Early game counter to corvettespam

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
Btw, I built a paperweight destroyer fleet against your corvettes. Cost of destroyers was 175, corvettes was 86, which was close enough to a 2:1 cost.
Threw 30 destroyers against 60 corvettes. Tier 1 autocannons, mass drivers, no shields or armour, level 1 thrusters and sensors, cheap cheap cheap.
View attachment 242406

Hmm, I must be doing something drastically different than you. My steps were:

  • Make new game, not militarist for ethics
  • use console to unlock all techs
  • construct the cheapest corvette with just mass drivers (price-tag 57 minerals)
  • construct a destroyer as close to your specifications as possible (price-tag 170 minerals)
  • Go to a vacant system
  • spawn 30 destroyers and group them(5100 minerals in total)
  • spawn 89 corvettes and group them (5073 minerals in total)
  • set both fleets to aggressive
  • set attackallfleets in the console
  • unpause and observe
corvette.png

destroyer.png
run 1.png

run 2.png

run 3.png

The results were very clearly in favour of the corvettes. From a fleet cap perspective, if both players had a fleet cap of 60, the destroyers would be costing 20,4 minerals and energy to field while the corvettes, being roughly 50% over the cap would be draining 30,1 minerals and energy per month.

So what am I missing or doing wrong in my testing?
 

LordMagus

Chief Scientist
44 Badges
May 11, 2012
680
329
  • Age of Wonders III
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
I didn't change the power supply on the corvettes, so it made it even cheaper when I fixed that. The numbers that corvette gets will destroy the destroyers. Even knowing how 'cost effective' corvettes are, I still don't build them in those numbers. I prioritise income over cost, so I won't be going over fleet cap for carboard corvettes.
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
I didn't change the power supply on the corvettes, so it made it even cheaper when I fixed that. The numbers that corvette gets will destroy the destroyers. Even knowing how 'cost effective' corvettes are, I still don't build them in those numbers. I prioritise income over cost, so I won't be going over fleet cap for carboard corvettes.

Which means in a truly competitive environment, you will get shredded by someone who is willing to do so. Also not noted here, you can get corvette assembly yards online very early, which means you could save 500 minerals on the cardboard swarm, which means you can run the much bigger fleet for roughly 5 years before destroyers start being advantageous in pure minerals (but will still get obliterated if you try to use them against your opponent).

If you wanted to go for parity in upkeep costs, you would limit yourself to 74 cardboard corvettes. That gives you 20.8 as your upkeep cost(undocked). It's also ~900 minerals cheaper to build (not counting the assembly yards).

74 cardboard corvettes vs. 30 destroyers is still a win for the swarm
run 4 - equal upkeep.png
 

LordMagus

Chief Scientist
44 Badges
May 11, 2012
680
329
  • Age of Wonders III
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
I gave em mass drivers and autocannons, cheapest I could put on them. That's pretty much the best you can fit on them against corvettes.
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
I feel as if you're giving the destoyers a disadvantage by giving them stormfire cannons.
give'm massdrivers and see how that plays out

Did a fleet cap 40 simulation for it. At upkeep parity, meaning 20 frigates vs. 47 corvettes
run 5.png

If people have any suggestions on how to beat this, please let me know.

The "rules" are as follows:
You post the setup you want me to test, it can be anything that is buildable within the standard tech tree. Doesn't have to be a single ship-type, you can post any combination of ships, and you may exceed the fleet cap(40) within a reasonable manner if you feel like it.

I will setup the fleet according to your specifications, and then:
  1. Try to fight it with a number of cardboard corvettes costing the same amount of upkeep
  2. If your setup wins that contest, I will then try again with a fleet costing the same amount of raw minerals
  3. If your setup wins, I will try the two previous steps but against cardboard torpedo corvettes
 

RedPearlA

Sergeant
13 Badges
Dec 13, 2016
84
14
  • Victoria 2
  • Cities: Skylines
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Federations
How about giving the destroyers sentient combat computer and tachyon sensors.

Then try Cursers with 6 medium autocannons + 3 large and 4 medium level 5 armor + sentient combat computer + tachyon sensors.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
How about giving the destroyers sentient combat computer and tachyon sensors.

Then try Cursers with 6 medium autocannons + 3 large and 4 medium level 5 armor + sentient combat computer + tachyon sensors.
We are talking about starter tech level. Anything like that is useless, as it will not be in time to counter early game corvette spam.

If people have any suggestions on how to beat this, please let me know.

The "rules" are as follows:
You post the setup you want me to test, it can be anything that is buildable within the standard tech tree. Doesn't have to be a single ship-type, you can post any combination of ships, and you may exceed the fleet cap(40) within a reasonable manner if you feel like it.

I will setup the fleet according to your specifications, and then:
  1. Try to fight it with a number of cardboard corvettes costing the same amount of upkeep
  2. If your setup wins that contest, I will then try again with a fleet costing the same amount of raw minerals
  3. If your setup wins, I will try the two previous steps but against cardboard torpedo corvettes
What about a pure Autocanon Destroyer?
Autocannons should peform better against Corvettes then just about any other weapon in the game.
 

Ezumiyr

Field Marshal
73 Badges
Jul 21, 2012
4.066
7.653
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Victoria 3 Sign Up
  • Surviving Mars
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
I doubt I could have 60 corvettes in my fleet in early game before getting destroyers. Wouldn't the experiment be more "realistic" with smaller fleets? Like, 20 corvettes vs. the same amount in minerals of destroyers?
But it's rather rare to build destroyers-only fleets anyway. Wouldn't it be even better with a full-corvette fleet on one side (the "corvette spam" fleet) and a mixed fleet on the other (both destroyers and corvettes as we tend to do naturally)?

I don't think that the question is : which is better for the same amount of minerals, full corvette or full destroyer? But rather, at this point in the discussion : if I want to counter a corvette spam fleet, is it better for me to build some destroyers in my fleet, and how many of them?

My guess is that corvettes will be used as shields, while the destroyers (who should have a better tracking when you can build them, it doesn't really make sense if you decide to let them "blank") succesfully destroy a huge part of the corvette spam. When the corvette spam is finished with your corvettes (that should have a more defensive build), they shouldn't be in position to destroy your remaining destroyers. At least that's how I used my destroyers and corvettes in multiplayer. Maybe my fleet is a bit more costly, but I think it's a valid tactical choice to invest less in buildings/spaceports and more in your fleet at some key stages in the game. I've seen players building a lot of spaceports to push their fleet limit and spam corvettes, while I had two/three spaceports and a mixed fleet, then lose against my fleet - especially when they are the attackers and I manage to force them to engage next to my spaceport. Since my destroyers generally survive, I just need to rebuild cheap corvettes to replenish my fleet. And if I lose, it's generally because they have superior weapons, but I still hurt them badly enough so that they look like a delicious prey for their other neighbours.

In short, I'd say that the counter against corvette spam is situational, and if we just want to look at it from a build cost perspective it will always to better to counter corvette spam with corvette spam.
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
How about giving the destroyers sentient combat computer and tachyon sensors.
Didn't turn out very well
setup.png
run1.png
run2.png


Then try Cursers with 6 medium autocannons + 3 large and 4 medium level 5 armor + sentient combat computer + tachyon sensors.

Much better! Killed the regular corvettes at both upkeep and build cost parity, and won against upkeep parity torpedo corvettes, still lost before reaching build cost parity, but 90 torp corvettes means you can only run this much "overdraft" for ~5 years before the cruisers start coming out ahead.

cruiser setup.png
run3.png
run4.png
torp1.png
torp90.png

So now the real research question becomes, how far back in the tech-tree can you go. Tier V armor seems a tad deep
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
We are talking about starter tech level. Anything like that is useless, as it will not be in time to counter early game corvette spam.


What about a pure Autocanon Destroyer?
Autocannons should peform better against Corvettes then just about any other weapon in the game.

Early game the only counter to corvettes is even more corvettes, the actual question I'm trying to answer is probably more like "when should you stop making cardboard corvettes and start building something else"

Can you give me more details for the destroyer you want me to try out? What level of combat computer? sensors? armor? shields?
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
I doubt I could have 60 corvettes in my fleet in early game before getting destroyers. Wouldn't the experiment be more "realistic" with smaller fleets? Like, 20 corvettes vs. the same amount in minerals of destroyers?
But it's rather rare to build destroyers-only fleets anyway. Wouldn't it be even better with a full-corvette fleet on one side (the "corvette spam" fleet) and a mixed fleet on the other (both destroyers and corvettes as we tend to do naturally)?

I don't think that the question is : which is better for the same amount of minerals, full corvette or full destroyer? But rather, at this point in the discussion : if I want to counter a corvette spam fleet, is it better for me to build some destroyers in my fleet, and how many of them?

My guess is that corvettes will be used as shields, while the destroyers (who should have a better tracking when you can build them, it doesn't really make sense if you decide to let them "blank") succesfully destroy a huge part of the corvette spam. When the corvette spam is finished with your corvettes (that should have a more defensive build), they shouldn't be in position to destroy your remaining destroyers. At least that's how I used my destroyers and corvettes in multiplayer. Maybe my fleet is a bit more costly, but I think it's a valid tactical choice to invest less in buildings/spaceports and more in your fleet at some key stages in the game. I've seen players building a lot of spaceports to push their fleet limit and spam corvettes, while I had two/three spaceports and a mixed fleet, then lose against my fleet - especially when they are the attackers and I manage to force them to engage next to my spaceport. Since my destroyers generally survive, I just need to rebuild cheap corvettes to replenish my fleet. And if I lose, it's generally because they have superior weapons, but I still hurt them badly enough so that they look like a delicious prey for their other neighbours.

In short, I'd say that the counter against corvette spam is situational, and if we just want to look at it from a build cost perspective it will always to better to counter corvette spam with corvette spam.

We can do a fleetcap 20 sim just as well as 40, tell me the fleet you want to bring and I'll give it a spin, mixing destroyers and corvettes is perfectly fine by me. I'm just trying to nail down viable paths to overcoming it (other than tricking them into engaging with your starport and fleet at the same time, which definately works for a while).
 

RedPearlA

Sergeant
13 Badges
Dec 13, 2016
84
14
  • Victoria 2
  • Cities: Skylines
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Federations
Much better! Killed the regular corvettes at both upkeep and build cost parity, and won against upkeep parity torpedo corvettes, still lost before reaching build cost parity, but 90 torp corvettes means you can only run this much "overdraft" for ~5 years before the cruisers start coming out ahead.

So now the real research question becomes, how far back in the tech-tree can you go. Tier V armor seems a tad deep

Can you try 3x red laser corvettes vs my cruisers?
 

Grubsnik

First Lieutenant
7 Badges
May 16, 2016
279
51
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Synthetic Dawn
Can you try 3x red laser corvettes vs my cruisers?

I tried that and discovered a bug with corvette targetting in general. All corvettes seem to target the same ship, which is fine. However, they will also change targets randomly over time, which means that when going up against 10 cruisers with 90% armor, the corvettes will remove about 50% of their total hitpoints before actually scoring the first kill. I'm not sure what is causing this random retargetting, but it seems like a bug since they should keep their focus. That is also why torpedo corvettes are more successful, they do enough damage to kill a single cruiser each time, so it's just a matter of having enough corvettes to fire 10 salvos.

If the torpedo targetting was smarter (and missiles in general), or you manually split them into groups of ~20 corvettes each they would rip the cruisers apart. Sadly I cannot test that. It's not an option with the testing tools I have available. In the console, everything goes hostile with everything, so sending in 3 fleets of corvettes against the cruisers just turns into a slugfest between the corvettes.

Hey guys! I wonder if cloud lightning would improve the destroyers performance vs corvettes.

Potentially, but cloud lightning isn't part of the regular tech tree, so can't test it in any simple way.