Every Stellaris Ship Design You’ll Ever Need

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These should work in 4.0!

0:00 - Intro
0:39 - Missile Corvettes (Start Of Game)
3:19 - Disruptor Corvettes (Early Game)
7:27 - Destroyer (Early Game)
7:58 - Missile Cruiser (Mid Game)
10:30 - Hanger Cruiser (Mid Game)
11:05 - you can also use missiles on M and S slots
12:36 - Disruptor Cruiser (Mid Game)
14:22 - Hanger Battleship (End Game)
16:35 - X Slot Battleship (End Game / Best Class)

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Video Description:
Stellaris is a 4X grand strategy video game developed and published by Paradox Interactive. Stellaris' gameplay revolves around space exploration, managing an empire, diplomacy, and space warfare with other space-faring civilizations.

#Stellaris #Ep3o
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I wish I could set up my ship templates in a "across all games" file. So tired of rebuilding the same ones over and over.

radaro.
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That's a long video just to say "put Skrand Sharpbeak on a carrier fleet"

Slade
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Carriers. I use only carriers, I love carriers.

gildedspark
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Detroyers early on can use the Artillery computer with missiles to kite. Acts like the cruiser version until swarm missile cruisers are available.
Either leave the M slot empty until you get swarm missiles or use the bow pd and put in a PD to pick off enemy missiles.

SteveBlewett
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Something to consider: torpedos are very effective against tougher, larger ships. Swapping the bow section of the missile cruiser to a torpedo will allow them to wreck any ship that gets close to them. Very useful against crisis battleships.

KosherCookery
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Wow thanks for letting me know about keeping fleets separate in regards to battle computers having different engagement strategies, that's a big game changer.

niko.
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I understand he's speaking in generalities. One thing to note though is when going up against fallen empires, don't assume you can kite. They'll eat your fleets in the blink of an eye. Afterburners won't save them. Armor and hardened armor 'A' slot modules are a must for battleships. That said, all good stuff in the video. It's fun to watch the mismatched fleet battles. Really eye opening on the carriers and strike craft. I'll have to try that on the next devouring swarm I run into. :)

scottmckinney
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I like the Tachyon Lance, just because the way it looks when it fires.

Einherjar
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Thank you for this video - there’s lots of videos about the most optimal ship builds in the late game, but this is the first one that walked through the early game, when the difference between builds can really matter the most, rather than pure fleet stacking like the late game

fastjimmy
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Carriers are my fave especially with knights with that juicy 25% bonus they get

CrimsonReaper
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Thank you!! This is the PERFECT GUIDE for ship designs against AI, too often when I go to reddit or youtube to find ship design guides they tend to go too deep into specifics, multiplayer, counters and so forth which is overcomplicated for what I want: ship design types for a mid/early/late game

kandaimai
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There was a time when different Empires with different ethics had different ship designs, meaning you actually had to plan out your deployments.

Sadly, these seem to have been scrapped, alongside AI personalities (Federations made personalities obsolete because of the changes to relations and the ability to harm relations with 0 consequence).

LAZERAKV
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I take it that the flak/laser/laser design I see in tournaments is better for pvp while in pve the missile/missile/missile design is better.

EyeOfMagnusE
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That's a great video!
I always struggle a lot with "how to design my ships" - on one hand, I play quite peaceful, I like the exploring und building aspect more than the war in this game.
And I don't play on high difficulties.
So my "strategy" is "more stuff beats less stuff", which obviously works very well on difficulty 5 or 6.
Checking what kind of ship the enemy builds always felt like too much of an effort - this video is EXACTLY what I wanted.
I don't want the perfect fleet, I want something that is overall a good choice.

Time to go one difficulty level higher and rely less on the "quantitiy has a quality of its own" and go the "work smart, not hard" road :)

wedgeantilles
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I'd also recommend pairing fleets together.
Keeping a close range fleet at a system entry point while your artillery ships are prepped at their maximum engagement range allows both fleets to not only do what they each do best, but cover each other's weaknessess too.

Similarly, converting defense platforms to the X weapon class ones can do amazing first strike capabilities, but having fleets of corvs with high evasion at system entry points will give your platforms even more time to take out ships before they are engaged.

awsomesaucekirby
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Bold of you to make a guide on this just before what will likely be yet another major balance shakeup

QuestionableObject
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Honorable mention for very early game that I didn't see here and that in my experience does better than missile corvettes: 1 Flak Battery + 2 small lasers corvette. Enemies don't have PD but they do have missiles. Flak Battery does take down missiles AND does great damage against shields, that's 4.50 dpd +100% vs shields (compared to Mass Divers 2.70 +50%). You shred shields, shred incoming missiles and then you finish everything off with lasers. This loadout tears through twice its fleet power AND does a great job against stations as well. True early game powerhouse before you get disruptors.

nokta
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my man forgot missile destroyers. always have them. with afterburners and artillery, they can comfortably stay out of range of enemy fire, while still delivering their payload. great for dealing with early game starbases too

HavocLoods
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3:35 I really hate having to hard research blue lasers, when you can get them pretty easily for free from anomaly that you can find on any ice planetary body... XD

PerfectAlibi
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Respectfully, don't sleep on destroyers. They are so much better than corvettes for 4 reasons:
1: They are much more hull point efficient than corvette (a corvette is worth one nav cap and has 200 hull points, while a destroyer is worth 2 nav cap and has 600 hull points)
2: They are much more likely to disengage than corvettes. Combine this with number 1 and destroyers will suffer a fraction of the losses a corvette fleet will sustain.
3: Two A slots: This means double afterburners which means that corvettes don't even have a speed bonus over destroyers.
4: M-slot: This gives destroyers access to weapons like whirlwind missiles that absolutely shred corvettes, and even if you don't get that destroyers still have a massive range advantage over corvettes which means that they will shoot first and maybe kill multiple corvettes before they even get a chance to shoot back.

In short Destroyers are SO much more survivable than corvettes, they outrange and outgun corvettes, and they aren't even that much slower.
I think you should replace your corvettes with destroyers the second you get them but that is just me.

AugustusChi
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