While in my learning phase of this game, I came across alot of tips on meta builds. It got to the point where I could see exactly what an S tier planet/civic/etc. would be before the RU-vid video got to it on a list. That's why I don't like meta multiplayer gaming: it's extremely boring to play the optimal way when there's so many options yet they're called useless compared to the very slight variations of builds that would dominate. I probably won't ever play mp unless it's coop with my bf or something where we just agree to dick around and have fun
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.
The thing about fleet power is "Overwhelming force costs you nothing as you'd build those ships anyway. But the taste of victory is all the sweeter when you can just delete people you don't like."
Stalaris' skill ceiling is comparable to chess, but there's no skill rating system to match up players of similer levels. And most of the random matches are filled with top 80th percentile players.
There's so much here I do - esp investigating every anomaly that's not ridiculously hard, hire way too many admirals and I've hardly ever touched Fleet Manager.
I'm a very casual player so when I learnt about this and applied it, it was extremely exciting for me but from a meta perspective it probably didn't matter if you didn't include it in the video lol but here it goes: Stellaris has now fixed it, but back then the way Horizon Signal trigger worked was different. You had 1% chance of triggering it when you entered any black hole system, regardless if you have been there before or not. So you could create a science ship, set it to patrol a black hole and a system right next to that over and over again until you forced Horizon Signal to pop up. From there you can just follow the event chain. If you focused on habitability and if you forced a tri star system starter, you would get like 10+ planets to colonize on your capital star system, because the event chain turns all of them into tomb worlds. And because you get tomb world preference you would also have +80% habitability on any planet you discover(I think tomb worlds should have 60% base habitability for all planet types?). That's on top of everything else you get throughout the event chain of course. Was weird af.
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
This is absolutely a guide I want to follow and listen to, but your cadence and method of speech is just unbearable and mentally grating. There is no way that's natural, and I understand it's a bit. But for the sake of your own sanity, please pick a different but.
If you lean heavily into genius armorer and get like 4 or 5 of them on your council, would it be worth it to run mostly smaller ships such as destroyers, corvettes, and frigates for the additional shield and armor, or is the trade off in flexibility and range too high?
they nerfed that strategy by lessening the chances of Genius Armorer to show up now realistically, you'll be lucky to even have ONE Genius Armorer, still strong enough to make you very resistant to Disruptors tho (assuming you don't run small ships that is...)
0:53 "somehow more breeding" Funny enough, it is true. Look at Europe (decreasing birthrate) vs Israel (over the 2.01 fertility rate while being surrounded by country you either occupie or have/had bas relation with most of your existance)
Clashing can work offensively after the initial strike. Generally people don't build overlap when building detection and they tend to be softer stations. You can jump drive onto them and if built to kill Starbases easily kill them with minimal losses. You can then jump in your cloaked fleets. It's still not better than just death balling with standard fleets but we've found good use with it in team pvp. The psychological impact of several cloaked fleets can't be understated.
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.
I do miss the days where population bombing another empire could cripple them if not out right destroy them. only good trates, pop growth everything else, rigged to drag someone down, then put them on a border world and give them to the AI. as a gift. even better if it was a sector with multiple ownerships.