That leaves armor as the best way to keep your ships resilient. 2 pulse armors cost 120 power and less power than that and give 2040 armor + 1800 shields. Can range from 0 to all of the AI empires. L-slots are best equipped with Kinetic artillery and Neutron launchers. Going all shields will leave you lacking power for weapons. All trademarks are property of their respective owners in the US and other countries. 3. The ratio is 7 to 3 not 10 to 3. Yes its more expensive. There are anti-shield, anti-armor, anti-hull, and penetrating types of Energy Weapons. Sends a diplomatic command from the target to the player. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?There does seem to be a distinct lack of authoritarian militarist aesthetic in the game as it stands. Going all armor will let the enemy focus fire your ships more effectively (currently the anti-shield weapons will change targets once shields are down on their current target). regenerative hull tissue) on all your ships. 2 updated for 1. 9. Torpedoes are slower than missiles and have worse range. Any time a ship is lost. Just don't use them to tank. Picket Corvettes and Destroyers equipped with Point. The L-Cluster is a cluster of stars located north-east of the galaxy and entirely inaccessible through the regular hyperlane network, experimental subspace navigation, or jump drives. SE Humanoid. Best Rare Technologies To Rush In Stellaris. . System: Max systems, line computer, afterburners, and auxiliary fire control. There are 6 classes of military ship in Stellaris. Stellaris. Members Online •. Ancient Empire Mod is a late-game/end-game event mod that introduces the story of an ancient civilization that was once mighty but eventually fall for unknown reasons, a series of related technologies, ships, and event mechanics. Favorite. Unless I'm defending in a neutron star system. Along. you at high level! To create a balanced playthrough with a sense of progression in an immersive way, OWL restricts the best. The only reason to go hangars is to help fight of pirates, and that is less important than actual defensive value. you have to keep in mind that Giga Cannon focuses on shield damage whereas Tachyon Lance focuses on armor damage. It's comparable to shield regen on fortresses. ) -Very hard-hitting lances with some tracking. This guide will be updated with every major stellaris patch being released. If you can get Crystal Hull tech this can help you build ships more for less. This fleet composition assumes you are playing against the AI. In general I prefer shields over armor it's recharges in between fights which is really helpful the downside is they can be hard countered by anti shield weapons. (Regen values are now 20% of the previous values for most components. Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. The middle large sockets are usually 2 kinetic artillery, coupled with one neutron launcher. For first time I was playing stellaris with huge amount of refinery resources, all thanks to this building. As mentioned, you can find tons of weapons and defenses in Stellaris when designing your ship. Credits: Steam. Out of all the Legend of Zelda-inspired mods released on Minecraft, the MasterCraft mod by XeroSphex is perhaps the most thorough in its recreation of transforming players into their pixelated versions of Link. 67. In 3. , its a flat damage reduction. [diplo] [id] reverse_diplo action_invite_to_federation 01. The next stats are armor and shields. 6. While not as game-changing as most other relics on this list, it can offer a nice boost to both your naval and army forces. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Harvest its corpse for 10,000 energy credits, 2000 minerals, and 80 influence, or study the egg sac for a deadly espionage covert operation. It's easier to to get high end shields (Dark matter) than Drake Armor and you can get Psionic shields in certain play throughs. Ship. But the best way to get Intel will be by conducting what is known as Expeditions. IrkenBot • 3 yr. 9 ‘Caelum’ Patch Notes, and Ask Us AnythingThey regenerate after x ticks of no damage taken (from the defines file). Mods Early 2022. armor, shield, and damage also apply to defense platforms. Stellaris Ship Design Guide 2023 [3. . 2. After that take the angler civic, agrarian idyll and when you get the third one take catalytic converter as thats key to the whole build. )Features. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. And even though I have suggested to others before to build a Gigafortress on the Phanon world to spawn defense armies. However,. It is best to use it on small and fast ships which can get to enemy fast enough for the aura to work properly. Minmaxing cost vs effective HP would be as much shields as you can fit, and then armor (or possibly leaving it empty if you want to truly min-max it) Hull plating if the enemy is using penetrating weapons. The ships look like they also had auto-complete clicked since they're using PSI JUMP DRIVES WHICH. Yeah, yeah, I know, manually design ships using cheaper tech. I have. Enjoy all :)This mod is a global compatibility patch for Stellaris 3. add:加上一个固定的数值,数值取负值时为减去. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. Are you asking what is the best option? Minmaxing cost vs effective HP would be as much shields as you can fit, and then armor (or possibly leaving it empty if. Fleet units in Stellaris Stellaris guide, tips. In this video I test out the new Armor Hardeners which is part of the new 3. Stellaris. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. under normal situations (and normal difficulty) i like a balance of shield and armor as you are doing. IPWIW. Not really. As weapons against Contingency I would use Arc Emitters +Disruptors + Hangars. Fallen / Awakened Empires use a special set of designs for their ships that they don't switch. The primary method of increasing stability is having high amenity, which either makes your pop happy (caps at twice as needed) or directly increases stability (for Gestalt). Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Star Wars: Legacy of the Old Republic 1. Thanks to them you can easily neutralize aircrafts and smaller ships which will cause destruction around your station. Number ranges are dependent on galaxy size; minimum can be set at zero. 某些常用后缀的使用:. Reply. In 3. Decent, but outclasses by tier 5 regular techs. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. Governors: Gives sector wide bonuses. 5 Oligarchies. these can be used for several different things throughout the game, there should be a list on the relics. With that just build as much farming and later industry and become. Scrapper Bot (2 tier 5 tech rewards and best in slot armor/hull Regen). AI Empires – Determines the number of AI empires that spawn at the same time as human players. For weapons though, yeah, t5 is better. Hull doesn't resist anything, and many endgame weapons do bonus damage to hull -- for example, 100 armor is roughly equivalent to 250 hull if you're defending against kinetic artillery. Hull (and armor) gets upgraded when you slap weapon modules anyway by 60%? and another 10-20 or whatever with ore, also some traditions. here you go, from the patchnotes of 3. 表一. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. Use shields as the Dimensional Horror has weak weapons against that. It. Missiles can be useful in that they ignore shields, but since they have issues with travel times and being totally negated by PD, they are usually not worth the bother. 1. Legacy Wikis. LuNi. . simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible) to compete effectively against your enemy. Subscribe, rate, share & award today. I believe one of the fallen empires are very into disruptors. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. . This is simply stellaris on steroids and can lead to overflows in armor, shields, fleet power. So you get a bit of 'overall coverage' so at least nothing will just easily hard counter it. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Neutronium Materials: tech_ship_armor_5. Repeatable techs stack maximum shields indefinitely. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. starting civic only Mutualism plays a key part in ecology and so has this Hive learned to thrive by cooperating with other species from its home planet, now looking at the stars for new. *. Originally posted by Danny: Careful with the event, pick the wrong option and you just get some minerals. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Swarmer missiles can survive point-defense. . Stellaris Wiki Active Wikis. r/pathofexile • Best shield IN THE GAME for armor stackers. Stellaris. 8. Enigmatic Fortress (2 best in slot evasion/tracking boosters and some research) . com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Frozen Planet: Frozen planets shares all the useless anomalies as barren planets, but it has two good potential anomalies: "Cold, Hard Potential" (also possible on cold barren planets), and "Life Signs". Gun batteries. 2 armor, 1 shield. At least one level, sure. . . Yes it's more expensive, but 4/5 odds say they're running the missile-kenetic combo, and even further down the line they seem to favor kenetics (autocannons in particular) over other weapons. Join. A Loot and Encounter Zone Overhaul that focus on open world experience and freedom. New powerful X-Large energy lances for your battleships and bigger ones (3 variants + 1 Titan Beam variant. Yeah, there's a chance it'll spawn so long as you control the system. So: Start of battleship game stage/early lategame = 3-4x shield, rest hull (2-3x). Step one blow the hell out of the 2 systems on one of the lane, then place a behemoth on one of the other end, wait for all of their navy to go there to destroy it, burn the system down with the beam. The 3. And then I did the same test again, but this time without armor, no shield too. If AI won an equal fight he might have countered your shield/armor setup or your secondary weapon was laser. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. 6. Have at around 30. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Although the hull regen mid game is fantastic, the sheer number of ships and fire power late game dwarfs hull regen. All Spinal Mount weapons are excellent, and Neutron Launchers and Kinetic Artillery are your best options in the L slots. 7 Flak Destroyer The best way to use destroyers is as picket ships, designed to intercept enemy strike craft and missiles. The best ship builds in Stellaris. When it comes to shields, armor, and utility components, players simply use the highest tier available, but weapon choices are a little more complicated. Z. . The other with a shield debuff aura, your best armor, and your best medium guns. Economics is everything in stellaris if you have more ships you win. This already was the best "non-cheese" origin, now you also start with the archaeo-tech. 4. Don't listen to that troll, the best early game design is always 2 red lasers and a mass driver (because kinetic weapons are only needed to take down shields otherwise they are always inferior to energy weapons), use improved components as they are researched and go shield heavy as you can afford it because winning wars is all about. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. 9%. Armor is largely wasted against armor penetrating weapons, is not cost effective on anything smaller than a battleship, and mitigates a hard cap of 90% damage under the best case scenario. They are built around stars in order to harvest their energy. #footer_privacy_policy | #footer. © Valve Corporation. They do bonus damage against armour but 50% less damage against shields so load up on shields. Content is available under Attribution-ShareAlike 3. Runs the specified file with list of commands. ago. Trait (scientist) ID. They can be found in special predetermined systems and rival moons in size and mass. Unlocking the Galactic Market in Stellaris provides access to a wider variety of resources, including rare ones like. Having a tech advantage is far more important than having. I personally play cooperative multiplayer and that’s the most of it. Star Trek and all related marks, logos and characters are solely owned by CBS Studios Inc. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Well as you can imagine from the question I'm about to ask, I'm one hell of a newb when it comes to stellaris with only 50 hours of gameplay. HP in a prolongued fight because of the shield regeneration per. 10. In case anyone is interested, I'd be happy to make him a co-author, in order to continue running this page and update the mod himself. 08 damage per day. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. The correct behaviour would be to either not require Exotic Gas Refining as a prequisite. If you mean by penetration resistance, then yes. 14. I got the dragon armour in my research tree about 10 years after I defeated it. Merciless Leviathan Capable of Wiping Out Systems. If they have 90% evasion which they should by that stage of the game, you can easily out attrition the contingency fleets. 1. Plasma, Particle Launchers, Torpedoes, etc. . For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. The fleet comp is: 50% torpedo frigates (with afterburners) 40% brawler destroyers. One with a snare aura, level 1 guns and armor (cheap, expendable). Torpedos do 50% damage to armor thts the best they come #7. Auto-design puts them in your basic designs, so suddenly you need three years to build a Corvette instead of 30 days. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Highlights include: -. With the release of 2. Their ships have poor to no shielding. Name your mod whatever you want and pick whichever tags you need. This means repeatables against armor and energy rate/damage will help provide. gautam_jat • 6 mo. For utility slots and ship health I pooled all hull, armor, and shields into one pool. Excess armies are initially placed in a reserve area behind the frontline and replace any. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Go to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. ElPope42 • 10 mo. Stellaris. 14 items. Try an equal blend of 80 armor busting torpvettes (80pop) to 10 shield breaking battleships (80pop). The best fleet composition in Stellaris is one that has the following criteria: is simple to set up, is cheap, and overperforms at its current power level. In this video I take a long look at Corvette design in Stellaris. Your fleets is 30 (10 points from 5 destroyers, 20 from corvettes) + 18 (8 points from battleship, 10 from corvettes) = 48. platforms and AI platforms when they get disabled they'll say disabled for a second then get a few points of hull and armor healing and pop right back into the fight. So an interesting build: Play tall (ten systems and 2-3 planets). If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. With Fallen Empires, your goal is to out-economy them, get federation members and subjects to boost your score hugely, and generally play the waiting game. The Drake has high armor and no shields. No. There is no best weapon. This way you can have 2 of each Megastructure, probably two of Science Nexus and Ringworld are the best. ”. Once the armor is gone, the hull will also be an easy target with its 25 percent buff to hull damage. A fleet of Battleships with that generic make up will be the best for basically every normal situation. Ether Drake is all armor and hull and I think he's regenerating, so you'll want armor penetration. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Should be compatible with every other mod as it only adds a single custom file, overriding none. If it drops to zero, the unit is immediately destroyed. 9 (aka "Caelum") was released on 2023-09-12 with the checksum 629C. Any gear you find can already be enchanted. Starbases lack PD weapons and Fighters only counter Fighters now. Use the auxiliary fire thing for the auxiliary slots. ST New Horizons is an award-winning total conversion mod for Stellaris offering players the ability to select from a large number of civilizations in the Star Trek universe. From an economic standpoint, Giga Cannon is the better choice considering what it can be paired with. At this point in the game, your best bet is to go with armor over shields. questionable at best. It also has the standard Shield Bash ability, which functions as a. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). It'll be worth more in 3. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Use the Sentient computer over the precog for the +5% accuracy. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. The cost per point of HP is just so garbage for armor, and armor does not regenerate. The big Dragon is kind of a double-edged sword - early game it discourages the AIs and prevents any rusher from taking your homeworld, but midgame and onwards the prospect of getting Dragonscale actually makes you a more attractive target. I wish I could give this tech to my enemies, so their fleets would stay laughably small. Shahadem Jul 7, 2017 @ 5:14am. I feel like armor hardening ought to be cheaper and more effective for the same slot, or also come with some other benefit that makes them not useless 99% of the time. i'm guessing by "minor relics" your mean minor artifacts. Scourge missiles are good against armor and hull and slightly better against point-defense. Level 5 components grant 870 points to their defense type, so all together about 122k points of hull+armor+shields. Arc Emitters are a good option, since the Contingency has a lot more Shields + Armor than Health. a complete rework of the ship system, now with Heavy Cruisers & Battlecruisers. Fallen / Awakened Empires use a special set of designs for their ships that they don't switch. As far as defense goes, with slight alterations to ratio of shields to armor to ships of similar classes (ie. This page was last edited on 7 February 2022, at 03:20. Nearly all "special" AI empires build anti Shield. The optimal carrier battleship is almost the same design, but swaps the centre module to get two hangar slots (do not swap out the X slot). Generally 30-35k is enough, but if you want to stay on the safe side 50k is definitely more than enough. " In Stellaris there is only ship design and fleet management. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Shields in stellaris can even regen in combat as long as the particular ship using them isnt shot at for awhile, which admittedly is fairly uncommon but. I'll do that then ~ and thanks; the. The cost of war. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. Bozidar Radulovic. 7a. It is developed by Paradoxical Development Group and. 8 (3. spudwalt Voidborne • 1 yr. The next two designs come as a pair: a Carrier and an Artillery design made to complement each other in a self-sufficient manner. Turn conquered pops into. 5% armor regen vs. 5 base growth per (optimized) planet (ignoring other bonuses), you instead have 6. I use 80% shields 20% hull, With Anti armor for X weapon and anti shield cannons (because cannons outrange neutron launchers) and that seems to be the best combination. Bozidar Radulovic. 10. However you require to grab ascension perk for sweet and relevant buff. Arc Emitters are a good option, since the Contingency has a lot more Shields + Armor than Health. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Cloud Lightning and especially Disruptors have low damage output, so they won't work very well against things that regenerate quickly (regen works during combat as of a recent-ish update, so leviathans with regeneration modules are significantly harder to kill now). With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Generally I prefer to play tall, tech and unity focus, and not declare wars, but when I play conquest heavy I play like this and finish a lot sooner. Top 5 Best Weapons in Stellaris. Dragonscale Armor tech (without quotations): "event leviathans. You get huge boost to power once multiple evasion bonuses add up with any corvette. The optimal carrier battleship is almost the same design, but swaps the centre module to get two hangar slots (do not swap out the X slot). This gives +10% research speed for +15% ethic divergence cost (except your capital gets a -10% ethic divergence modifier), so it gives you a great boost for your early-game years for little cost; its influence cost is also paid back easily. Explorer (Subclass) subclass_scientist_explorer. I think I've heard 1/5. Even better if your. It's not the best armor set for defending oneself, but it excels in one thing: making assassin-type builds stabbier. You don't really need anti-shield ships for Unbidden. Rare gas especially can be used to power up mining drone lasers to the best anti-armor/anti-hull weapon through carrier cruisers, and can enable your servitor fleets to have a decisive advantage against even genocidals when paired with Tiyanki Energy syphon and mining drone lasers. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a prerequisite. Check Out This Mod. Each class of ship comes with its own. Adds four new insanely powerful tech tiers, buffs fallen empires, adds a new end game crisis, events,. Don't use the picket AI except in the. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. Very true they do specify it is the exo skeleton frame. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. While I enjoy the hull module. Shields are usually preferable to armor because shields will regenerate immediately after the battle and let you press on the attack. Point defense Destroyers. Egalitarianism + fanatical spiritualism + corporation for unity. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. Since armor is twice as expensive as shields, if your target. 5 tech for two items but you get to cram it into a single slot, which means double the defense. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Enigmatic Fortress (2 best in slot evasion/tracking boosters and some research) Lets break down every weapon available in Stellaris. Leaders can sometimes be seen as an overlooked part of the system save trying to get that intellect governor or engineering scientist who specializes in voidcraft. Corvettes are the most fleet efficient for. ago. Its DPS is 4. The tradition cost formula is the following: "Tech/tradition cost" refers to the game setting. A ship is a spaceborne vessel controlled by an empire. ShadowCookie May 14. Content is available under Attribution-ShareAlike 3. – #Global Ship Designs. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. . In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. Best Weapons and Defenses Tier List in Stellaris Shields are secondary. First off, there is a best design for every class of ship. 0 anglers got stronger. #4. Armor and Hull strength is much higher towards endgame, so anything that does more damage to those areas is a bonus. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. OR battleships with armour and crystal hull plating with energy. A fix for the overflow problem with fleet power (Fleet Power 1) Credit to ACOT for the math involved in here; this mod simply takes their fleet power fix and isolates it. Except terminal egress, which gets 3 ion cannons and 4 L/L. ACOT: Sins of the Fallen EmpiresThe main way is by researching the green tech thats unlock access to better unit types and give then stat boosts. Stellaris Wiki Active Wikis. also remember lanchester's laws. I had 2 victories in approximately 360h of playtime. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Personally I use Torps on Corvettes, and Missiles on Cruisers. ago. They seem good for mid game and for killing leviathans. Swarmer missiles can survive point-defense, but their overall damage is. View this video if you want to lea. NixBoxDone Feb 7, 2017 @ 12:19pm. The best ship builds in Stellaris. You shouldn't engage in fights where powers are equal. reduction:进行除法运算(貌似是进行基础数值的减少,待补充). Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. ago. 0+. Build the megastructure you want to build in that sector, then make them a vassal. The below content is just the beginning of what will be years more of support and development for this mod: Handcrafted Galaxy Map. 5 is applied to armor, when it hits? And if there is no armor, then a full 4. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly. Not so much against enemy shields, though. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. If they have 90% evasion which they should by that stage of the game, you can easily out attrition the contingency fleets. 5, 8. 50~70k (buffed dragon scale, probably more) armor will be enough to break almost any unoptimized fleet in a pulsar. You have the perfect start. Each class has its own strengths and weaknesses. Reactive armor is not made from exotic gas - it's made from rare crystals. +10 Years Leader Lifespan ; −1 Leader Maximum Negative Traits ; Just like in real life, it's always beneficial to have a pet supporting one's emotional health. 2 armor 1 shield. Additionally, each of the ~300 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). Lasers are more acurate, which is why DPS is usually higher; however, damage from Plasma is higher per hit and the accuracy can easily be fixed with sensor upgrades. Summary. The top five best weapons in Stellaris are Whirlwind Missiles, Phase Disruptors, Advanced Strike Craft, Lasers, and the Tachyon Lance. But competitive Stellaris, is complete toss. no. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. Legacy Wikis. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. Devastator Torpedoes. 10 ticks are a day. Torpedos do 50% damage to armor thts the best they comeL-slots are best equipped with Kinetic artillery and Neutron launchers. The xenophobe empire for example sometimes got the design for their battle cruisers that only uses kinetic weapons (artillery + gauss cannons) and their smaller ships use kinetic weapons + point defense so you switch all your defenses to armor and don't use rockets since their support ships will. They're missiles, strike craft and acid bursts that either shreds or ignores shields. 5. In 3.