25 Stellaris Combat Tips Every Player Must Know!

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  • Опубликовано: 7 окт 2024

Комментарии • 260

  • @Strategiser2
    @Strategiser2  11 месяцев назад +17

    Install Raid for Free ✅ IOS/ANDROID/PC: pl.go-ga.me/zeg6w3va and get a special starter pack with an Epic champion ⚡Knight Errant⚡ Available only for new players
    🎃 Take part in the Halloween event and get your gift at raidyard.plarium.com/ 👻

    • @andrewleah1983
      @andrewleah1983 8 месяцев назад

      Raid isn’t free lol. It’s pay to win.

    • @MrDoreius
      @MrDoreius 8 месяцев назад

      Dude, just put some of the crystall plating on the ships to increase the hull points

    • @sveinhongset4725
      @sveinhongset4725 6 месяцев назад

      some of my frends dont care about rule 3:(

    • @sveinhongset4725
      @sveinhongset4725 6 месяцев назад

      cloacking?? sound like sombody is scared:)

    • @sveinhongset4725
      @sveinhongset4725 6 месяцев назад

      corvet svarm is fun tho

  • @AyoKeito
    @AyoKeito 11 месяцев назад +523

    Don't build your defenses in pulsar systems. Build up your base in the next system after pulsar. This way, when enemy fleet enters, it's still at 0% shield, while your uncustomizable space station core is at 100% shields.

    • @Strategiser2
      @Strategiser2  11 месяцев назад +115

      smart point!

    • @louiswinterhoff334
      @louiswinterhoff334 11 месяцев назад +74

      I never thought of that. If I choose a pulsar as a bastion system I would always design defense platforms specifically for the pulsar- so all armour and all lasers. I thought it was a good idea bc the ai ships would lose all their shields an vulnerable, while I had tailored my defences to the system.
      Never occurred to me that if I move it over one system the enemy shields will still be recharging and I still get to fight enemies who have no shields.

    • @Nomadic_Gaming
      @Nomadic_Gaming 11 месяцев назад +15

      @@louiswinterhoff334that also isnt a bad idea especially if the system has speed reduction too
      add in the module for more speed down load it w cannons and stuff for armor/hull dmg and watch them get chunked hard before ever getting close to the station
      also if you build fortress world in a system as a choke point load its orbital ring w stuff ontop of the station for extra defensive capabilities especially if the planet is close to the incoming warp lanes the enemy will mess with it first before your station letting the station just volley incoming enemies while they focus the orbital ring defenses first
      essentially you are doing a scaled down version if how the game sets up the marauders w multiple defense stations per system
      so multiple small fortress worlds mean the enemy cant leave till they fall cuz ftl jamming
      and thats multiple rings worth of defenses they gotta deal w draining them even harder and forcing them to then deal w the nearly unkillable worlds if you build them right

    • @louiswinterhoff334
      @louiswinterhoff334 11 месяцев назад +5

      @@Nomadic_Gaming 100%. I always try to pick systems with at least one planet. You get the extra defences in space from the orbital ring, and an FTL inhibitor on the planet to slow enemies down and keep them in the system

    • @ryorai5804
      @ryorai5804 11 месяцев назад

      Do both

  • @connorm5862
    @connorm5862 11 месяцев назад +372

    PARADOX PLEASE LET ME DESIGN SSTARBASES ALREADY SMH MY HEAD

    • @Nomadic_Gaming
      @Nomadic_Gaming 11 месяцев назад +24

      agreed this is a massive oversight as once a base is fully upgraded certain modules wont have their weapons upgrade past a certain point (missiles and strike craft not using the relic or crisis weps once you have them despite them being a tier above your current starbases current setup
      best you can do is dismantle them rebuild and modules and pray the base actually uses your stuff
      ive had it do this w psy/dark matter shields and dragon scale where maxed citadels wouldnt upgrade to it but ones upgrading to citadel would

    • @lostbutfreesoul
      @lostbutfreesoul 11 месяцев назад +14

      I want science and construction ships as well.
      Just make these components some sort of modules something you put on ships. Thus we can make armed scientific vassals and stop fearing abductions of our science personal. Considering construction speed could easily be turned into a bigger mechanic, battleship sized build-it-bots could become feasible late game to speed up forward colonization or a critical megastructure. Just make a 'civilian' type of ship that is the smallest and weakest, but doesn't add to your ship total....

    • @Nomadic_Gaming
      @Nomadic_Gaming 11 месяцев назад

      @@lostbutfreesoul no gaurd ur ships or abduct ur neighbors first the universe is cruel only the warry survive

    • @alexandre007opa
      @alexandre007opa 10 месяцев назад +7

      My head my head...
      2 heads? Xeno scum

    • @gooseloose682
      @gooseloose682 10 месяцев назад +5

      i always loose 50 IQ whenever i see plasma launchers with disruptors on a citadel.

  • @MontuPlays
    @MontuPlays 11 месяцев назад +99

    *I see the Raid advert*
    *Uses Obi-wan's voice* WHAT HAVE YOU BECOME?!

    • @Strategiser2
      @Strategiser2  11 месяцев назад +34

      *Darth Vader voice* I am what you made me

    • @MontuPlays
      @MontuPlays 11 месяцев назад +19

      @@Strategiser2
      *runs away*
      Was a smooth transition, can't lie haha

    • @forestdruid2816
      @forestdruid2816 8 месяцев назад

      rich

  • @xzardas541
    @xzardas541 9 месяцев назад +59

    I find it absolutely hilarious that paradox aded whole espionage system thats only use is getting vision on enemy empries and then made it worthless in next update by adding cloaking.

  • @iluvpandas2755
    @iluvpandas2755 11 месяцев назад +177

    12:26
    If you surrender to the Khan you can set your fleets to follow so his follow yours.
    Then you can lure him far away from attacking fleets.
    This is a funny oversight by the Stellaris devs at Paradox Interactive.

    • @Strategiser2
      @Strategiser2  11 месяцев назад +47

      lmao, that's a genius way to abuse that mechanic yes

    • @ryorai5804
      @ryorai5804 11 месяцев назад +1

      ok thats hilarious

    • @矢坂昭斗
      @矢坂昭斗 6 месяцев назад

      Yes. Once I could steel ruined Dyson Sphere and ongoing building Science Nexus from not so friendly empire by this method.

  • @Alnarra
    @Alnarra 11 месяцев назад +109

    Some things that might be worth noting about Trade Stations and Detection station that it took me a long time to realize:
    - Detection Stations can use that cloaking detection on anything the station can see, and at Citadel level with the Appropriate upgrade, a station can see nearly 15-20 hops away from it. It some empires this is your ENTIRE empire for only one detection station.
    - The same applies for a trade station, at max level their collection range can be massive AND it will apply through a gateway, so if you set a gateway (or L-Gate) next to it, that range will also reach out over that. So far as I can tell, the same applies for Detection stations.
    - So built correctly, you should in theory only really need one of each even for a fairly decent chunk of territory, and certainly once you have gateways up and running.

    • @Solean_X
      @Solean_X 11 месяцев назад +5

      Gateways are so broken

    • @coel3572
      @coel3572 11 месяцев назад +9

      technically if you build gateways all over(which is a good thing to have anyways) you can have just 1 trade station lmao

    • @benoithudson7235
      @benoithudson7235 11 месяцев назад +6

      Yeah, gateways definitely work like that. As soon as you get them, you can cut back to one station for detection and one for trade, and the rest just become anchorages.
      Once you open the L-gates, setting up near an L-gate is ideal since those can't be closed even while at war.

    • @parallellia1509
      @parallellia1509 9 месяцев назад +1

      Good to know I am not the only person who likes to build trade stations, phew!

    • @Amoth_oth_ras_shash
      @Amoth_oth_ras_shash 8 месяцев назад

      20 systems away..
      i presume this is defo the unmooded tiny sizes of galaxy maps then

  • @savantofsand8090
    @savantofsand8090 11 месяцев назад +86

    As a Barbaric Despoiler, I approve of #9

    • @therealspeedwagon1451
      @therealspeedwagon1451 11 месяцев назад +11

      When using raiding bombardment, set the default rights of all aliens to domestic servitude so that all unemployed pops work as servants and produce amenities. Actually I do that by default because I actually know how to manage slaves. In an ideal world all jobs except for rulers can be run by slaves. At most all you need is indentured servants, domestic servants, and battle thralls.

    • @alecneal8335
      @alecneal8335 11 месяцев назад +2

      Barbaric despoiler necrophage is just peak

    • @arturkaptyug342
      @arturkaptyug342 11 месяцев назад

      As a rogue servator, I approve this message and grabbing Mechromancy for those pesky undesirables.

    • @PerfectAlibi1
      @PerfectAlibi1 11 месяцев назад +1

      @@alecneal8335
      Do pops on Necrophage purge become your primary pops on abduction?

    • @alecneal8335
      @alecneal8335 11 месяцев назад +2

      @@PerfectAlibi1 yes sir with the necrophage purge type

  • @Pan_Z
    @Pan_Z 11 месяцев назад +62

    Regarding research stations: there was a point where they were worth it early in Stellaris' life cycle. As a result of the many DLCs and patches, they're a feature that doesn't make much sense anymore.
    The downside of a game that receives drastic reworks. Some parts of the game are just there, leftover from earlier builds of the game where they served some purpose.

    • @mburg8345
      @mburg8345 11 месяцев назад +1

      New player - your saying not to build research stations in any system? Even ones with a resource boost?

    • @brandonianchan2455
      @brandonianchan2455 11 месяцев назад

      @@mburg8345 By the time you reach early mid-game, research stations are dwarfed by your researcher pops. Yes, you may be getting around 80 society research (even with techs) from stations, but your researchers are doing 1k society research. Not to mention, those researchers are likely giving 1k engineering and physics research, too.
      The point is to build research stations last. Build ones for alloys, minerals, and energy in this order (once you get the materials for rare materials like rare crystals, exotic gases, dark matter, etc., you will want to prioritize those more). Those materials are better spent building your worlds, using the nutritional plentitude edict, etc. I will admit I build stations once I have over a +100 mineral income per month. By that point, I am usually waiting for pops to grow, so I end up asking my construction ships to help.

    • @hatemf23
      @hatemf23 11 месяцев назад +1

      Don't they pay off long term or something?

    • @brandonianchan2455
      @brandonianchan2455 11 месяцев назад +13

      @@hatemf23 It's just a comparison. Yes, 100 years down the line on +80 society research, you will gross 8k. 100 years down the line, your researchers are going to be doing 2k (or more) research a month.

    • @hanneswiggenhorn2023
      @hanneswiggenhorn2023 9 месяцев назад +11

      I think they still have some purpose because they don't need pops. In the early game, pop growth is your worst enemy, and if you have already 10 free jobs, you might as well build a research station instead of waiting years till you have enough pops to fill your next planetary science building. So they are kind of a good mineral sink if you got too many at any point

  • @hg2aa
    @hg2aa 11 месяцев назад +35

    i need a guide on astral bodies, because the interfere with combat. I know that, black holes reduce sublight speed, and neutron stars nullify shields. So I'd like a guide on how to proceed on each star, or how to choose the best chokepoint for a buff starbase. Thanks already, Strat.

    • @mariomario-dy1kc
      @mariomario-dy1kc 11 месяцев назад +15

      Black holes don't slow ships down, they reduce chances of retreating.
      Pulsars slow down ships. They look like neutron stars, just pulsier

    • @AyoKeito
      @AyoKeito 11 месяцев назад +2

      Don't build your defenses in pulsar systems. Build up your base in the next system after pulsar. This way, when enemy fleet enters, it's still at 0% shield, while your uncustomizable space station core is at 100% shields.

    • @lostbutfreesoul
      @lostbutfreesoul 11 месяцев назад +1

      I second this.
      There is a symbol next to the name of the system but it often seems to have different debuffs then what everyone else talks about. This has always made me wonder if some information wasn't being displayed on the little icon properly. For I am very shield heavy and would like to avoid certain systems if I can help it.

  • @anyray5653
    @anyray5653 11 месяцев назад +20

    I will disagree about starbases. Swarm missile defence platforms are insane, cause if you combine them with target link they will wreck most of the enemy ships even before they hit your starbase.

    • @TheBronzeDog
      @TheBronzeDog 11 месяцев назад +2

      (Takes notes) I think I'll try that out in my next game.

  • @letsplaysvonaja1714
    @letsplaysvonaja1714 11 месяцев назад +13

    crystal plating, while not necessarily always available, should still work against disruptors at least

    • @Strategiser2
      @Strategiser2  11 месяцев назад +8

      they do, but they got nerfed in the rework HEAVILY, thus becoming REALLY bad against anything but Disruptors

  • @kaptan_davuk
    @kaptan_davuk 11 месяцев назад +11

    In my first game auto design really messed with me, i was upgrading ships just to upgrade them again next month. And currently its utterly ridicilous while designing ships.

  • @Dkc3
    @Dkc3 8 месяцев назад +3

    I love the surviving mars music lmao I'm glad you gave it love in this video

  • @therealspeedwagon1451
    @therealspeedwagon1451 11 месяцев назад +20

    I kinda wish soldier jobs were more realistic in Stellaris. I wish they prioritized free pops rather than chattel slaves. Realistically speaking only battle thralls should be allowed to be soldiers. But I bet most people don’t even know those exist because they and the AI only use indentured servitude. That’s right, even if the AI is the most fanatical of xenophobes (unless fanatic purifier of course) or the most authoritarian of tyrants they will only shackle xenos to debt.

  • @ryorai5804
    @ryorai5804 11 месяцев назад +34

    I am going to disagree wholeheartedly with the starbase thing. I have had starbases wipe out fleets twice the power of themselves. (Grand admiral) From what I was watching you put NO defensive platforms on them, which is why it lost. Like of course a bastion with no defensive platforms is going to lose.

    • @FreyjaFoxx.x
      @FreyjaFoxx.x 9 месяцев назад +8

      Defensive platform and a defense super computer to stack up 8 of them.

    • @007mattattack
      @007mattattack 8 месяцев назад +9

      yeah I was just thinking this. Defense platforms are where the combat power of bastions actually comes from. The gun and missile batteries are just an added bonus. Honestly, I would fill the bastion with hangers and put guns on the defense platforms. With the defense super computer and the archaic defense field or whatever that tech is you can have a ton of defense platforms around your starbase making it a tough nut to crack. It can still be beaten but if you are playing a pacifist or tall you can get away with parking a small navy over a bastion like that and weathering almost anything. It makes weak navy defensive races actually viable

  • @mekquake5879
    @mekquake5879 11 месяцев назад +5

    i cannot comprehend how you can micromanage the damn ship creation, thats way too much to keep track of

  • @pocok5000
    @pocok5000 9 месяцев назад +6

    I like to keep one Corvette fleet as a fast response unit. Their sublight speed is awesome

  • @thunderhead9338
    @thunderhead9338 11 месяцев назад +12

    I find this hilarious considering the video just came out after I was steamrolled by an ai determined exterminator empire that became the crisis and swept half the galaxy off the map while I was focused on my own empire because I have 0 situational awareness when it doesn't actively concern me
    That ai crisis just magically pulled 600k fleet power out of thin air in the mid game just after the great khan spawned

    • @philkim8297
      @philkim8297 10 месяцев назад

      600000?! Does the difficulty you're playing on affect the fleet size of ai?

    • @thunderhead9338
      @thunderhead9338 10 месяцев назад +2

      @@philkim8297 To my surprise, Captain difficulty. Not even Grand Admiral.

    • @mustafaozturk2542
      @mustafaozturk2542 2 месяца назад

      @@philkim8297 Not really but in higher difficulties AI gets buffs so it makes them start strong. If Stellaris had a very good AI program running behind, the majority of the players would likely play the game in Cadet mode to enjoy it. Hardcore AI + Buffed start results in bad taste for the game.

  • @supercellodude
    @supercellodude 11 месяцев назад +13

    When do the defense stations around starbases become worth the cost of alloys? Only when going over naval cap would seriously hurt your economy?

  • @sentinel7672
    @sentinel7672 9 месяцев назад +4

    Regarding the shields vs armor thing, I think regeneration needs to be factored in. While shields are the only defense/hp type with built-in regeneration, that regeneration is point-based while hull and armor regeneration you can gain from various sources is exclusively percentage based. This means that shields will *always* regen their health at a fixed rate no matter what, while a specific armor regen value will *always* result in fully depleted armor being fully restored in a set number of days whether it's 100 armor or 10,000. This gives armor more potential endurance compared to shields if you have regenerative hull tissue, nanite repair systems, mark of the composer, or an engineer admiral. This gap only widens once you reach repeatable techs since increasing max shields by 5% means that it takes 5% longer for depleted shields to be fully restored while the same isn't true for armor.

  • @marinerusher5252
    @marinerusher5252 9 месяцев назад +4

    Auto generate designs doesn't prevent you from making new ships, it just means you need to specifically create a new template to work from.

  • @ScorpioneOrzion
    @ScorpioneOrzion 11 месяцев назад +7

    For 21 it would seem armor is better than shields, but as soon as someone brings in plasma, shields are more valuable. If you run low shield and high armor, with anti armor weapons, you will lose to a full shield + anti armor weapons
    So say 6 L Neutronium Armor give a total of 10440 armor
    6 L Hyper Shields give a total of 7920 shield + 52,2 daily shield regen
    So given if the battle takes say 30 days
    The shields will cover for 9486
    The armor will cover for 10440
    If you include 3 shield capacitors then
    The shields will cover for 11862
    The armor will still cover for 10440
    What actually matters is, if you can counter their ship design, you will win.

    • @Strategiser2
      @Strategiser2  11 месяцев назад +11

      true, that is a very fair point
      countering the enemy is much more important now, but i was just making a point that most of the really REALLY good weapons now just ignore shields entirely
      Armor may not be the best in all situations, but it certainly is a very safe bet for MOST situations

    • @ScorpioneOrzion
      @ScorpioneOrzion 11 месяцев назад

      If you use all armor and anti armor weapons, let me bring full shield ships to this fight xd I'm prob gone just wreck your fleets kek@@Strategiser2

  • @jeremypurdy1833
    @jeremypurdy1833 6 месяцев назад +1

    I know this video is a few months old, but here's a pro-tip:
    You can use Raiding bombardment stance on pre-FTL civilizations and ERASE THEM FROM THE GAME. Yes, you read that right: you can steal pops from pre-FTL civilizations, ranging from 20-40 pops in most cases, and even free the planet up. At the last pop for a pre-FTL planet it says that you've raided them to near extinction and ruined their civilization, erasing the final 1 pop and immediately opening the planet for colonization.
    You can use this as a Necrophage, Devouring Swarm or an Assimilator for their pop/ bonuses without going to war with another nation.

  • @BradenJohnYoung
    @BradenJohnYoung 11 месяцев назад +3

    Who that cancel follow move is such a dick move... And I appreciate that.

  • @ProfilGesperrt-gk8xc
    @ProfilGesperrt-gk8xc День назад

    HOLY FUCK THANKS FOR THE RETREAT POINT. So often have retreated ships redeployed directly in a system that was (close to) being attacked by a crisis or a super strong opponent. I was tearing my hair out a few times, figuratively

  • @roy_g_biv
    @roy_g_biv 11 месяцев назад +28

    This video is okay strat, your content has steadily gotten better as time has gone on.
    I personally would recommend more minecraft parkour in the corner or maybe some other sensory videos, and definitely some goofy cartoon sound effects would increase retention rates as well as increasing your potential audience to younger, less attentive individuals
    Honesty excited to see the next one, keep up the amazing work strategizer

    • @Strategiser2
      @Strategiser2  11 месяцев назад +14

      yes, those are some very good suggestions ms. biv, i'll think about implementing subway surfers on the corner of the screen when i'm explaining something that involves big numbers
      as it seems people do indeed lose attention the most in those types of scenes, so this is very helpful

  • @Platypus2814
    @Platypus2814 11 месяцев назад +11

    7:50 does this include separating titans from , let's say, disruptor cruiser fleets? Won't the titans just die way more easily if you do that?

    • @mariomario-dy1kc
      @mariomario-dy1kc 11 месяцев назад

      I imagine you can group different ship classes together as long as their combat AI is the same

    • @Strategiser2
      @Strategiser2  11 месяцев назад +8

      combat AI behaves differently depending on the weapons used, so it's generally advised to not mish mash different ship designs

    • @iceball3xd
      @iceball3xd 9 месяцев назад +2

      I think it'd come down to whether you're using that particular titan for it's friendly buffs, or as part of an alpha strike artillery battery. Might not be a bad idea to give your short-range fleet titans a more suitable build for it's job, for example L lasers with no minimum range or the relic X slot weapon (if i recall correctly, the relic version has less range but greatly increased fire rate)

  • @aksmex2576
    @aksmex2576 3 месяца назад +1

    One of the most under rated feature in stellaris is that your fleets can follow enemy fleets.

  • @YappinStoner
    @YappinStoner 11 месяцев назад +2

    Missle batteries are quite useful at the beggining they can destroy low lvl fleets amd will take q couple ships down before they get to engage the station

  • @Bayofthe91st
    @Bayofthe91st 9 месяцев назад +1

    Hearing this video with such a voice, made me think that these tips may be made by either the prikkiki-ti or the robot fallen empire

  • @notNajimi
    @notNajimi Месяц назад

    I think mixing weapon types can work when the weapons have certain commonalities. I stand by disruptors and torpedoes being a pretty potent combination for fighting the AI since they have basically the same range

  • @Easy2own
    @Easy2own 8 месяцев назад

    The Thing with the Federation fleet i didnt know , but if you know its so natural to put your naval cap down because federation fleet is capped at 600.

  • @WatsonPlays
    @WatsonPlays 11 месяцев назад +1

    this raid shadow legends ad integration is just a piece of art

  • @lexel7795
    @lexel7795 10 месяцев назад

    YOOOO SURVIVING MARS MUSIC
    (I have been reminded of that game‘s existence and shall play hundreds of hours more of it)

  • @danielunnamed9438
    @danielunnamed9438 7 месяцев назад +1

    Forge worlds should be always the safest one, deep inside empire. It's cheaper to buy energy, food and minerals compared to goods and alloys from market

  • @Swagmaster07
    @Swagmaster07 3 месяца назад +1

    I was thinking of mostly focusing on shields for my ships, because I assume the AI would only use the laser weapons as their primary weapons, since the auto generations I got gave my ships laser weapons (It still generates some ships for me, but I use my own designs) and if AI can't make their own custom ships (probably, god forbid) I can just focus on shields, especially early game. I am a Noob :/

    • @wolfpack95805
      @wolfpack95805 12 дней назад

      I think in the wiki it says AI empires with different focuses (evangelizing zealots, spiritual seekers, ruthless capitalists, etc.) may favor different weapons. I haven't checked enough to confirm this though

  • @najex1
    @najex1 8 месяцев назад +1

    It might be worth mentioning that this a video primary focused on multiplayer. In single player, a few of these tips aren't really relevant I feel.

  • @thetravelingsoldier7640
    @thetravelingsoldier7640 8 месяцев назад

    This video is very useful and informative. Unfortunantly i still struggle to understand. I do want to get better at the game but the combat is where i struggle the most.

  • @benwer6865
    @benwer6865 11 месяцев назад +3

    Sorry, but corvettes in Late Game are pretty strong in defending your homespace.... against battleships they shine supreme...
    But the best ships is allways the cruiser

    • @thechloromancer3310
      @thechloromancer3310 11 месяцев назад +1

      Cruisers are awesome... they die so that my battleships can survive.

  • @garrettwandel7713
    @garrettwandel7713 5 месяцев назад +1

    I did not understand 7. (Don't Rush Space Extraction), so shouldn't build any research stations?

  • @aaronmichelson5510
    @aaronmichelson5510 6 месяцев назад

    Nice. #25 blew my mind!

  • @fvlse_
    @fvlse_ 3 месяца назад +1

    This dude makes fantastic vids but that voice KILLS me I can’t get over it. 😂 Is it a bit or is that really his speaking voice?

  • @FNLastname
    @FNLastname 7 месяцев назад

    corvettes are amazing missile sponges. simply make a small fleet of a only disrupter fit picket hulls with point defense and afterburners. missiles track the closest target first, so if you use battleships or cruisers from a distance, a suicide corvette fleet used as a missile screen against other players, or, you could go with picket destroyers with flak and point defense. i never had issues murdering fleets that use missiles and fighter spam. just remember that missiles have travel time, where as turrets hit/miss the target instantly. also, if the 'target' a missile was going after dies, it will acquire a new target and turn towards it. also, due to how targeting works, some larger ships using shields will have more effective HP in the battle then armor, due to the recharge rate. just remember, there is always a hard counter to everything, even if that hard counter does 25% of the damage you could put out. 25% beats 0%. so stay flexible. not going to say to avoid the meta, but just be aware that the meta is the 'average good fit' not the all time winner.

  • @dominicsouthern7672
    @dominicsouthern7672 11 месяцев назад +1

    I love how cloaking can basically allow space guerilla warfare to be easier

  • @SHADOW_F_A_X
    @SHADOW_F_A_X 11 месяцев назад +1

    Love the surviving mars music, such a nice game, definitely my favourite game from paradox apart from stellaris

  • @vgkail
    @vgkail 9 месяцев назад +2

    MontuPlays would disagree with many of these advises., specially thr ones where he actuakly had tried and tested and documented (Weaoon type vs shield vs armor, starbases etc.)

  • @ProfilGesperrt-gk8xc
    @ProfilGesperrt-gk8xc День назад

    I do love huge Corvette stacks in the endgame to mob up the systems of the crisis or awakened FEs that my main fleet would be too slow to catch.
    If my economy is doing great than I don‘t even have to care about reinforcing my stupid corvette swarm.

  • @trevorgoretski
    @trevorgoretski 11 месяцев назад +3

    Wait why should you not mix weapon "Types"? I didn't quite understand from the snippet in the video

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      because it would spread out the damage evenly on a ship's Shield, Armor and Hull
      instead of focusing down on one "aspect"

    • @trevorgoretski
      @trevorgoretski 11 месяцев назад

      @@Strategiser2 ig I did not completely understand how armor and shields function, I thought it was good to have all bases covered

    • @commandoepsilon4664
      @commandoepsilon4664 11 месяцев назад

      @@trevorgoretski The only hit points that really matter on a ship is its hull points, when hull points reach 0 it is dead. Shields and armour give you extra hit points to act as a buffer, however armour points and shield points don't necessarily stop all weapons.
      What he means by different "types" is what they are stopped by:
      -Energy and kinetic weapons must wear down all hit points.
      -Missiles, torpedos, and fighters completely by pass shield points and only need to go through armour points and hull.
      -Disruptors and arc emitters ignore armour and shield points and damage hull points directly.
      If you mix these weapons you will damage the targets shields armour and hull at about the same rate, meaning the armour and shield damage you dealt is pointless as they die to the loss of hull points. So if you instead only use weapons from one of these types then you can take out ships faster because:
      -Energy and kinetic weapons typically have higher base damage and damage bonuses against particular types of hit points and when focused can burn though shield, armour, then hull faster than a mixed ship will take out it's target.
      -Missiles and fighters have much longer range and can kite other ships forcing them to only use their missiles and fighters and will once again stripe a ship of armour and destroy it's hull before a mixed ship can take out it's hull points.
      -Torpedos are a bit strange as they just have crazy high damage and short range, but you'll generally want them paired with missiles and fighters to give enemy point defense something else to shoot at because every torpedo shoot down is a significant loss in damage.
      -A pure disruptor ship will take out a targets hull points faster than a mixed ship just because it has more disruptors than the mixed ship
      Thank you for reading my novel, I hope it helped.

    • @agsystems8220
      @agsystems8220 9 месяцев назад +2

      Worst would be a mix of missiles, plasma, and disrupters. Potentially you could have a situation where the plasma only damages the shield, the missiles only damage the armour, and the disrupters are the only thing that actually matters. It isn't so much the weapons as the tactics. If you are committing to winning without breaking their shields then any effort to break shields is a waste. Does that make sense?

  • @Mardols
    @Mardols 11 месяцев назад +1

    Wow. Great details in your videos. Very great.

  • @CoronisAdair
    @CoronisAdair 10 месяцев назад

    Raid advert segue:
    /Obiwan voice
    "You were the chosen one! You were supposed to bring balance to Stellaristube, not destroy it!"
    /end Obiwan voice

  • @Water-rg7gp
    @Water-rg7gp 2 месяца назад

    using automated ship designs is so nice because i hate using my brain to win games i just want to spam and abuse leader perks

  • @John-cena359
    @John-cena359 10 месяцев назад

    When I Initial jumped away the enemys were to close or something and got warped with this was 3.9

  • @ryanstewart2289
    @ryanstewart2289 11 месяцев назад +3

    I wish auto-design was off by default.

  • @iluvpandas2755
    @iluvpandas2755 11 месяцев назад +1

    Master armorer councilor is good on corvettes.

    • @iluvpandas2755
      @iluvpandas2755 11 месяцев назад +1

      +100 armor and +100 shields on a cruiser provides 100 more of both but on the 10 corvettes that cost as much as a cruiser provides 1000 armor and 1000 shields

  • @slavking992
    @slavking992 4 месяца назад +1

    Paradox, when collab with Gaijin for a April fool's naval event?

  • @sergiodosreis3235
    @sergiodosreis3235 10 месяцев назад +1

    Building mining stations on mine deposits are no worth it? As minerals are so good early on

  • @jarodiking2559
    @jarodiking2559 10 месяцев назад +1

    is strat a robot? anyone notice he ends his sentences on a low slow note?

  • @betonowybeton2826
    @betonowybeton2826 5 месяцев назад

    Districts are completely immune to planetary bombardment, so build only city districts on your every fortress world. They increase its stability and efficiency of soldiers, but will not provide any resources to enemies if the planet is conquered.

  • @channel-7848
    @channel-7848 8 месяцев назад

    That last tip is pretty nice heh

  • @hal0justcal865
    @hal0justcal865 11 месяцев назад +2

    Miss playing turtle ngl

  • @redddcrown
    @redddcrown 3 месяца назад +3

    I've barely made it to the ⅓ of this video and couldn't tolerate more of the creator's goofy speech.

  • @kosviik9584
    @kosviik9584 Месяц назад

    I swear to god I have no clue if I are playing the same game as everyone else, there isn't a point in any game where I am not trying to escape being capped on minerals.
    And I'm constantly building more and more alloy producing colonies.

  • @mrhitisnumberone
    @mrhitisnumberone 2 месяца назад

    How do you use jump drives? I researched the special tech but can't use it why?

  • @gho5tspartan26yt
    @gho5tspartan26yt 10 месяцев назад +1

    3:49 how did I know😂

  • @erickmorales6135
    @erickmorales6135 11 месяцев назад

    Ey, soundtrack of Surviving Mars?

  • @Chaoskye
    @Chaoskye 8 месяцев назад

    random question, do cloak detectors on star bases only work for the system it is in or the sensor range of the star base?

    • @Strategiser2
      @Strategiser2  8 месяцев назад +1

      in the sensor range of the starbase

  • @lukefindlay6845
    @lukefindlay6845 11 месяцев назад

    Casually using Surviving Mars music for a Stellaris video. The music is good, no hate intended.

  • @giantdutchviking
    @giantdutchviking 10 месяцев назад

    On the 1st tip, doesnt armor contribute to hull? Idk if its extra hull points and/or I could be completely mistaken

    • @Jagrofes
      @Jagrofes 10 месяцев назад +2

      No.
      Hull, Armour, and Shields all have 3 different HP pools. Say you get hit by weapons that do not ignore any defences, HP starts being taken from shields, then after they are depleted armour, then finally Hull. When the Hull runs out, regardless of how much the other HP pools have left, the ship is destroyed.
      The reason why Disruptors are so good is because they ignore Shields and armour without hardening completely , damaging the hull directly, effectively ignoring 2/3 of its defences completely. Furthermore, damaging a ships Hull reduces it's effectiveness in battle, so not only are disruptors ignoring defences, they are also crippling their target and making them weaker while they do that.

  • @philkim8297
    @philkim8297 10 месяцев назад

    What is this about separating fleets by ship type? For example, all my missile cruisers and kinetic artillery battleships in one fleet? My disruptor corvettes and pd destroyers in another? I'm struggling with how to setup my fleet composition. And corvettes are useless?!

    • @Jummugest
      @Jummugest 6 месяцев назад +1

      Corvettes are not useless thats bade advice. But unless you have a specific build and purpose for them to perform they fall off once cruisers can be built. So for example only use corvettes in seperate fleets as missile sponges with only disruptor weapons to waste the enemy ships time for your more powerful longer range ships to fire. Or don’t use them once you can have the higher tier ships.

  • @maddyaurora
    @maddyaurora 11 месяцев назад +3

    very little explanation to why you shoudnt do x thing

  • @matebubori5064
    @matebubori5064 2 месяца назад

    iknow i wont get an sasnwer for this but why shouldtn i mix weapon "types" whats wrong with hybrid ships?

  • @stormrunner4081
    @stormrunner4081 9 месяцев назад +2

    And just to say it one more time
    Turn off the auto design
    Even if you don’t think you can design a ship you will do a better job than the auto designer

  • @Hammurabae
    @Hammurabae 10 месяцев назад

    Very helpful!

  • @smtmithileshthakur
    @smtmithileshthakur 7 месяцев назад

    your way better and time saver straight to point then the time waster Montu .,.. so i sub you

  • @realhollow3675
    @realhollow3675 Месяц назад

    well no you fill the slots with cystal armour that ups hull points thats the counter

  • @TheCarloCarlone
    @TheCarloCarlone 11 месяцев назад

    I can't mix different weapon type.... on the same ship, right?
    I can totally use kinetic and energy weapon AND have frigates rushing with missiles and torpedo, right?

    • @Strategiser2
      @Strategiser2  11 месяцев назад +3

      not optimal, but is not that bad
      in general it's advised to not mix them as again, damage is spread out
      so only do so if you're fighting specifically big ships and you NEED the extra bonus damage against them

  • @foxsinofgreed8698
    @foxsinofgreed8698 6 месяцев назад

    quick question is there a good way for me to win battles without mixing different weapon types.

  • @portallegend1692
    @portallegend1692 3 месяца назад

    This is why auto station construction is a must. Don’t spend a year on each system

  • @lnon4361
    @lnon4361 6 месяцев назад

    this guy def an alien

  • @Speedster___
    @Speedster___ 10 месяцев назад

    Sensor array go brrrr 5:29

  • @Joaquin_Peyronel
    @Joaquin_Peyronel 6 месяцев назад

    Why are trade hubs useless? I always build one or two

  • @rainbowappleslice
    @rainbowappleslice 10 месяцев назад

    So what’s bad about research stations?

  • @ScorpioneOrzion
    @ScorpioneOrzion 11 месяцев назад +2

    For 2 rather than disabling it, you can just build your own ships (and just have it on to see what the AI thinks is best with your current tech)
    Now you get best of both worlds.

    • @MarlKitsune
      @MarlKitsune 11 месяцев назад +5

      ... You CAN'T design your own ships if its on.

    • @ScorpioneOrzion
      @ScorpioneOrzion 11 месяцев назад +4

      You can in fact, just not change the auto designs.

  • @АндрейШмидт-б3е
    @АндрейШмидт-б3е 3 месяца назад

    Not true. Energy is same as Minerals with converted price as 1.3 from market. So If its 3energy and 2 minerals, ill build energy base. Coz its give me 2.3 minerals from market.

  • @Salv2137
    @Salv2137 11 месяцев назад

    1. crystal plating isnt better than empty?

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      most of the time, you won't be lucky enough to be neighboring the Crystal System that has them
      tip number 1 is useful if you have no hardening modules due to low tech + not lucky enough to be next to Crystal Entities

  • @dustysdisciple
    @dustysdisciple 11 месяцев назад

    Is number 15 correct? It seems to work for me. Curious if I’m missing something.

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      yes, they do work, but not as well as if things are always separated

  • @rakaman27
    @rakaman27 11 месяцев назад

    Is there any point in having PD/flak destroyers escorting my BBs? Or should be on a different fleet?

    • @Strategiser2
      @Strategiser2  11 месяцев назад +2

      different fleet and make them follow the battleships, so theres no speed difference

    • @rakaman27
      @rakaman27 11 месяцев назад

      I assume it's because of the combat computers? Is it more efficient to put PD on the BBs? @@Strategiser2

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      @@rakaman27 yes, it is because of the combat computers
      also you can't put Picket computers on Battleships lol

    • @rakaman27
      @rakaman27 11 месяцев назад

      you can add carrier sections and PD though.@@Strategiser2

    • @benoithudson7235
      @benoithudson7235 11 месяцев назад +1

      @@Strategiser2 : the battleship carrier segment has P slots. You can't set the picket combat computer but you can put flak or PD on.

  • @omagod500
    @omagod500 10 месяцев назад

    You can design defense platforms at least

  • @KeinNiemand
    @KeinNiemand 3 месяца назад

    Ancorages are just not good enough on their own endgame, eventually you need soildairs.

  • @ce017
    @ce017 9 месяцев назад

    Haven't played this game for over a year and now there is cloaking????? Thats sick

  • @icaruscarinae
    @icaruscarinae 11 месяцев назад

    I play with giga engineering, so anchorages aren't needed.

  • @pilzwigder17te
    @pilzwigder17te 10 месяцев назад +1

    14 Is a lie why waste alloys on ships that take forever to build my Hyperstructural-Assembly-Yard spits hundreds of corvets out in a few days.

    • @Dylan-cv7kj
      @Dylan-cv7kj 5 месяцев назад

      Not everyone got that

    • @pilzwigder17te
      @pilzwigder17te 5 месяцев назад

      @@Dylan-cv7kj geringverdiner

  • @TheRealTonie
    @TheRealTonie 4 месяца назад

    Anchorages? Nah man, Pirate Free Haven is the shit 😎

  • @JaJDoo
    @JaJDoo 11 месяцев назад

    so do i stop making corvettes after i get bigger ships?

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      yep, exactly
      Corvettes die too much as they both have the lowest base HP and also the lowest disengagement out of all the ship classes

    • @JaJDoo
      @JaJDoo 11 месяцев назад

      @@Strategiser2 oh dear
      should i retire destroyers as well at some point?

    • @Strategiser2
      @Strategiser2  11 месяцев назад

      @@JaJDoo destroyers are half decent, so probably not

  • @DraggyLordeOfficial
    @DraggyLordeOfficial 8 месяцев назад

    how do i customize my ship

  • @choboibigly6565
    @choboibigly6565 6 месяцев назад +1

    Why does this dude sound like Jar Jar Binks if he spoke with an American accent?

    • @Strategiser2
      @Strategiser2  6 месяцев назад +1

      lmao i've never heard that one before

    • @choboibigly6565
      @choboibigly6565 6 месяцев назад +1

      @@Strategiser2 Loved the video, you and Montu are my best stellaris teachers. Thank you.

  • @TrollBTD
    @TrollBTD 11 месяцев назад

    8:00 but doesn’t this make it easier for a fleet to simply die when it would have survived better if they were together?

  • @pride2184
    @pride2184 7 месяцев назад

    Not true starbases are strong asf if you use em right. They meant to be a deterrent not a end force. Use em with your naval forces and youll win every engagement... Only bad players wont always be in control of the federation fleets. Ive never had any issues and i wouldnt say i am a expert but never have i lost federation leadership cuz you should either have way more power then anyone you federate with or have a crap ton of vassals. Never ever federate with someone just as strong as you always choose to be the dominate power as everyone is there to feed your empire.

  • @anikapt8728
    @anikapt8728 18 дней назад +1

    why do you talk like that sounds like a minecraft video from 2010 xD
    I cant help but imagine him talking to his friends normally like this all day cracking me up