This guide was made for basic Stellaris Version Adams 1. ?! 로그인 상점 홈 탐색 대기열 찜 목록 포인트 상점 뉴스 통계Go to Stellaris r/Stellaris. ?! Log ind Butik Startside Opdagelseskø Ønskeliste Pointbutik Nyheder StatistikIs it a thing? If I put afterburners on my carriers, will they be better able to stay at range, or. Active Wikis. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. tech_afterburners_1 tech_afterburners_2 tech_assembly_pattern tech_construction_templates tech_mega_engineering tech_databank_uplinks. Basic afterburners increase this to 60% * 1. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. I have a destroyer without afterburners with an empty aux slot and it has an Evasion rating of 45. Originally posted by Tecuani: According to tooltips, the afterburner increases "Combat Speed", while the out-of-combat speed as you would use to lure enemies and run is normally called "Sublight Speed". Ship Design Components. Once I get cloaking I will create a cloak torp frigate design also. Legacy Wikis. Shield strength, against full shield penetrators, is given by. You can see the effect directly if you put two afterburners in and watch the numbers. There's a reason I usually don't research afterburners or reactor boosters until 2275 or later, if nothing in the draw is useful you research the cheapest tech there to get a new draw. 6. Regenerative Hull Tissue Buff 3. And it gave evasion to boot. BETA: Shield Hardening. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. If I put afterburners on my carriers, will they be better able to stay at range, or. 7) and 2 afterburners. Nov 16, 2023As a summary of what he said, afterburners are useless. udkudk1 Science Directorate • 1 yr. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Best A-slot tech is Enigmatic Decoder. 0. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris Cheats; Technology Codes;. The other version is "%chance to reduce any damage from penetrating at all" but I. In other words, they will multiply whatever evasion rate a ship has by 1. This can also happen if a space storm occurs in an ionized nebula system or (minus the evasion boost) neutron star system. If I put afterburners on my carriers, will they be better able to stay at range, or. 25 REQUIRED_POP_ASSEMBLY_SCALE = 0. The XLLLL Battleship will offer superior DPS but 2x Afterburners is a tough sell in this movement-oriented game. tech_afterburners_2. Out of combat, all regen gets multiplied by 5, so out of. So I feel that in the game, the engines presented could be tweaked, and I was thinking of something like this. 查看本页SMW属性. Flexibility. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 126 ratings. Do battleships, titans and juggernauts benefit from afterburners to outrun projectiles vs AI? Evasion-wise, these will not benefit since the increase in evasion is 10% not +10. There are many "ghost" technologies in Alpha and Delta tier which are bugged, do nothing and yet are still researchable. Afterburner. Is it worth puttting two afterburner upgrades on a ship?Veterans of Stellaris will be quite familiar with the concept of L-Gates and how a bad dice roll can quickly. ago. Why trade a defensive slot for combat speed. ago. Use Afterburners with Carrier computer to keep maximum distance. Missiles: long range and high damage, but can be intercepted by point defenses. The fleet comp is: 50% torpedo frigates (with afterburners) 40% brawler destroyers. 29. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Advanced Afterburners are +20 speed on Battleships, +24 on Cruisers and Frigates, +28 on Destroyers and +32 speed on Corvettes. ago. Speed bonus: worthless, because fleet moves with the slowest ship, and a battleship with afterburners still slower, than a corvette without it. Juggernaut can now use afterburners T5 reactor power increased from 3200 to 3600 for Juggernaut(starbase reactor type) Aura effects Strike craft Aura: strike craft fire rate and strike craft speed +50% Weapon range Aura, Hyperlane Aura remain unchanged Point defense Aura: tracking -20, point defense weapon fire rate -50% (on. In my case, I don't use it at all. Afterburners!!!! More Stellaris Combat Theory to look into the use of afterburners in game and test their effectiveness against other auxiliary slots. This fleet composition assumes you are playing against the AI. PoohPus. hardening * total. My own, a quick defines. Maybe 1/4 are carrier battleships with the rest being artillery bbs using neutron launchers and kinetic artillery. It's an issue of itel on the system. Although they have a base rating of 35% evasion it can be brought up to around 70% to 80% with advanced afterburners and an Admiral with the Gale Speed trait. Actually frigates are about the same speed as cruisers if you look at the stats. Getting traditions. UristImiknorris • 1 yr. ; About Stellaris Wiki; Mobile view Afterburners: 4: 10 +10% Sublight Speed +5% Evasion: Afterburners provide additional combat speed for the ship. 2. This is especially useful on corvettes which can only mount small weapons and torpedoes. Mar 7, 2018 @ 6:02pm. Destroyers are really situational. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. Unlike regular. Give them hull Regen, increased accuracy, and possibly afterburners. 337. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. #1 South Paw Feb 12, 2018 @ 4:34pm Originally posted by xnadu27: No. Think of corvettes as an expandable screen. There's not really that much you need in terms of utility components. Some larger entities with mixed range weapons won't even try to move closer, so you always got the full advantage against everything. Artillery Battleships or Emitter/Lightning artillery if possible combined with Carrier Battleships at a roughly 3:1 ratio. Defenses [edit source]. If I put afterburners on my carriers, will they be better able to stay at range, or. plasma meanwhile has 5% of the effectiveness of. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. System: Max systems, line computer, afterburners, and auxiliary fire control. #2. If I put afterburners on my carriers, will they be better able to stay at range, or. Energy Siphon is a very weak weapon, and is never worth using. For basic afterburners, this is 110% and for advanced this is 120%. As a result, 3 Stormfires is a very good design. Afterburner are forbidden for Starbase because auto-design like to pick it on starbases design. I've always used Afterburners as far as I can remember but only on corvettes, getting 90% evasion which I believe is the cap for it is really good, have a fleet of corvettes and you don't really lose that many unless you're throwing them at something you're obviously going to lose against. #2. Mid game. Atharaphelun • 2 yr. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Cruiser: 120 speed, +125% DMT = 270 speed. You could go Plasma/laser only or pur kinetic, both can be usefull while Energyweapons you will have less range and with pure Kinetic less. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E. Advanced afterburners are a type of engine technology in Stellaris that provide significant boosts to a ship’s sunlight speed and evasion. I think what you are describing is more a problem with Stellaris war system than with cloaking. Cruiser Torpedo boat. tech_afterburners_1 tech_afterburners_2 tech_assembly_pattern tech_construction_templates tech_mega_engineering tech_databank_uplinksThen there is the one that decreases opponentsnshields by a substantial amount. Is it worth puttting two afterburner upgrades on a ship?A Stellaris Campaign : Khellian History. So you can put missile on anything that permit it. I had 2 victories in approximately 360h of playtime. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. Community Hub. 花1分钟创建用户后就能进行编辑 :) 登录 注册. Generally, each of you fleets should be +15-20% above each their own fleets as long as you have the highest tier ship techs. Those are always the first 4 I get, sans a few specific cases where domination and diplomacy might come into play. 工程学 ( Engineering )是通过研究与实践应用数学、自然科学、社会学等基础学科的知识,来达到改良现有建筑、机械、仪器、系统、材料、化学和加工步骤的设计和应用方式一门学科。. This can mostly seen on carrier stations wielding 10k+ power without platforms, then lose to a 7k. This is Stellaris, we now use a planet cracker to. Perky_Goth April 21, 2021, 7:50pm 5632. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. A pulsar (shield nullification) and neutron star (-50% speed) binary system in an ionized nebula system (no shields, -50% speed, +30 evasion). Creating ships. Corvettes are quick, cheap to build, and smaller but have high evasion. This fleet design is capable of beating mono-corvette spam and most other hybrid comps. 99 DPS. Stellaris ship design is certainly more interesting than it was pre-3. Autocannons are extremely short range. Ascension perks. To maximize your chances, we recommend packing in afterburners, auxiliary fire, a line computer, and max systems. Due to this, we want 50 percent of our fleet, made up of gun corvettes, using a mix of laser and kinetic weaponry. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. even on the autocannon's worst target it has 40% the effectiveness of plasma. Stellaris. Devastator torp + autocannon/disrupter. They have inherent regeneration of 1% of their base health per day. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. If I put afterburners on my carriers, will they be better able to stay at range, or. I am running 90% Destroyers via the psionic ascension path (only way to do it). The AI, in the early game, likes to run picket defense corvettes. ) and non-piercing weapons (kinetics, lasers, etc. Usually it would be 70% or 90%. All shield techs except. Just the fact that you use them instead of afterburners, already means that you take X% more damage per fight, and you take Y% longer to get from A to B. 6 on a Battleship. 05% hull and 0. Afterburners: 4: 10 +10% Sublight Speed +5% Evasion: Afterburners provide additional combat speed for the ship. There are 6 classes of military ship in Stellaris. 4 (maybe I'm just bad at searching stuff!). One is the battle fleet, and is made up of artillery battleships and picket/hangar cruisers. And because of their speed they automatically fly close to the enemy and kill all missiles while their shields recharge so fast that only a whole lot of ships could ever kill them, at least if used in a proper fleet of other ships. Use Afterburners with Carrier computer to keep maximum distance. The previous design of Multirole Battleship, the Retribution-class, saw considerable success in its initial uses as trade interdictors, but they were unable to properly sustain themselves to specialized capital ship fire, as its multitude of. Welp Aug 12, 2022 @ 4:42am. Right now, this is the ship to beat when it comes to kickass ship design. Cost more. This is a searchable and complete list of Stellaris technologies and their IDs. 注意想知道名称或者需要. Despite carriers having greater "official" fleet power. Video by Montu Plays. Obviously, replace technology_id_here with the technology ID of your. 99. You can learn how to better manage them at my Fleets page. Strap Afterburners and Evasion AI on them and they are nigh unkillable in large enough swarms. ago. Crypto Use Afterburners with Carrier computer to keep maximum distance. 8 battleship - particle lance and kinetic artillery, even on armor/shield. )”. I'm not a fan of this new type of ship parameter. i have it sent to that they are as point blank as. 85 -1 = 1. plasma, artillery, launchers, and a lesser non equal number of pd carrier battleships. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. I just noticed my defence stations have design-slots for afterburners. It's actually 0. Afterburners Has someone experimented with afterburners yet? If so, could you please elaborate if and when it makes sense to sacrifice research and later a slot and a fair. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Small plasma cannon- 6. The ability to get an alpha strike against the enemy trumps most conventional naval strategies in Stellaris. So the base power and damage output of AC1 is 30% higher than Coilgun2. DPS is through the roof, hence why the fleet power with them is so high. Stellaris. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. Go to Stellaris r/Stellaris. I did a research on this very subreddit about armor vs shields, and surprisingly I couldn't find dedicated discussions for 1. My favourite builds for the smaller ships are either full disruptors with picket combat computers or full missiles with artillery combat computers. The only break in this is some of the cruiser tests where Regenerative Hull had some bottom-range results, namely numbers 1, 4, 5 and 6. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Afterburners for extra evasion and speed make you more difficult to kill. The post-Khan empires are usually swiss cheesed bordergore that are easy to conquer or force vassalize. ago. Phanon jump drives have no cooldown, but nowhere near the range of. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. I am still learning about ship structure and components :) #2. Cheats. Because the final crisis of ACOT: Secrets Beyond the Gates is even more powerful than the end game crisis of Gigastructural Engineering (depends on the settings of course; Endtekk Blokkats are presumably still more powerful due to their ridiculous bonuses), known as the Stellarborne. ). Later in the game evasion can be brought up to around 90% with an Enigmatic Encoder or an Admiral with the Psychic trait. Now your corvettes should reach the enemy faster AND stay alive longer in the dogfight!---How to unlock the Who Scraps the Scrapper achievement. Afterburners are crap ok thanks #2 IIpocTo urpok Feb 12, 2018 @ 6:53pm They stack, but xhadu27 telling. Sciira • 6 yr. when the extra speed doesn't add to evasion or anything else?If I put afterburners on my carriers, will they be better able to stay at range, or. why cant i have afterburners on a late game corvette without a dark matter reactor. Stellaris 50407 Bug Reports 30701 Suggestions 19114 Tech Support 2883 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1214. Advanced/Afterburners +20% Speed +10% Evasion/+10% Speed +5% Evasion is useful for giving your ships that extra boost in Evasion or boosting their overall speed for faster close range combat or as aid to a fleet that requires to travel faster within the system. Support modules tend to boost one stat by a little: There's Reactor Boosters for additional Power, Auxiliary Fire Control for more Chance to Hit, Shield Capacitors for better shielding, and Afterburners for more speed and evasion. This fuel is ignited by igniters located. In the past, this fleet would rock against Prethoryn: - battleships only. Add afterburners when available. Afterburners are your utility component of choice for the excellent sublight speed bonus they give. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. It’s because the numbers can be misleading, as the numbers are inflated. Notably each engine upgrade increases sublight speed by 25%, up to 75% for impulse thrusters and a whopping 125% for dark matter thrusters. You probably have tier 1 impulse drives, which are used for in-system travel. To maximize your chances, we recommend packing in afterburners, auxiliary fire, a line computer, and max systems. Subscribe to downloadBetter Civilian Ships. Stack them with Afterburners and you can get them to be fast enough to match anything less than a dark matter engine Corvette, while having firepower/Alloy and firepower/Naval Capacity that absolutely obliterates battleships. 袭击舰队战力与游戏时间和玩家舰队实力有关,至少为2. Takes me like 15 minutes to set up all the orders but when I hit play things progress very rapidly. My advice would be to have a 20-ship fleet using this pattern. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. Autocannons are close range shield shredders. • 9 mo. The opposite means you do better. Extra speed on start of combat: this one is a double edged blade. 4 12/05/22. Commonalities Between the Tests + Notes: I’ve underlined the most important information in each test. - Defender of the Galaxy ascension. These IDs are usually used with the research_technology tech ID command. Shields can be stacked higher than armour. An afterburner (or reheat in British English) is an additional combustion component used on some jet engines, mostly those on military supersonic aircraft. Shields and hull are balanced. Once I get torpedoes (and frigates) I create a torp frig and a torp cruiser. Interceptor - The rest of your corvettes should be made of interceptors as they are the most efficient in terms of sheer basic firepower. 6 it's a little more skewed towards offence. Since sublight flight is like 90% of travel time now it gives tactical advantage and also makes jumpdrive penalty less painfull. The war was a bit tedious, it seems in Stellaris, you can't knockout the enemy in one go like you can in CK2. If the enemy is faster, then they cannot. " Looks like a potential gamechanger for ship builds. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. So just sending in a big enough force will be able to overwhelm any defenses. If stellaris gives you lemons, you build a colossus with lemons and crack that lemon planet!Stellaris. ?! Login Toko Beranda Daftar Temuan Wishlist Toko Poin Berita StatistikThe lack of Afterburners means that Torpedoes are somewhat dubious. Showing 1 - 2 of 2 comments. All shield techs except Psionic Barriers,. ?! Iniciar sesión Tienda Inicio Lista de descubrimientos Lista de deseados Tienda de puntos Noticias EstadísticasIf I put afterburners on my carriers, will they be better able to stay at range, or. Reactive Armor: 10 1: 15 +15% Armor Hardening See and The Titan will have trivially less evasion than the Battleships but it's not like the difference matters, and an Advanced Afterburner or even Enigmatic Encoder won't close the gap anyhow. Autocannons, Shield Hardeners (optional: Afterburners) Required Components: Line Computer Sections: Volley Bow, Torpedo Core, Gunship Stern Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. ok thanks. Yeah, forgot to remove afterburners at corvettes. You will need either a Quasi-Stellar Obliterator, or a Hypermassive Quasar to begin. 750. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Try it out in the Ship Designer. is it ideal, who knows, is it perfect, i doubt it but it works for me. Stellaris. #8. These come in three forms: shields, armor, and hull. ago. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. I'm not sure if Stealth works against the Enigmatic Fortress; if it does then stealthy Torpedo Frigates could be a cool approach, if not it will be suicide. the last two change depending on my situation. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. 3, and yes I know it's quite long. I usually do a balance of ships. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Content is available under Attribution-ShareAlike 3. Thoughts on fleet build vs Elder One? I’m in my first game since the combat rework, my understanding is leviathans got beefed. It'll get better when you start using Archaeotech weapons and shields/armor at no extra cost 🙂. Afterburners modify Combat Speed, not Evasion. ago. Shields form the first layer of hit points of a ship. ; About Stellaris Wiki; Mobile viewA place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Adding a titan or 2 (each of unique "design" ) for increased capability. Stellaris 50398 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213 1 2 Use Afterburners with Carrier computer to keep maximum distance. Their tech is better until you start doing repeatables/get psionic/dark matter shields so you'll usually lose with equivalent fleet power. Use jump drives to surgically strike their infestors and kill a few of their starbases, then jump back out. With the change to how ships handle energy, I've never had to worry about balancing energy costs and what weapons I have on them now. Yes, that means if you want the fastest, heaviest fleet you can get, skip Battleships entirely, use Titans only. Stellaris > Guides > James's Guides . If you want to use this mod or stop using it, I advise you to launch a new game. Synthetic Personality Matrix:. The accuracy rolls in combat are: base weapon accuracy - MAX (Evasion - tracking, 0) + bonus accuracy. . Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. whereas getting rid of afterburners is a major maneuverability and evasion nerf. 25) Has Discovery Traditions Tradition (×0. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. 15. Players should try to rush the following. For fun I will make a cruiser and battleship, all large slots with all afterburners. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. I suspect that it is either completely bugged or someone changed it from 90% to 0. 2 = 75. This rapid acceleration of air is achieved by injecting fuel into an extended exhaust nozzle section. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I find it better to dogpile their fleets one at a time. Afterburners Fusion Missiles Coilguns Standardized Corvette PatternsEven putting 2 afterburners on a cruiser doesn't cover the gap, and the 10% boost to a cruiser's base 10 evasion is pretty anemic. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Hell not micro managing your planets is harmful. One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. Stellaris Wiki Active Wikis. Tier 1 (Starter): Nuclear thermal thrusters (Orange icon) Tier 2: Plasma thrusters (Yellow icon) Tier 3: Fusion thrusters (Blue. SkiRich Jul 26, 2021 @ 8:41pm. I just throw afterburners on them and boost the evasion through the roof. xXxcock_and_ballsxXx •. Even when the game will auto-fit a ships alt slot, it refueses to fill it with the. And yes, it's unintuitive and maybe should be changed. With the level 4 and 5 techs I have 90% evasion on my swarm ships. 6%. A complete and up-to-date searchable list of all Stellaris technology IDs. Does afterburner affect SL speed, that is, the speed when the ships are traveling around the map through solar systems. [deleted] • 5 yr. (faster than my corvettes without afterburners). Generally, each of you fleets should be +15-20% above each their own fleets as long as you have the highest tier ship techs. With the L-systems and this one, there's no hyperlane connection so you can see it. i have it sent to that they are as point blank as. 9 but forgot to remove the %. System: Max systems, artillery computer, auxiliary fire control, two afterburners and an aura that fits your playstyle. I haven't done combat testing to verify wether it's a typo or it's the real stats. Shield Cons. Add a Comment. Maybe +5 tracking for kinetic artillery, or afterburners. 0 unless otherwise noted. Small stormfire autocannon- 19. I started a new playthrough in 3. Legacy Wikis. Also, those are the in combat values. that is a 325% difference in base DPS before adjusting for modifiers. Stellaris Wiki Active Wikis. #3. X or T slot weapons with a few range modifiers will probably be one shotting. 86 DPS, Gamma Laser at 6. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. It also has superior tracking and accuracy, as well as overall better damage multipliers, to the other S slot weapons. 3. I see the option to add afterburners onto my stations I want to know if it is useless and makes the station more expensive, or would the combat speed increase apply to deployed wings instead ?Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?Stellaris Wiki Active Wikis. 8. 对该项目的细节说明请添加至相关页面. Period: 2214 to May 1, 2249. The last part isn't very common. (engine and afterburners). Afterburner. Originally posted by Paragon: The main way is definately technologies; upgraded warp drives, faster engines, afterburners, etc. Where power is a concern, either switch out some afterburners for auxiliary power or switch out some shields for armour. . Then, you progress through the stages as usual, and ensure that before finishing the QSC build, you have designed it in the Ship Designer. 10 Interceptor Corvette. The rest of the fleet is balanced against the 3x Afterburner Battleship (All above 234 speed). ago.