![]() Once we understand what goes into a ship, we'll talk about one of the most important yet most often ignored aspects of Stellaris combat: retreat and disengagement. What's the difference between shields and armor? When do you use lasers and when do you use missiles? What are all these obscure rare weapon types? ![]() Then, we'll take a more in depth look at how different modules and weapon types work. We'll fire a weapon at an enemy ship and go through each step to see what happens during combat. ![]() First, I'll explain what the different stats mean through an example. But if you want to truly be the best at warfare, to beat enemies many times bigger than you while using a fleet that's as manageable and economical as possible, you need to understand how combat works. After all, there's this nifty auto-complete button for your ship design, how bad could that be? And sure, it'll do, most of the time. You might think it can't matter that much. Hull? Shields? Cooldown? Power? Damage? Tracking? Range? What does all this mean? What is important and what is not? When you're designing your ships there's a lot of information you have to keep track of. "They only have 2k fleet power, while my fleet is 3k!" So you attack, and they completely wipe the floor with you. So you just press the autocomplete button, build a bunch of these ships, and start a war. You opened that ship designer and wondered what on Earth (or whatever your homeplanet is) all these numbers mean.
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