Stellaris best corvette build 2022. Sep 24, 2023 · Best Ship Designs in Stellaris.
Stellaris best corvette build 2022 So a few 'scout' corvettes in a fleet of battleships would allow the scouts to quickly reach the jump point on the other end of the system to enable the rest of the fleet to initiate jump despite being only halfway across the system. I'm trying to find a build that's currently good so I don't get wiped from the galaxy to quickly. Don't really build them in the late game until I get torps, then I'll build a fleet with those. My best run I had over 4k main species by 2330, and by that time I had a 10k+ navy and pretty much instantly smashed the first 25x crisis that spawned. Large broadside battleship. Catalytic Processing is, IMO, the best civic in the game, especially so for militarists. This is for character builds, NOT settlement builds and NOT for mods. 80/month In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. Defensively if you can get it Crystal Hull is best. This is a role they excel in because with the Picket Ship Bow and Stem equipped Sep 2, 2023 · For the ultimate Stellaris ship design, focus on Phase Disruptors for Corvettes, as they counter all other Corvette types. Masterful Crafters is the best regular bio civic right now, I recommend that. Which means, that artillery is HARD countered by anything that goes close. 2/2 Necrophage Barbarians. Large carrier cruiser. fanatic materialist boosts research by an additional 15% and technocracy But the best choice is plasma, and autocannons. Jul 6, 2024 · This can be called the Stellaris guardians of galaxy build, I think. I know, that the range of autocannon is super short, but these are corvettes. They are cheap and quick to build. In that time the corvette deals only 30% of the destroyer's hull HP. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. The problem I have with using them as part of the main fleet later in the game is that they die, a lot, even in small skirmishes against starbases or small fleets, basically requiring either constant rebuilding and micro to keep filling them back up, or investing into a juggernaut, both of which being things I am not really a big fan of. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. We will talk about all the ships (Corvettes, Frigates, Destroyers, Cruisers, Battleships,…), Nanite ships, Cosmogenesis ships, counters for all endgame crises, fleet combat computers, and much more. Missile corvettes running an artillery computer. As for my favorite corvette loadout are picket: point defense + autocannons. The logic on the default starter Corvette seems sound to me: 2 kinetic weapons and a missile. Even while you are cracking their homeworld. I will, however, usually design a specific class of Corvette for piracy patrols; usually called a "Security-Class Corvette. Often the best I’ve found with FE is to get close range and corve swarm them with the above balanced fleet out designing and out thinking them rather than out-tech’ing them. Cruisers should also use Kinetic Artillery in large weapon slots. They at least have the Autocannon giving them a better option than Gamma Lasers and Gauss Cannons, but it's not enough to compensate for the horrifically low DPS that Disruptor Corvettes have absolutely garbage damage, 7. Space commune build: Civics: Free haven, shared burdens. Defensively, use as much shields as you can manage, then use crystal plating for the rest (the Dimensional Horror ignores armor). So, for that reason, while my early game corvette build is usually PD, and may remain so throughout, I usually have an Emergency War Build design that doesn't use to many rare (potentially bottlenecked) resources that's a straight up missile (or torpedo)/disruptor build. Progenitor Hive is the best Origin for hives by far. This doesn’t seem like a fun build though and is risky because it means forgoing a lot of early alloy Trying to get back into the game after the big AI/Unity changes, and one thing I'm really struggling with is how much better the AI got. A lot of people are escorting they artillery battleships with some carrier battleships, for protection. 3 of them get a titan with range or rate of fire aura. Hives have some pretty lame civics unfortunately. Build energy districts as needed. Slaver Guilds kinda dropped off though. You can design more specialized ships if you're fighting something that always uses the same layout (space critters, leviathans, crises, etc). Smack down a bureaucratic center instrad). A focused arc emitter + cloud lightning battleship is hitting for 150. Oct 21, 2021 · You won't have time to get missiles because you need the engineering tech to get corvette build speed and +100 corvette hull. I take you through every viable build currently in the game, why they work and the methodol Jan 2, 2022 · Battleships can counter basically anything, and is usually best for anything against AI. The best Defense Platform is the one you never build. In size order these are: Corvette, Frigate, Destroyer, Cruiser, Battleship, and Titan. Though keeping one corvette fleet might worth it to use as fleet catcher. Neutons in large. The best Stellaris traditions can set you on a path towards galactic dominance or peaceful expansion. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). When your colony ship lands, designate factory world, smack down clone bay, city district, 2nd clone bay, and 4-5 mining districts. The term T1 represents the tier of ship. Fanatic egalitarian + pacifist. For housing districts, personally I always build five on every world. So just get blue lasers and go. Returning to stellaris after a pretty busy few months and realized that the game has changed a bit since I last played it (most noticeably through the new aquatic DLC which I don't have and the unity rework), so I dont want to rush into the game with, say, a technocracy/merchant void build which might have been massively nerfed since i last played the game. The best they can do is to have you as vassal. Agrarian idyll and beacon of liberty as civics. Hi, im pretty new to the game ( 60h so far) , and i noticed that building big strong fleet early game, like corvette/destroyer era early, and rushing a war with a nearby empire and taking their planet/planets gives you a massive economy boost that keeps you at the top of leaderboard for the rest of the game. This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. Don't waste your engineering time with missiles. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting. My slightly updated build is cruisers with all whirlwind missiles in fore and mid, archeo-tech micro missiles in the aft small slots and triple afterburner, an admiral with the cautious trait is also recommended. Generally though I will say there’s no build so op that it’ll automatically make you very strong. Reply reply More replies Top 1% Rank by size Destroyer swarms with whatever armor/hull/shield combo makes sense and neutron launchers. Can name your leaders Lylla, Teefs, Floor and Rocket… Advisor voice The Worker is amazing for this build. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. The Dimensional Horror has 0 Evasion and balanced defenses. That said, if you remove the nice requirement, there's a clear winner for Lithoid Hive Mind in my head (and this isn't much of a secret); There is no best government or civics, just like how there’s no best card in magic or hearthstone. com In it, he describes the absolute best Corvette design as 3 missiles in S slots. Swarmers are the only missile you should be using, and those actually use the "Medium" platform segment not the missile segment (which is a bit of a misnomer ever since the combat rework). Just build build build. Everything else is bare bones to keep costs down. Election mandates are relevant because fulfilling a mandate gives 6 months of unity, up to 1000 unity (reached if you have at least 167 monthly unity). Mechanist origin isn't a good one, as prosperous unification would let you synthetically ascend faster. 1000 extra unity a decade is a non-trivial bonus to your early game tradition growth, which you leverage into your key early build goals (ie, supremacy as a second tradition). Against unbidden torpedo corvette is the best. 2. As for defenses, a very aggressive build should run reactor + 3 shields to minimize repair downtime. Militarist, Xenophobe, Egalitarian Oligarchy Barbaric Despoilers, Meritocracy Necrophage primary species: Intelligent, Traditional, Natural Sociologists, Slow Breeders It is best to get Feudal Society, or reserve it for the 3rd civic, as to be able to get stuff out of them diplomatically. Defense Platforms are seriously overpriced for their combat performance, and you are always better off with spending Alloys on fleet. They get close super fast. Jan 19, 2023 · The autocannon build from earlier is pretty good, you can also build a fleet that only uses disruptors. This is by far the most cost-effective way to raise naval capacity, and you need lots of naval capacity to create a sufficiently big fleet. If you are going to spend Alloys on Defense Platforms, the Hangar is by far the best selection and completely outclasses every other weapon you can outfit Jul 26, 2022 · The best way to use destroyers is as picket ships, designed to intercept enemy strike craft and missiles. The best thing to do is to look at what your current enemy is carrying for their shields and armor. Thats mostly just guys with lots of big guns like hangar-less BB's. Sep 24, 2023 · Best Ship Designs in Stellaris. The best weapon in the game is the neutron launcher. The civics don’t really change too much. Your best “x” is only good in the right situation with the right support and synergy, and it will excel against certain things and have weaknesses against others. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Your best options are Gamma Laser and Gauss Cannon, which are shitty weapons that you only use until better options become available. If you first start trying this, you might lose a lot since beating GA no scaling advanced start AI isn’t easy, so don’t don’t get discouraged and try to improve every time. 91 per day Accuracy: Scout wing is 100% accurate with 70% tracking, Red Laser is 90% accurate with 5% tracking. Carrier battleship. I like to at least RP a leader who pretends to be benevolent. Technocracy was also nerfed but it’s still pretty decent. DO NOT colonize any new planets yet. a: Artillery battleships shred everything, but is countered by corvette swarm; corvette swarm is countered by carrier battleships; which are countered with artillery battleships. Aug 1, 2021 · 1) In singleplayer corvette spam is something you do at the start of the game if you want to play aggressively and take the capital off a neighbor or two before you turtle and tech up. Against regular AI empires, a generalist build (split evenly between energy and kinetics, shields and armor) generally works pretty well. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. Navigating the cosmos is no easy task, but with the right traditions in play, you’re sure to find those cosmic keys that unlock your empire’s true potential. 62 DPS per corvette with fully-upgraded weaponry. Anything that is actually strong enough to crack that citadel will not give a rats ass about a few overpriced extra defense platforms either, so you'd be better off buying When playing singleplayer, what is currently the best corvette layout and what the best fleet composition before you research any tech? Assuming 20 ships, I go 13 corvettes (1 small mass driver + 2 red lasers / 2 small deflectors + 1 armor) and 7 corvettes (1 sentinel point-defense + 1 small mass driver + 1 red laser / 2 small deflectors + 1 armor). You have 50k alloys, thats 50k that should be poured into naval forces. Impose ideology on aggressive empires so they turn pacifist and build tall with immigration. Disruptor corvettes are basically unbeatable until the hardening aux components arrive, which is several techs after disruptors, so there's a really strong window of opportunity there in PvP. 64 DPS. Ich you have it researched (or proton launcher), use it. See full list on gamersdecide. It is a myth that everything between corvettes and battleships is useless. Pvp is played mostly with destroyers and some cruisers. Just build a Holo theater on every world from the start. If your playing online against people, theirs some other strategies and builds, as people know the go to is all shields. Yeah I agree with this “pop rolling” strategy, this is why DA is strong in machine empires, robbing organic pops (assimilating to cyborgs) and producing pops at the same time with similar speed as normal empires, and having new cybernetic tradition makes it even stronger. Build more factory districts as need (usually starting around year 10). Torpedoes have a very low maximum range so th Best Corvette setup is either full torpedoes - this kinda sucks versus high-evasion targets, and FEs in particular will absolutely murder you in even combat - or autocannon + plasma. Small weapons are in even worse shape. Different traits accomplish different things. The missile hits the armor so that once the shields are down the kinetics don't have as much armor to chew through with their penalty. So, unless you are heavily outperformed economically, you should win the trade. If you're running slaver then every world would have a slave processing center. That means 160 corvette can beat 120 pure artillery battleship. Military success in Stellaris is about fielding enough guns to blast your enemy into smithereens, and starbases do not get enough weapon slots to do this. When mid game hits I try to shift ethics as much as I can just to spice things up. Bring a mix of your biggest guns, both energy and kinetic. There are some good build ideas out there for different crisis, you could look at them. Special case if Unbidden spawns. You're better off putting fleets on defensive duty, and equipping your starbases with shipyards to provide repair and reinforcement services to those fleets. Workers of galaxy, unite! Can get crusader spirit civic later for converting neighboring AI empires ethics. Subterranean is probably the best for tech rush though as it's the best for producing minerals which Hive Minds need for their researchers, so fewer miners support more tech. If particle launchers are G slot weapons then that's after the combat balance patch that killed the neutron launcher meta in which case yeah high speed kiting with full bypass, missiles, and strike craft should be the best. Disruptors may have better synergy on paper, but their damage output is so weak that other options still work better. Definitely. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons, and Artillery computer for maximum range. For Destroyers, equip the Artillery Bow and use Kinetic Artillery for long-range advantage. If you go full hangar on your citadel with improved aircrafts you can get to around 50k power with that thing. Authoritarian - influence gain for claims/expansion and hegemony for cb, slavery and living standards more favorable. Let's compare it to a Large Red Laser: Damage output: Scout Wing is 20. 1 torp, 1 disruptor corvette. The latter deals ridiculous damage up close, but Autocannons are expensive research-wise and lead nowhere. Only the torpedo corvette v artillary battleship flips the script here. " I'll give them the best engines for faster sublight speeds and the best drives I can for more efficient jumping. Mostly just rely on the battleship + titan buttfuck brigades though, the corvettes are a just quick reaction force, usually split into anti-piracy patrols outside of wars. . It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. The former is probably a bit better since you probably will see a lot more armor due to power limitations. Featuring mods like Reformation Reform (CK2), Battlefield Safety (CK3), Starfighters! (Stelalris) and Perked Up Perks (Stellaris). AI loves using tons of fleets to backdoor, and bombard your planets. This makes it uneconomic to run corvette swarms in this match up. I like to build tall with lithoids so having a small empire is fine with me. That way whatever the RNG comes up with for improvements at least half my fleet will get a boost. Now the remaining corvette is 3 guns to the destroyer's 5, so the corvette has a damage disadvantage of 3:5, or 60%. Ever since they re-vamped the spy system, the best fleet you can design is one that counters your main enemy's. Same goes for your second colony (minus oke clone bay. Later on though it's best to use fleets composed fully out of the biggest hull you can build. If you're a non-total war empire you also need to save the influence for claims too in your upcoming war. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. If they are shield heavy go with weapons that deal shield damage, if they are armor and hull heavy go with weapons that deal armor damage. Jan 25, 2024 · The best defense platform builds in Stellaris are the aniti-corvette build, the anti-missile build, the missile build, and the all-rounder build. You also don't start off this strong either, you get significant bonuses at roughly the 10, 25, 50-year marks at best, if not a bit later depending on your tech and unity output. Jun 1, 2024 · Stellaris Traditions: Maximizing Your Empire’s Potential. The best performance in beta MP I’ve seen has been Fanatic Materialist Egalitarian void dwellers with functional architecture and meritocracy, the guy was able to get ahead of everyone on tech and steam roll very quickly. So the strategy is simply to wait it out and then make the move after other players are already engaged in war. Stellaris Best Authority - Which To Pick? [Top 15] Stellaris Best Civics [Top 10] Stellaris Best Ascension Perks [Top 10] Stellaris Best Ship Designs; Stellaris Best Megastructures: What to Build First; Top 10 Games Like Stellaris (Games Better Than Stellaris In Their Own Way) The Ultimate Best Sci-fi Games You Can Play Today Hangars are a default option. Corvette swarm can beat artillery spam in 1 to 6 ratio. Against specific ship corvette spam is great. The best defense is a fleet. Jul 11, 2024 · In this guide, we will explore everything there is when it comes to Stellaris ship designs. the overturned origin from toxoids allows for a pretty crazy research bonus, with +30% from genetic enhancements and an additional 10% from jobs with the intelligent trait. T1 is for corvettes and frigates; T2 is for destroyers, T3 represents cruisers, and T4 is for battleships. I do one corvette design that uses energy weapons and another that uses kinetic guns and missiles and build 10/10 fleets to start off with. Which is autocannon, and plasma. What ship templates/weapons do yall use for all around engagement? The crises? For your titans and juggernauts? I know that a mix of battleships and… A good generalist early Corvette design should run either 2:1 laser:kinetic or 1:2. Etc for any special buildings, or buildings you'd want on every world anyway. Destroyers have literally no niche; it can't dodge like a Corvette or tank like a Battleship, it can't carry a lot of big guns like Cruiser or Battleship (RIP Lance Destroyer), the only reason to build it was the fact that it can carry more Flak Cannons per weapon slot than any other ship, and now the massively buffed Strike Craft supplanted They're running pure corvette stacks, so I put hangar modules and hangar-based defense platforms on my starbases since I figured the accuracy and tracking would be good against the corvettes. Welcome to Fallout 4 Builds. Furthermore most large weapons gained minimum range. The best defense platforms are the ones you just don't build. Re: mastercrafters I don't think it's the best fit for the build - you get a ton from your overlord anyway with 45% subsidies so you won't be employing many artisans and will buy 25 CG/month from the market at the very least, though it will ofc be excellent when you break away/reform government The offensive auras are the best Titan auras to use, and the best doomstack design would have 3 Titan designs, your fleets alternating between them, to guarantee covering all 3 offensive auras. Menacing corvette can't have weapons capable of preventing disengage, and with that in mind high DPS is the goal. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. For the most part the bigger ship will beat the smaller ones now. Hi I have a quick question I have a multiplayer game starting soon and I haven't played the game since my old build of slaver tech and ringworld was meta. First off, there is a best design for every class of ship. giga cannon and neutron launchers I keep seeing this but I don't get why mix a kinetic XL with energy L. The best negative traits to take are sedentary and solitary since the negative impacts associated with those traits aren't seriously impactful until the late mid game when planets start running out of space and you need to shuffle population more actively. But the best build for Mechanist is Lithoid starting on a remnant relic world with artic planet preferences preferably Megacorp to subsidized your energy income for the robots you're going to be building But why not go fully synthetic ascension? They give you more robotist jobs and you can have assemble speed of 8. In my opinion: Progeniture Hive Mind - Use of solar panels and hydroponic bays allow you to dedicate 80% of your pops to complex jobs, your leaders advance at a rapid pace over time (meaning you can have level 8 admirals without any combat by 2285 if you hire them early enough) and you can combine civics and ascension perks to massively reduce your population contribution and entirely your Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode. Destroyers/Corvette work good on Grey Tempest because of the Interdictor auto-kill but I do Battleships mostly, one or two Titan-supported BS fleets, and one or two double Afterburner Cruiser fleets to rapidly capture territory. Stellaris suggestion: Make authoritarian slavery distinct from xenophobic slavery You can even do a militarist/xenophile combo, what I like to call the Mandatory Friendship build, or play Fanatic Purifiers at the other end of the spectrum. Militarist obviously, with a few options to add to that. Don't stress about armor or shield tech. I typically pair Corvettes with Destroyers to mow down practically any configuration of corvette swarms while still being able to conduct raiding/strike runs. Technocracy Slaver Guilds is like… the meta from a year ago. Hey guys! So I’ve been trying out a bunch of different builds today and I’ve had so many wonderful people give me such great advice! I’ve decided that my favorite play style so far is the Ocean Paradise origin using the Anglers and Catalytic Processing civics. I will use the ship names in this guide, but if you are ever browsing Stellaris forums, this can be handy Example for 160 fleet cap. In the beta. Jul 9, 2019 · My Stellaris Steam workshop. The game mechanics is such that the fleet initiates jump the moment a single ship reaches the jump point. You still start out fairly strong, but everyone hates you. Well back in those days Strike Craft were both bugged to absolute shit, had tech buffs that flat out didn't work and even if all that wasn't a thing they still sucked anyway thanks to their terrible damage output and slow speed. If they're L slot weapons then no it doesn't apply as in those patches battleships with all neutron launchers is the best. However, mechanist would help you stack pop upkeep reduction bonuses, which affects consumer goods, so it would eventually help you have higher living standards (therefore, higher stability) for lower upkeep. If you do want to use a weapon, I find Autocannons work best just due to having by far the best damage output of any weapon that fits in a small weapon slot. And torpedo: torpedo + autocannons or lasers. If you end up as someone vassal, you shall take as many favors as you possibly can via espionage and use those favors to renegotiate your status to Bulkwark, thus becoming a leech on your The build can't fight 1v1 against PH or any other HIVE at YR 30 because the build weaken fleet power (from slower growth rate and increase build cost) in favor of army defense. Egalitarian - influence gain for claims/expansion (comes online only when factions spawn and needs to be managed), specialist output means offset to increased cg use, more alloys, more research Xenophobe - cheaper Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode. Focus on getting combat computer tech and use swarm. To kill the remaining corvette the destroyer needs to deal another 50% of its own hull HP. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). It seems to me circumstances will call for one or the other (with the default being energy, since it's easier to build up than kinetics in vanilla Stellaris), and your ships should be outfitted completely with weapons of the appropriate type. For dealing with crisis fleets, because the crisis difficulty scales every aspect of them (armour, shields, hull) you won’t be able to oneshot their I go from 20er Corvet fleet containing 50:50 gunships:missile boats to one full fleet of destroyers containing 50:50 artillery:gunship to 1 - 2 full fleets missile-carrier cruisers that later get missiles swapped for neutron launchers to full battleship fleets with lance-carrier battleships. Scroll down on the list of defense platform segments, they're there. DO NOT build more than a couple of starbases, In fact you don't need to build any at all yet. In this video I take a long look at Corvette design in Stellaris. Ascend Sep 15, 2023 · For example, a corvette fitted with picket defenses is a picket corvette or T1 Picket. Since research is a bit (or a lot) of a farce in this game I usually hedge my bets. At the end of the day, so long as you are overwhelming in fleet power, vassalization is easy, and rebellion is essentially nonexistent. The vast majority of starbases should be Anchorage bases for naval capacity. Try to get the intelligence required to view their ship designs, and exploit them. Just to add the best titan slot is -20% shield so you neutron launchers can get to work faster. Now, that's a good thing, and I'm glad for it, but one detail I'm struggling with is how the very first empire you come across will always attack you with 50+ corvettes one year or so after contact. If they favor torpedo and shield heavy fleets, then focus on kinetics and point defense for yours for example. A pure corvette fleet has superior speed to catch these small fleets. That just shows, that thise ship types are good. Also, design-wise, the corvette shown isn't even an optimised corvette. That is why you shall take Subterfuge as one of your traditions, and, if possible, take Psionic Ascension. Save the alloys for ships. When one fleet engages an enemy of similar strength go ahead a queue up another destroyer fleet because even if you win you will lose many destroyers. Ascetic is by far the best, with that use something like Natural Neural Network (purely for the extra research roll, you never want to unemploy pops), Divided Attention, Subsumed Will. r5: this build seems to be the best possible build if you want those sweet sweet research points. Im on console, so no Orion combat changes for me so i cant recommend fleet comps, but id imagine the old Carrier/Arty battleship mix with a screen fleet of other ships (cause strikecraft changes) would work just fine. Table of Contents How Defense Platforms Work To your question. 86 per day, vs Red Laser at 12. Once you have battleships, build a few fleets of them to your fleet limit, and put any extra into a Corvette fleet for quick response. It's a corvette. FE has huge inherent buffs and ship designs with XL Lance slots for their BS that focus on decimating long range targets. Needless to say, my starbases got totally smashed, I barely sunk any of their corvettes and my starbases just melted. You are basically forced to build up a fleet asap so you can expand and not get gang banged by the AI. The sinews of war are infinire money though, focus on your ability to build more. There is a 4-design Rock Paper Scissors hierarchy that goes 3 Missile < 2 Missile PD < 2 Kinetic/Laser + PD < 3 Kinetic/Laser < 3 Missile. All militarists should be centered around conquest, though. There are 6 classes of military ship in Stellaris. It has a mix of bypass and non-bypass weapons, which isn't ideal. Early game, build en mass the best ships you have. If you can get Crystal Hull tech this can help you build ships more for less. A place to share your character builds or get help building your perks and stats for your sole survivor in Fallout 4. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. I hear clone army is good but could use some advice on what to play with. Think about it this way; how long does it take to kill one battleship vs one corvette, and how many shots can each of them take before that happens? It's going to take much longer for the battleship to die than for the corvette to die. bdip lcn ginpza apuehfk fvbbnj xehtb mxjtz zgiaihv tpd aipnlkav