Stellaris Defence Platforms
Video Statistics and Information
Channel: Montu Plays
Views: 199,783
Rating: undefined out of 5
Keywords: Stellaris, stellaris gameplay, montu plays, montu plays stellaris, stellaris defense platform design, stellaris defence platform build, stellaris defense platform, stellaris defence platform design, stellaris defense platform build 2022, montu plays defense platform, montu plays defense, montu plays design, montu plays ship design, stellaris ship design, stellaris ship design montu
Id: Sh5iIAdatpA
Channel Id: undefined
Length: 15min 32sec (932 seconds)
Published: Sat Jul 16 2022
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
A little TL;DW:
Funny how many on this sub are still so far behind and are still claiming that defense platforms are bad. They've been absolutely nuts since Overlord dropped, especially when you have Orbital Rings adding their contributions in too
I brought this up on the video, but there are some massive issues with the sort of "doctrine" this video suggests in regards to defense platforms.
Defense platforms don't move. They're better, but they're stationary. If you're prebuilding defense platforms, then you're building something that will only generate value if it's actually attacked. Ask the French about the Maginot Line. It worked great until it didn't.
You generally don't want to prebuild defense platforms. You could build ships instead. Ships move. Moving good.
Defense platforms build FAST. Like, absurdly fast. Their base build time is 60 days. That is nothing. They also build mid-combat if they have to. It's not unreasonable for defense platforms to start and finish over the course of a long combat.
Neutron Launchers are stronger, but consume rare resources (at a fairly hefty cost per neutron launcher) and a LOT of alloys. Hangars cost significantly less alloys and no rare resources. Both have about equal holding power, but neutron launchers deal significantly more killing blows.
Hangar defense platforms will start spamming ships from as far away as the base can engage from. With an ion cannon and range extension and sublight speed reduction, that is a VERY long range. With a fleet intercepting, this can be so far out that you aren't in danger of being shot at, at 375 range. Combined with an interception fleet, this can cause your hangars to build extreme amounts of strike craft from far beyond enemy range.
This extreme engagement range means you can further skimp out on defense platform defenses. If you don't have armor, your defense platforms will die faster, but they still do just as much damage before being shot. If you don't have shields, you'll technically do more damage before being shot. Or we can even cut down the reactor a bunch too, further minimizing costs. Which lets us build very cheap defense platforms that will hold... mostly as well as far more durable ones, provided we have an interception fleet.
Like full evade destroyers. Which are faster than any oncoming threats, and likely have hyper relay aid to make them even faster still, and are great at stalling fights.
Montu focuses on lethality of the starbase on its own far too much. That is not what is important. Defense platforms will not move and people will not suicide losing fleets into a starbase if they can help it, regardless of casualty count. The important thing is that the starbase holds back as much as possible, for as few resources as possible.
If you build just an Ion Cannon in advance, then respond to an oncoming incursion/threat of incursion by mass building armorless, shieldless hangars with a paired down reactor, you can build defensive platforms very quickly, very cheaply, and at the cost of... having to have ships defend your starbase. Which is something that you want to do anyway, because you can't stack nearly as much defensive power on a starbase, as a player can bring to bear fleet strength to crack it.
And when the tradeoff is having to do the thing you were gonna do anyway, that's not a tradeoff.
Huh, I’ve been using fighter platforms. Guess I need to switch.
No missile platform test vs corvettes?
So due to some complaints/questions here I decided to do my own early game testing, testing the following parameters: 20 Corvettes, both in Missile and Interceptor configurations (and picket, but only for the Vs Missile and Vs Hangar tests, using . 8 Defense platforms in the Hangar, Large, Medium, Small, and Missile configurations. Each matchup (IE, Missile Corv vs Missile Platform) went up to 3 rounds.
Weapons were all basic.
Ships had Armor+Shield+Armor, again, basic.
To save you from a wall of text, I've posted the results of those tests in this here spreadsheet: https://docs.google.com/spreadsheets/d/1MVO-8v6CEwjOjIVtso5kk3P-VUqEYo8nLN9IULrGANM/edit#gid=0
The TL;DR results are such:
L+L is not as good against early Corvettes as he's making it out to be, they took the most casualties especially against the 'missile' variety of Corvettes. The Corvs still lost handily, though, and they more than held their own against the 'Interceptor' variety (IE the type that the AI prefers to use in most cases.)
Hangar types MURDERED the corvettes of any type. Even going in with the 'picket' variety of corvette with flak guns didn't help. In fact, if anything, it made it worse!
Smalls performs about as well as Montau says it does.
Mediums (which he didn't cover) are the worst DP config of all worlds, possibly barring Pickets (which I didn't even bother with for obvious reasons).
Good point. So I decided to take the 3 configs that worked best at defeating the corvettes (Hangar, Small, and Missile, also tried Large) To see how they fared against a 60 strong corvette dual-fleet of 30 each. Of course, this tanked the economy, but for this test, I gave zero shits about that.
As predicted, the Missile, Small, and Large varieties of DP lost to this massive Fleet.
BUT NOT THE HANGAR DP!!
Yeah, The Hangar DP Is THAT effective against corvettes, that it can hold of a fleet of 60 ships! Both the Interceptor and Missile varieties of Corvettes both lost HANDILY to the Hangar ones. Only 60 Picket Ships were able to beat the 8 Hangar Defense platforms, and not without taking a little more than half their fleets in damage.
And keep in mind, these were still armed with the basic scout wings, not the basic strike fighter.
So how many Corvettes does it actually take to beat an 8 platform H+H scout wing starbase?
75? Nope. Failure.
90? Nope, still fails.
100? No.
It took 120 Missile Corvettes to defeat the 8 scout wing hangar, It took 110 Interceptors to accomplish the same task, and even then, both took almost/over half their fleet in casualties.
The problem I have with platforms is that the AI's fleets will rapidly outscale your defenses, meaning they are likely fighting at unfavorable odds, and against an opponent who has almost no regard for losses. As far as I can tell, the AI generates nearly limitless alloys and poops out replacement fleet whenever it loses one, so no matter how bloody a defensive battle is, you still need to actually attack the AI to come out the winner.
I wonder how these results would alter, if defence platforms had an extended strike craft engagement range to go along with the new extended weapon range? Probably wouldn't be exactly the same number, but it'd be interesting to test at what craft engagement boost the advantage of new extra-range defence platforms stays in keeping with their advantage over strike craft without either having a range boost.