Missile vs Torpedo Corvettes v2.2.2

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Less2

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Ideal or not there is little downside to corvettes. Big ships have more health but it takes a load of health to compete with 75% evasion. Big guns have more damage but that damage struggles to hit evasive targets. Also the speed sounds trivial but it can mean the difference between your fleet fighting alongside your starbase or fighting against your captured starbase.

If you started with cruisers it might be a different story, but there just seems to be better uses of scarce engineering beakers until you are ready to go for battleships. Its less of a choice between

M-sized weapons w/ tracking bonuses hit corvettes well enough and from longer range. Cruisers w/ these counter everything, have overall better stats, and have good speed w/ 2 afterburners. They are also way more survivable, past a certain point its impossible to win even a one-sided battle without a dozen corvettes dying while a bunch of cruisers or battleships in the same situation sustain very few losses if any.
 

AlanC9

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I have no information supporting this as the best for battle, but pure Cruisers are working well for me and are reasonably fast with dual afterburners.

Someone posted that cruisers got a disengagement buff recently.
 

AlanC9

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Hmmm. That defies a core concept of military engagement: fire at everything to keep their heads down and then focus your excess firepower on one or two units to neutralize them. By keeping everything under threat they are required to be constantly in evasive action to minimize the effect of incoming fire, which in turn reduces the effectiveness of their own outward bound fire. Look at an analysis of Jutland, Savo Island or Leyte Gulf

One of the big faults with game design, outside of a few hardcore wargames, is that nobody models suppression effects. I'm not sure why things evolved that way
 

AlanC9

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Beats me. Somebody posted about it, but I can't remember who he was or where he found it.
 

xsmilingbanditx

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Well, it might be laziness in Stellaris' case but...honestly, even trying to imagine how to evade a lightspeed or any other weapon with relativistic speed while maneuvering at non-relativistic speeds (and maybe without killing the crew) would hurt poor ol' Einstein :) physically.

And on a sidenote, battles at relativistic "near lightspeed" velocity would be quite boring ;-)
You cannot hide in Space mate.

Edit: EVE models Space combat quite well with traversal speeds, Sensor resolutions, Signature strength and such.
 

Bouchart

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One clear advantage of corvettes over other ship types is that they are a lot faster than everything else. They'll be able to respond better to threats, at least before you get a good network of gateways established. I think that makes up for the higher losses they incur.
 

TehJumpingJawa

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One clear advantage of corvettes over other ship types is that they are a lot faster than everything else. They'll be able to respond better to threats, at least before you get a good network of gateways established. I think that makes up for the higher losses they incur.

Yeah, that's something I think could do with a reversal.

Small ships; high acceleration, low top speed.
Big ships; low acceleration, high top speed.
 

sejemaset

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My loadout strategy is a 1:2 mix between Null Void Beams and Lasers for ship weapons, Hangar Starbases with Missile Defense Platforms. Your enemies will spec heavy for point defense to get past your starbases then get crushed by your fleet. I do interceptor Corvettes and PD Destroyers which generally knocks out any enemy missiles.
 

Jorgen_CAB

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Hmmm. That defies a core concept of military engagement: fire at everything to keep their heads down and then focus your excess firepower on one or two units to neutralize them. By keeping everything under threat they are required to be constantly in evasive action to minimize the effect of incoming fire, which in turn reduces the effectiveness of their own outward bound fire. Look at an analysis of Jutland, Savo Island or Leyte Gulf.

Small ships tend to hit way above their weight if they can get into range. Large ships can take the beating for the most part. Therefore large ships want to keep small ships at a distance while using their large weapons on other large ships.

I have tried using the battle AI to replace this by using multiple fleets all with combat computers with specific roles. Escort Corvettes and destroyers which stand off and intercept attackers on their way to my bombardment cruisers and battleships. I am still not sure it works though... but it might.

Obviously space based battles are somewhat different and the game mechanics as well, but nothing that cannot be adjusted for. Anyone have any ideas on how I could test this?

This is how things work in the real world but rarely in computer games since no one bother to account for the base factor of intelligence and will to survive as a driving factor to war in the first place?!?!

In the real world a ship would start to try and evade and use all manner of counter measures to stave of attacks if under heavy fire which then make enemy fire less accurate and also wasted and increase the survival rate of the target. So keep firing too much on one target is generally regarded as a waste if there are other targets out there that can dish out maximum firepower undisturbed.

Also, in the real world there will always be sensitive equipment that are exposed on the surface of a combat vessel... I figure this will likely also be true for space combat vessels. This means that relatively low damage could potentially make a ship more or less worthless until repaired, even if such repairs are minimal and can be quickly made.

The other thing is strategy and tactics and more importantly doctrines... you never waste military assets unless it is absolutely necessary since you might just loose the ability to do what you need to do if that happens. You only engage aggressively if you have the upper hand and you view the outcome to be highly in your favor, otherwise withdrawing to fight another day is the better option. This is often why a smaller less capable force than tactically win over a larger force because their mission parameters allow for higher attrition (and morale is high enough) casualties since their strategic objective require it for one or another reason.

These things are rarely if ever modeled in games of this nature.
 
Last edited:

OrigamiPhoenix

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Mixed fleets get focused down more effectively. Say I have 8 corvettes, 4 destroyers, 2 cruisers and a battleship. The enemy fleet will focus their fire on one of these 4 groups. That means they're doing all their damage to say, the cruisers, which are promptly annihilated. Then perhaps my corvettes get focused, followed by the destroyers, then the battleships. Your fleet will do much better if they're all the same ship class as then they'll spread the damage around better.

Based on my gameplay, I've been under the impression that the shortest range ships are the first to go in combat.
It's why I've made a picket corvette swarm my front-line and it works pretty well, I think.
 

Jibril

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I run nothing but picket corvette and regular corvette. (1 picket for every 4 regular) They are cheap and quick to build, high evasion makes them dodge like a god and when you lose a couple/dozen corvette you don't lose a major chunk of your fleet power. Repeatable techs specced for damage (kinetic & energy) only makes them super strong as shields/armor aren't as important considering it's corvettes they can dodge and are easily replaced. I've tried mixed fleet, don't like it as much as when I lose destroyers/cruisers/battleships it's a pain. Mostly due to the time it takes to build & upgrade.
 

Sifer2

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There's interesting, where do you see this buff?

Because I've definitely had really amazing survivability with them. Did other ship types get different buffs?



Yeah after 2.0 Torpedo Corvette spam was the best. Hundreds of them lategame was real cost efficient since Corvettes had the highest chance to disengage, and Battleships the least. I believe they basically reversed it where now Corvettes/Destroyers have lowest chance to disengage. Cruisers have the highest. So while Torpedo Corvettes are still good you will take a lot of losses.

As for meta. When fighting AI if you make Battleships with large long range weapons they will chew through most stuff. AI makes mixed fleets which like someone explained earlier are not really very good. Though I still bring destroyers or cruisers with point defense to accompany my Battleships.
 

VanguardKing

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Generally torpedoes will be your best bet. While the 25% bonus to hull (of missiles) is technically more useful, the higher base damage of torpedoes almost completely makes up for for it, and they have a nifty armor bonus too.

I'm not sure the exact numbers, but so long as armor is something like 12% of the hull or higher, torpedoes will kill it faster. This will be almost anything as the AI likes to balance their defense.

Torps aren't the be all end all tho, they are more vulnerable to PD, have abysmal tracking, and their huge per shot damage mean that even when you hit a small target, you will massively overkill it. Still, most of what you fight will not be high evasion corvettes or mass PD.
 

Incompetent

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I never used to see the point of destroyers, but it seems they got a buff since I last used them. They now get to around 50% evasion, which at least gives some protection against large weapons, and they have a decent speed now, closer to corvettes than cruisers (whereas previously I couldn't tell the difference between destroyer and cruiser travel speed). Also, a high-tech destroyer only costs about 1.5 times as much as a high-tech corvette, while packing roughly twice the punch. I can see how they might have a role now as a counter to pure corvette antics.
 

Pragmatic

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Corvettes may or may not be meta, but you'll still need corvette fleets for anti-piracy patrols. Simply because the way it works, anything else on anti-piracy patrol is a waste of navy cap.

And, if my reading of the forums is accurate, you can make anti-piracy corvettes on the cheap by giving them nothing but engines (i.e., don't bother with offense and defense).

They'll die against anything in a fight, but as long as they suppress the pirates, they won't encounter them.
 

M@ni@c

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Yeah, that's something I think could do with a reversal.

Small ships; high acceleration, low top speed.
Big ships; low acceleration, high top speed.

Not sure that works out. Due to the lack of air drag, there is no such thing as top speed in space. Acceleration is all that matters, I'm inclined to believe.

Of course one could always assume hyperlane jumps are faster the bigger the ship.
 

3Dent

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And, if my reading of the forums is accurate, you can make anti-piracy corvettes on the cheap by giving them nothing but engines (i.e., don't bother with offense and defense).

They'll die against anything in a fight, but as long as they suppress the pirates, they won't encounter them.
Don't see why that won't work...

On the other hand, you can't buy more navy capacity, not easily anyway, so making them capable to fight in a pinch even if your main fleet is something else also makes sense...
 

SectorsAreOkay

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Yeah, that's something I think could do with a reversal.

Small ships; high acceleration, low top speed.
Big ships; low acceleration, high top speed.
That doesn't make sense in space, or even in the ocean. Why would small ships have a low top speed? They can just keep accelerating until they reach a higher speed. In fact, I would think they could go slightly faster than larger ships based on relativity (assuming they get up to relativistic speeds). They would also get there faster than the big ships since they have a higher acceleration.