Stellaris Ship Design Guide 2.2 |Cruisers|Ĭruising for a bruising in the late game? Well, if you're not having your cruisers engage from a long range prior to closing the gap, your cruisers will certainly be getting bruised. System: Max systems, a line computer and afterburners.Įvery ship needs to pull its own weight as the end-game approaches.Weapons: Best in slot weapons to counter your greatest threat.Deal damage from long range prior to being taken down.Toss some afterburners on there so they don’t slow the fleets down either. So, set them up to engage with long range damage before they come under threat at closer range. Hitting late game your destroyers will essentially become the Corvettes of the mid game.
These guys are starting to feel like Corvettes.
Defense: Any 2-1 combo of armor and shields for flexibility.Weapons: Any 2-1 combo of damage types for flexibility.Not near the category of being called good, these bad boys will see you through the early game. In this layout the ship uses nothing but starting technologies to ensure that it can be flexible to help those science ships go out and explore. Stellaris Ship Design Guide 2.2 |Corvettes| The very first ship you will ever get it needs a little help. Just remember, build for flexibility in the early game and specialize for your greatest foe in the late game.
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How to dominate galactic conflicts with good ship design choices.Ī Mega-Shipyard ready to begin its work on a grand scale.ĭo you have a strong industrial capacity as an empire but still find that your fleets are being decimated? Are you having to spend mountains of resources reinforcing fleets after every single battle? Are your ships designed for the enemy at the door? If not, look no further for some of the best possible ship design ideas.