Stellaris fleet combat part 4 3.6 Beta. This video contains a number of suggestions from comments off previous videos. At least 3 were successful in combating the Cruiser torpedo build. There are a few more designs I want to try from people who have commented in the near future.
If you enjoy this video and want to see many more in the future, please hit that like button and subscribe to my channel. It helps me get more viewers which in turns help me to make more video and content.
I have setup a discord channel. So, if you would like to chat and send messages and have discussion with other players this is the link https://discord.gg/ynAdAGYKKf I will announcements and information on this server.
________Contents________
0:00 – Introduction and first battle
6:10 – 2nd Battle
9:25 – 3rd Battle
13:55 – 4th Battle
17:30 – 5th Battle
20:20 – 6th Battle
21:50 – Conclusions
source
I wonder how effective these compositions will be against the crisis
Big question I have – if you're running this torpedo cruiser setup what happens when you have multi- fleet battles and you end up with an entire fleet or two devoted solely toward PD interference while an entire other fleet runs artillery and stays away from the fight? Do you think the results may skew toward artillery at that point or do you think you'll continue to see some dominance from torpedo crsuiers at that point? I know multi fleet comps are harder to test simply by nature of the way you test but it would be entirely worth trying to do if possible. Maybe a second player can help you test it.
Torpedos are not counted as missles right? So missle defense system is not efficient against it or am i wrong?
Also 120 range is a bit to much, for such a devasteting weapon, would lower it for making high risk high reward type of thing. (my thoughts)
Edit: i heard you said it. flak to intercept torpedos on minute 10. It was confusing for me because torpedos do not have missle hp.
Why would you try the lightning Battleship one without having shield and armor hardening? I mean, isn't the point to see if something could be countered? The missile/devastator Crusiers go right through shields and armor, so why not harden them? Battleships don't, or shouldn't, use afterburners anyway.
Try that Missle/PD Destroyer Fleet vs that Missile/Strike Craft Battleship fleet.
Or would Missile range counter the evasion?
What is good against the AI in 3.6?
I actually meant for the "Battlecruiser" to be on a Cruiser hull rather than a Battleship; I'm a bit of a history nerd so I couldn't help making the comparison. The "Fast Battleship" is an interesting idea, but not what I had in mind nor likely how I would have designed it. Whirlwind Missiles in particular don't really stack up, either as a Medium weapon or Artillery, to be worth replacing a Large weapon for it. Instead, large Lasers and medium Autocannons or Disruptors might be the better way to go.
As for the GP Destroyer: I wasn't expecting all that much from it. It was more for Future-proofing: a dabbler meant to deal with gaps in fleet composition as they arise. They'd make more sense against a more diverse enemy fleet and maybe help keep attrition costs down.
If you enjoyed this video, please hit the like button and subscribe to my channel, it helps my videos get more viewers, more attention which helps my channel to grow.
I have created a Stellaris community on Discord, if you want to chat, talk with others who play Stellaris, keep up to date with new videos or maybe join in multiplayer games, feel free to join my discord. If you have ideas on videos you would like to see or some other form of comment, send me a message on discord or here. https://discord.gg/ynAdAGYKKf