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WAR!
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is a game of INFORMATION!
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“if you know the enemy and know yourself,
you need not fear the results of a hundred battles”
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and it’s the same thing for Stellaris!
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but first, you NEED CONTEXT!
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EVERYTHING from weapon mixing,
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ship variants
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to even information games and
a META DEEP DIVE
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covering EVERY SHIP DESIGN and
their relation to each other!
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WARNING!
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i’ve already explained the “BASICS”
before (you should watch it first)
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-ONE
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you need to keep in mind the
PROPER way of mixing weapons!
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there are 3 main ways to do this:
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1. kinetic + energy,
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the generic mix you start the game with
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2. carrier + missiles, from
carriers, swarmers to even Torpedoes,
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an arcane mix that somehow
works due to game mechanics
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3. bypass, just disruptors...
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because everything else that CAN be used here SUCK [cloud lightning and arc emitters are trash]
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now WHY do we mix it like this?
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because otherwise you’ll be EXTREMELY
vulnerable to your weapon’s weaknesses
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1. kinetic + energy
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kinetic weapons remove the shields,
and energy weapons remove the armor
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the lack of one or the other results
in a possible HARD COUNTER situation,
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which we ALWAYS want to avoid as
getting destroyed by potentially
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HALF THE SHIPS is quite the disaster...
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why does this combo work?
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because if equalized for size and type, kinetics
ALL shoot faster compared to energy weapons
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why is it like this? to allow for kinetic
weapons to have a shorter shadow windup,
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allowing them to shoot FIRST
to remove the shields
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and the shorter reload also starts
the next attack cycle much faster
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removing even more shields even if the
damage is distributed randomly on ships
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with shields or NO shields!
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2. carrier + missiles
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one of the many weaknesses of
BOTH is point defense and flak!
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with enough of them carriers and
missiles ALONE get EVISCERATED,
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so much so that their damage
practically goes to ZERO
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this weakness is compounded by the
unfortunate fact that they are “Delayed Hit”
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meaning ALWAYS landing 2nd
and for carriers potentially
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getting obliterated before dealing much damage
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as when a carrier ship is destroyed,
it’s strike crafts ALSO disappear…
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BUT…there’s an interesting interaction when
you combine both carriers and missiles,
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Point Defense and Flak doesn’t actually have
any targeting priority for their expertise
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which allows us to practically
DISABLE them in battle!
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this strategy works best at
disabling Point Defenses
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as Carriers (when alive) continuously deploy strike crafts that go to the frontline
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resulting in an exponential
increase in potential targets to shoot down,
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allowing missiles, or better yet,
Torpedoes through!
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this is because the targeting priority is RANDOM
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just a miniscule amount of Torpedoes means
they are less likely to get targeted,
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and just a small amount going through
is enough to DEVASTATE an entire fleet
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and it’s effects only increase with time!
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as the longer the battle goes, the
more strike crafts are deployed
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and more Point Defenses get frozen!
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winning you the battle!
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the interesting part is, in
most cases combining Flak AND
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Point Defenses as an attempt
to counter this is POINTLESS!
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as most if not ALL the designs that
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combo Torpedoes with Carriers also
come with complementary missiles!
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which also SIGNIFICANTLY hamper
the performance of the Flak cannons,
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but…the thing is it’s not as much as how
Strike Crafts freeze enemy Point Defenses!
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as missiles number count don’t
exponentially increase with time and linger,
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but instead just increase in
a wave like fashion and land,
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dealing damage while destroying themselves!
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3. bypass
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now i can sit here and talk about the variants of
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bypass weapons and why ESPECIALLY
the long range variant is terrible
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but…there’s no point
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the stats speaks for itself…
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look at that TRASH DPS...
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awful, simply awful…
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Disruptors are literally the only
thing usable for the bypass combo
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highly effective against small ships
and STILL effective against big ships
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their main gimmick is simply the
unrivaled simplicity and combat power…
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in exchange for ABSOLUTE
VULNERABILITY to hardening!
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NOW, keep in mind these combos are
practically absolutes you must ALWAYS follow
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but that doesn’t mean there aren’t any exceptions…
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i’ll give an example:
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you’re dealing with a guy with TONS of advanced
shield hardening while you’re using Disruptors
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analysis says…you’re cooked
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your disruptors are LITERALLY USELESS
as they do practically no damage
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here's the issue: YOU DON’T HAVE
ENOUGH ALLOYS TO RETROFIT OUT OF THEM
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retrofitting can cost a FORTUNE
in both resources and time
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but what if…the enemy only has capital ships?
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you can actually instead just build
some anti-shield battleships
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that eviscerate the enemy shields from afar!
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disabling ALL shield hardening and
allowing your Disruptors to hit the hull!
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yeah, that’s a very situational and
hyper specific example of
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breaking the weapon mixing rule
that might ACTUALLY work!
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if those enemy ships are instead some
destroyers…you might be in for a weird
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culture shock realizing that you’re
basically applying the basic theory
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of “kinetic + energy” combos
in a VERY cursed way…
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“kinetic + bypass”
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technically still “kinetic + energy” here,
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but yknow…
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it gets kinda confusing
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-TWO
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DELAYED Hit vs INSTANT Hit
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there are weapons that land INSTANTLY
when shot, and ones that DON’T
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think of it like this:
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in a battle between two
fleets of INSTANT HIT weapons,
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the very first moment the battle starts,
damage is put out with ZERO travel time,
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destroying ships and reducing the opponents
potential damage in the next volley IMMEDIATELY
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while in a battle between a fleet of
INSTANT hit vs DELAYED hit…things change
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the very first first moment the battle starts,
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damage is put out with ZERO travel
time by the instant hit side
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destroying ships and reducing the enemy’s
potential damage in the next volley IMMEDIATELY
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while the delayed hit side puts
out damage WITH travel time,
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NOT destroying enemy ships and thus
NOT reducing the enemy’s potential damage in the next volley
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which can mean the difference
between LIFE and DEATH!
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i cannot understate just how
important of a factor this is,
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especially in long range battles
between artillery computer fleets
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where the travel time is SIGNIFICANTLY
higher compared to normal
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-THREE
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the ONE thing you need to keep in mind is that you can accurately predict a battle
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by just knowing yourself and the enemy
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lets play a little game
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a simple game of rock paper scissors!
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you don’t know what the enemy will
play, so you’ll choose a random one!
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no matter what you do, you’ll have a 33%
chance of winning, losing, and drawing!
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without information, you’re practically
ROLLING THE DICE, hoping for a good result…
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however, if you can SOMEHOW gleam some
information on the enemy by looking at
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the details through the process of elimination
you’re able to cross out one of the possibilities!
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suddenly, increasing your chances
of winning AND drawing to 50%,
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while the chance of losing
goes down to a whopping 0%!
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information is KING!
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in stellaris terms, this is just
reading the enemy’s possible ship
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designs by looking at the ship’s stats and
ship turrets to cross out potential designs
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the 3 weapon combinations are something
you have to ALWAYS keep in mind here
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for example, a ship with many
conventional weapon turrets and
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egregiously low fleetpower is
likely to be a disruptor ship
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BUT, if the fleetpower numbers are roughly “average”
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it’s probably a kinetic
laser OR kinetic plasma mix
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every other combination is
VERY unlikely in this scenario
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the fleetpower numbers also
REALLY depend on tech level
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so you just have to “wing it”
when looking at them
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maybe even approximate the tech level
by observing the amount of armor and shields a ship has
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don’t forget to also look at the difference
between your own tech score to the enemy’s,
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specifically the unmodified number down here!
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while a ship with many missile turrets is
either a swarmer OR Torpedo Missile combo
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if you’re still not sure, you can
simply hover over the ship’s stats
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and look for either ship weapons range, ship
engagement range, or the lack of either one!
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with just stats, you can pinpoint the
EXACT ship computer the enemy’s using
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ship weapons range bonus means the ship
is likely using the Artillery Computer,
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probably a swarmer designed for kiting
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ship weapons range bonus means the ship
is likely using the Carrier Computer,
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CAN be a swarmer as well though not ideal
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while anything else is either invisible in the
ship’s stats OR a variant of the Torpedo designs
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notice how i’m being VERY vague
about the specifics here
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as the different ship models REALLY
complicates things
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for example, if i HAD to go into more specifics…
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the normal missile turrets are small,
while the swarmers and Torpedoes are BIG!
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if there’s a mix of BIG and SMALL missile turrets, it’s likely a Torpedo!
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back to the rock paper scissors analogy
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if you’re able to precisely determine what your
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enemy is going to play instead of just
crossing one of the possibilities out,
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you can suddenly DEMOLISH
them with a likelihood of 100%!
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ship designs are just the same, a
game of counter, or be countered
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a game of rock paper scissors, you could say!
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if you manage to eek out the correct answer
from the trickle of information you have,
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then you’re able to win EVERY, SINGLE, TIME!
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now, if YOU thought that was already complicated then you’re gonna be in for wild ride
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i haven’t even explained
each of the ship's gimmicks,
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now explaining literally EVERYTHING
is just gonna make you confused,
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so i opted to "simplifying things" down!
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(strat YAPPING for 30 minutes)
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-FOUR
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lets see every ship’s abilities and section types,
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-Corvettes
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they’re fast and excel in close
range, unfortunately VERY inflexible
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inflexible here meaning unable
to change significantly in role
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and or strength by changing ship designs
due to the ONE ship section choice that
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forces the ship to ONLY use small
slot weapons (or 1 optional P slot)
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so you’re stuck with normal short
range weapons, missiles, or Disruptors…
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the missiles one isn’t even that good after
the early game since Corvettes don’t have
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access to the Artillery Computer,
which makes kiting IMPOSSIBLE…
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either used as makeshift Point Defense or
full on swarms charging the enemy HEAD ON!
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unfortunately hard countered by literally ANYTHING using a Picket Computer (+Tracking)
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or anything below Large Slots really...
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since the high tracking would completely
nullify the Corvette’s high Evasion!
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just don’t forget one thing…they get
hard, HARD countered by Disruptors…
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getting eviscerated due to their PATHETIC
hull per naval cap and just ONE A slot…
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-Frigates
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they’re essentially VERY slow Torpedo Boats
that can only carry ONE extra small slot
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similar to Corvettes, have the issue of being
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VERY inflexible and this time
only having TWO ship variants
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Torpedoes or Neutrons, and the S slot
being practically useless in both cases...
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this is already bad enough, then you
realize there’s NO PICKET COMPUTER
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i guess it technically MAKES SENSE,
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but it just exacerbates the issue of being
TERRIBLE against Destroyers and Corvettes
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as everything will just MISS or deal
practically NO DAMAGE from being intercepted
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the only saving grace is the fact that Torpedoes
have a HUGE damage multiplier against BIGGER SHIPS
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so, devastating capital ships like
Cruisers and Battleships are EASY!!!
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unless they’ve got PD, in which you’re just DEAD!
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and fielding neutrons on slow ass
frigates isn’t great either...
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the speed is SOMEHOW SLOWER than a Cruiser
and evasion seems to not exist with this ship...
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all in all not ideal, but at the very least
extremely deadly when combined with cheap,
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low level Cloaking for defense!
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-Destroyers
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evasive, FAST ships that can
adapt very well to the situation!
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this is where we level up in complexity!
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Destroyers have access to most of the combat
computers and all ship slots EXCEPT for G’s!
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missile turrets means missiles with kiting,
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AKA ships that shoot while running,
avoiding enemy close range weapons
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normal turrets means either
disruptors or the kinetic energy mix,
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possibly even PD to get UP CLOSE AND PERSONAL!!!
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where it gets freaky is the POSSIBILITY
of a 4th and strange design,
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the Artillery Destroyer signified
by a HUGE bulky turret on the front!
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it’s generally better to pick the small
backsection as it allows for an extra A slot
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corvettes and frigates for example
only have 1 A slot POSSIBLE, this
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limits their possibilities for speed and hardening
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in other words, more vulnerable
to kiting and bypass weapons...
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so picking the extra slot is ALWAYS good, even
if it means sacrificing some possibilities
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this is also true for the
other ships like Cruisers,
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Battleships and especially for Destroyers as
2 afterburners generally add enough evasion
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for the ship to become a real
nuisance towards Artillery ships!
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more specifically BIG Weapons
[L slots] and Neutrons!
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-Battleships
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they’re BIG, BULKY ships with
the MOST DPS and the highest
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likelihood of getting ANNIHILATED by Torpedoes!
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now, with that description they
sound very unappealing…
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but they have by far the highest possible
damage per day in the entire game!
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heck, they’re pretty much AMAZING in every aspect except for their chronic weakness to Torpedoes...
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you could think of them as the
polar opposite of corvettes,
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except STILL inflexible in the opposite way…
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their main gimmick is that they suck
at close range, and excel at long range
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and we can see this in their
AMAZING Artillery and Carriers,
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having the highest efficiency per
naval cap and DPS alongside it
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while having possibly one of the poorest
setups for a close range design ever…
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in essence, just make DOUBLY SURE
that you either have PD destroyers
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escorting or the carrier middle section, as
otherwise the ship will literally evaporate
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out of existence when encountering Torpedoes!
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and maybe some extra shields just
in case there’s Neutron Launchers…
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-Cruisers
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with Cruisers, we jump up in complexity with so
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many variations that it’s safe to
say that any combo is POSSIBLE!
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having access to ALL the combat
computers and ALL the weapon types!
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this makes them one of the most complex
ships to understand and read properly
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though pretty much having the same vulnerability
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to Torpedoes as Battleships but
are somehow considered “Meta”…
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why…?
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is it because it’s better in combat?
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cheaper as a whole?
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or heck, faster to build??
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NO, NONE OF THAT!
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because it’s THE JACK OF ALL
TRADES, AND MASTER OF NONE!!!
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it can be ANYTHING you want it to be!
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the bad part: it’s complex
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the good part: IT’S COMPLEX!
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you CAN just copy paste designs…but
if you don’t know WHY things work
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you’ll probably lose battles you shouldn’t have
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think of things like this:
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Battleships are masters of Artillery and
Carriers, BUT oh so VERY vulnerable to Torpedoes
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Destroyers are amazing at PD
and have decent close range,
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but rather lackluster options
for long distance fights
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Corvettes literally ONLY have Evasion and
speed while being inflexible AND fragile
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while Frigates eviscerate capital ships, but
are slow and clunky on top of having no Evasion,
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while being just as inflexible and fragile…
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the worst part is, the weaknesses
i listed above are IMPOSSIBLE TO FIX
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as they come from EACH of the
ship’s sections and quirks
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WHILE CRUISERS on the other hand
have ship sections that can DO IT ALL!
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while having the FULL range of options
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supplanting the roles
of EVERY OTHER SHIP TYPE
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with LESS vulnerability to top it all off!
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Torpedoes? Check
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Artillery? Check
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Carriers? Check
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A slots? Check
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you can EVEN get PD from
the carrier middle section,
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which is scarily good at shooting
down Torpedoes!
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some VERY good players even say that a Carrier
middle section is the SAFEST option there is!
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when combined with a Torpedo front
section, the ship can destroy
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Torpedoes and small ships while absolutely
DUMPSTERING Big Ships in ONE NEAT PACKAGE!
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BUT…as the “jack of all trades, master of none”
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the specialized strengths
of other ships become a MASSIVE problem...
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the less efficient conversion of naval
cap into a specific ship slot
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compared to others usually results in getting
DESTROYED in fights of specialization!
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for example, against Battleships, long
range will likely be a DEATH sentence
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positioning also MATTERS A LOT for Cruisers,
and especially so for the Torp Carrier!
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it’s essentially a “schrodinger’s counter”
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before being observed, the ship is simultaneously
every possible ship design in existence
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they’re THE very definition of countering
everything while getting countered by everything!
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depending on the specific ship computer
AND battle start position of both sides,
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the position of countering or being
countered can pretty much be switched around!
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a Torp Carrier with kiting computers [arty/carrier] is facing off against a Swarmer Carrier fleet
with kiting computers [arty/carrier]
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the Swarmer Carrier is probably gonna
WIPE THE FLOOR because the Torp Carrier design
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would have it’s Torpedoes
basically DEAD for the entire battle
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Torp Carrier with a Kiting computer is
generally good against close range ships
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that like to APPROACH the ship, allowing
fighters to scramble PD while sending in
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Torpedoes in a concentrated arc to
any ships that manage to get close!
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but this completely flips around
when facing off against kiting ships...
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because again, the big part of the ship’s damage
is basically offline for the entire battle…
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this actually…reverses in a way when you switch
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the kiting computer with a more up close
and personal one! [Torpedo/Picket/Line]
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as now the ships will chase down enemies
allowing the Torpedoes some chances to fire!
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now ironically…you’ll have the entire opposite
problem when you have the Kiting computer!
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your ships suddenly become SIGNIFICANTLY
weaker against close range ships
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as the entire point of kiting for
this design is to not get slammed
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by possible disruptor or kinetic energy
blasts before scrambling the enemy PD
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in this case though, you’ll only
scramble a portion of the PD
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and most of the Torpedoes will get intercepted
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and knowing it’s nuances likely means you’ve
likely mastered how combat works!
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this goes back to cruisers being
the “schrodinger’s counter”
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the counter or countering function can
pretty much switch willy nilly from seemingly
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small changes on the ship or situation!
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funnily enough this switch ALSO
HAPPENS AGAIN
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when you switch out the A slots
from Afterburners to Hardening!
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you can DUMPSTER close range ships while
being completely helpless against kiting ones!
00:20:16
this design is complicated
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seemingly random, but makes sense
once you understand everything
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use it well and you’ll dominate everywhere,
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but use it poorly and you’ll
probably lose half the time…
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alright, now lets talk about
the LAST elephant in the room…
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Cruisers, more specifically DISRUPTOR Cruisers!
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they’re considered THE “Meta”, but why?
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this is because cruisers are a robust
ship type while Disruptors are just
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so comically cheap to get for their performance
00:20:50
other weapons have this MASSIVE issue of
needing TWO tech lines to work properly
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kinetic energy combos for example
needs both good energy and kinetic weapon techs split in two lines [physics and engineering]
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while the carrier and missile line are
just 2 tech lines on ONE tech type,
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adding MASSIVE demand
in engineering research that’s frankly,
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gonna delay everything important
00:21:14
in the engineering tree relating
to your economy and even ascensions!
00:21:19
now, just compare this to Disruptors where
you just need T2 lasers and roll them!
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so much less randomness while being a single combo weapon that
only needs itself and ONLY itself!
00:21:32
it’s also applicable to all ships
EXCEPT Battleships and higher!
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in essence, it’s just a quick and
dirty way to mindlessly win battles!
00:21:42
but this doesn’t mean they’re “unstoppable”
00:21:45
in the deep depths of people’s
boredom, there was a counter!
00:21:48
HARDENING!
00:21:50
now, the thing is…
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both AI’s and players rarely EVER use them...
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for AI’s, it’s cause they SUCK!
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while for players, it’s because using
afterburners is not a choice, but a NECESSITY!
00:22:05
going for hardening weakens your
ability to fight against basically
00:22:08
every other design while leaving you open
to being outmaneuvered by your opponent!
00:22:14
but when you’ve got no choice…
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you’ll need to know a few
things about hardening first
00:22:19
-FIVE
00:22:20
if you think it’s cloudy [Disruptors]
with a chance of Torpedoes…
00:22:23
you can MIX and MATCH Shield and Armor
hardening for some rather mixed results!
00:22:28
ideally you WOULD go all in to one
Hardening type to hard counter the enemy,
00:22:34
but lets be real here…
00:22:35
screw ups, misreads or just
straight up FUMBLES happen...
00:22:39
which can mean hard countering
YOURSELF for the enemy…
00:22:43
it has happened to me a few times before
and it’ll probably happen to YOU too…
00:22:48
and yes, by the previous logic from the
start of the video, you CAN also peek at
00:22:52
enemy ships and determine the EXACT amount
of Armor and Shield hardening they have!
00:22:57
pretty useful to not slam
yourself against a hard counter!
00:23:01
alright, first up!
00:23:02
keep in mind that Armor hardening is extremely
reliable BUT only works against Disruptors
00:23:08
while Shield Hardening is more
prone to being useless BUT with an
00:23:12
upside of covering all the missile and
carrier weapons ON TOP of Disruptors!
00:23:18
why do i say “prone to being useless”?
00:23:20
because shields are likely
the first things that gets hit in a battle
00:23:24
and, well…you need SHIELDS to be online
for SHIELD Hardening to work (obviously)
00:23:28
you can see the problem here...
00:23:30
2nd of all
00:23:31
there is also a correct ratio of Shield
Hardening in relation to shield slots
00:23:36
while there isn’t for Armor Hardening as each Armor module gives SIGNIFICANTLY more compared to a shield one
00:23:43
meaning they roughly deplete at
the same rate when accounting
00:23:46
for the damage bonuses
(or lack thereof) from edicts!
00:23:50
because Torps can get buffed
by edicts and carriers cannot!
00:23:54
and FINALLY (3rd of all)
00:23:55
against weapons that bypass shields, the general
rule is that you want your shield and armor to
00:24:00
deplete at the same rate…and half of the hull!
[shield + armor + (total hull x 0.5) = real HP]
00:24:03
for example, a ship with 3 T1 shield hardening
will want half shields and half armor
00:24:08
why? because if you have too many shields,
00:24:10
you’re just gonna see your armor
get nuked pretty much instantly!
00:24:14
tho do still keep in mind that half of the
ship’s HP from this point on can still be
00:24:19
lost and work with the Hardening before the
ship has a chance to be forced into MIA,
00:24:24
so the residual shields can still be used up!
00:24:26
now, the more you switch out the
Shield Hardening for the Armor ones,
00:24:30
you’ll have to progressively lessen
the amount of shields you have
00:24:33
from half (1/2), to 1/3rd, or even 1/4th at some point
00:24:37
pretty self explanatory!
00:24:39
NOW this is for T1 hardening
00:24:41
T2 ones basically make it so you’ll
have to allocate basically DOUBLE the
00:24:45
shield or armor slots in the previous explanations!
00:24:48
3 T2 shield hardening pretty much warrants
full shields BUT one or two armor
00:24:54
why not go all in?
00:24:55
because going ALL IN is a TERRIBLY RISKY IDEA
00:24:59
you always want some buffer in
between anything and your hull
00:25:02
because once your hull gets hit you’re gonna
shoot less often and risk being below 50% health,
00:25:07
which SIGNIFICANTLY increases the
risk of your ships disengaging prematurely
00:25:11
OR straight up DYING!!!
00:25:13
now after everything is all said and done,
i still have to re-define what i mean by ”META”
00:25:20
“META” nowadays doesn’t actually mean
“unstoppable”, but instead “reliable”!
00:25:26
but even then, each ship still
have their own strengths
00:25:28
which are indispensable
in the most extreme of cases
00:25:32
Battleships are still KING in
beating high level crisis
00:25:35
due to their inherently more
efficient long range designs
00:25:39
this is because long range designs in general are good at minimizing losses by avoiding enemy fire entirely!
00:25:46
obviously important when just
ONE 25x crisis ship
00:25:50
firing just ONE weapon can completely ONE shot your battleships...
00:25:56
EVEN FRIGATES,
the laughingstock of the ship types,
00:25:59
boasting the achievement of being
SLOW and FRAGILE
00:26:02
is a perfect ship to completely
eviscerate Prethoryn Scourges from afar!
00:26:08
Destroyers and Corvettes also have their
own place as unique support tools with
00:26:12
their own super strong builds that range
from OVERPOWERED to borderline gimmicks!
00:26:17
in essence, it’s COMPLICATED
00:26:20
but as long as you understand the
big picture, it’s all that matters!
00:26:24
i tried to cram in as MUCH as possible
without it being tooooo confusing…
00:26:29
and if you have any more questions
you can ask it down below!
00:26:32
ALSO, when writing this it got WAAAAAAY
too long, and i haven’t even gone in
00:26:37
too much detail on the ships themselves
in relation to many things in the game!
00:26:41
i’ll explain EACH SHIP TYPE in
more detail in future videos,
00:26:46
so I recommend subscribing and
maybe even hitting that like button!
00:26:49
i’ll also have to thank Elijah West and many
others on Patreon for their continued support
00:26:54
maybe my upload schedule
will improve with time...
00:26:57
but alas…a 30 minute video it is!!!