat. 😂
payday bgm is sick ngl
seriously you need to stop prolonging the last syllable of every fucking word 🤣🤣
Glad someone said it
Oh boy strat, what an interesting and nuanced set of weapons and balances, good thing there is no god weapon that renders all of this meaningless.
Disruptors really are only good in a pvp type situation. I have footage of disruptors getting crushed by enemy ai fleets. Anything below battleship that isn't a carrier themself gets hard countered by carriers both battleship and carrier. As for afterburners i have never seen anything be able to kite for long enough to really win any battles, and are vulnerable to getting ambushed if you are not doing 1% starcraft grandmaster micro. So instead consider just adding hit points with capacitors. The computer loves to use weapons that obliterate armor and hull so SOME shields are still required. The less you waste on replacing your ships doing "counterplay" the better. Now im sure in pvp you have to do this but seriously just use carriers in pve. The computer loves frigates So if you do not use carrier combat computer anything destroyer and above will get obliterated. But they have no answer to carriers. Exception is battleships vs carriers and the battleships will need x slot weapons. It's good you admitted you should probobly do half and half shields and armor. People seem to think you should go all armor and that is a mistake. Again the less you have to counterplay the more alloys you will have and time. So just do half and half and your atleast ok against most combos. Especially with some hardening like you said. Me, i like to find builds that get countered the least, even if they are not as effective against some builds as other builds. I only care if the build gets the job done. Also i know you say you can tell what the enemy has in theory but by the time you've declared war, and the enemy has revealed their ships to you. You basically do not even have time to counterplay before losing. Though yes if you can see their ships before declaring war go for it, but usually you wont be able to at least in pve. Being able to do so is also unreliably rng dependant. The other problem with counter play is that atleast early and mid game you generally only have enough tech points and choices for one build without neglecting other important economic and essential non fleet tech. So you pretty much must pick what you are going to do in advanced and do not have enough tech or rng left to branch into all weapon types. This is why paradox really needs to simplify and make espionage more effective and only focus on intel gain and can all the other filler stuff that noone picks anyway and does not really make much of an impact. An example of this would be basically you go thorugh 4 or 5 stages over 10 to 20 years with an envoy assigned stage 1 you can see borders, 2 planets, 3 planet and system info,4 fleet positions, 5 fleet composition aka weapons. You reach the 5th stage and then you counterplay if you wish. Now you did say you left alot out, but i still need to point out battleships here. Cruisers will get stomped by x slot battleships 100% of the time. Ironically spamming batteships is just as much of a thing in this meta as the old one. despite paradoxes attempt to force us to mix fleets. Atleast in pve monohulling xslot carriers (battleships with fighters and x slot weapons, any X weapon will do) Is the way to go. When facing humans though yes counterplay is definitely required and rock paper scissors is actually relevant. But it is completely nullified in pve. So i wanted to reach out to pve players on this topic, as i know you, generally based on previous content from you i watched focus on pvp more. Unfortunately most stellaris players are fighting the frigate spam that every computer consistently uses. So when they try disruptors or other combos that work against people, they get stomped by the ai. So what i just laid out is ive observed through countless battles and loses the best guarantee to win wars. Carrier cruisers asap, then battleship cruisers asap, then research an xslot weapon asap and monohull xslot carrier battleships. You wont have to think after that. Honestly i should put this shit in a video. I also do want to end this by saying this is not an attack but if anything constructive feedback. Your info is still very useful and you do very well with numbers, you are also funny af most of the time. I also do admire your editing style, i can tell you put your heart and soul into it. Hopefully i can be half as funny and as good at editing as you are in the future. So don't quit uploading bro. Thanks for allowing my tldr on your channel.
Honestly once you have a decent grasp of the mechanics, you don’t need to follow the meta (at least against AI, I don’t really have anyone to play mp with) understanding WHY the meta is effective is more important than following it strictly following it. And when in doubt, simply apply more dakka.
thx for the video really great to learn about the game as a new player. I have one question though what builds can I do as a new player. It seems every build takes hours of practice to learn and understand and often involves a lot of micro and understanding about the game. Maybe you can help me out.
Please make a video about archaeo. it can be op no? i dont mp so i'm just theory posting here.
negates weakness of L weapons with no min range and firing arc. basically 'kiting' with battleships (bonus if you have battleship focus).
demolishes shield with ancient X slot artillery THEN bypasses armor with driller drones and nano missiles
pulse armor is the best you can get (if you have the relics). only beaten by dragon scale + psionic shields (lots of rng involved here)
admiral archaeo focus (+35% damage AND fire rate for ALL archaeo weapons). focus trait pop up very often even at lvl2.
then you have the archaeo weapons perk (+33% damage). you'd also likely get the rubricator bonus (+15% damage)
hard to counter because of the shield demolisher X weapon + armor bypass. counter is very specific and not good vs other players' fleets.
probably most important, you can potentially skip many weapon techs and you can use society tree for faster weapon tech.
basically T6 weapons mid game as long as you have the perk and rubricator. BIG BIG downside is availability of relics.
ATP I will just play PvE as a Nano-missle-crisis
as a pve player, I make bigger number and watch the lights go. Do you hate X weapon slots? They're my favorite because BIG
Soooo... uuuuh....
My questions are rather simple
Jaggernaut? I mean it doesn't seem like a ship for battle but it still has to be properly defended
Titans as flagships with unique component also seem like an ideal flagship for a fleet but I struggle to see it's role
And, of course, cosmogenesis ships exist. While nanites are easy - these are not at all. I mean I always can build ten different types of the same ship but I'd still love to have your opinion on them
You’re too late, Strat! I’ve already downloaded RIG: Unique Shipsets, completely destroying any signage of a single applicable meta!
Now if you’ll excuse me I must go put even more lv 5 kinetic artillery on my battleships…
What about the new crisis ships? Isn't the escort completely broken? More slots than a cruber for destroyer cap cost and corvette evasion
What about combining diferent design of ships to balance fleets insted of mono fleets.
My brain.... MY BRAIN!
Number 15 burger king foot lettuce
Previous Combat Master Class: Mixing energy and kinetics is bad
Current combat Master Class: Mixing energy and kinetics is good
Me: So i've been running sub par ships the whole early-mid game?
tbf the previous one was intended for new players, this one is intended for people with some experience in the game
the issue of HOW to use them is very finnicky and new players are likely to fail at it lol
is cosmogenesis AP picked at all in MP? I imagine it'd be nigh on impossible to get the ball rolling since you need to sacrifice a lot of pops, but the ships seem to be pretty good
start talking about how travel time based weaponry can cause you to lose a long range engagement, shows long ranged fleet combat with the missle based fleet winning, what did strat mean by this?
*propaganda*
uhhh i mean...whoops...?
@@Strategiser2 its not propaganda if its true (swarmer based cruisers are superior to everything)
What kind of graphic mod you are using? Those missiles looks so cool.
"ASB Ironman", it's ironman compatible
watched this while eating oatmeal