marauder missiles stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. marauder missiles stellaris

 
 Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missilesmarauder missiles stellaris  You go to ship customization and go to the tile to change its loadout

Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a. Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. I was wrong. Not to mention you have far fewer missile slots than pre-2. Reduced the range of torpedoes. And any destoyed FE ship is 1 less ship they field overal unless they Awake. The end of my last game i had 550. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 例如:“异种保护区”(建筑)的特殊说明请在. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. Guardian Point Defense have +100% vs armor, but no hull multiplier. Plasma cannons used to be the best, but now after testing, gamma did much much better. Content is available under Attribution-ShareAlike 3. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). There are three weapons that seem to be doing best on Corvettes. Scourge missiles are good against armor and hull and slightly better against point-defense. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. Cheats. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Swarmer missiles can survive point-defense. I tend to try and make them as split and even as possible across the board. ago. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Still learning combat and I thought I had decent missile defense. Corvettes are quick, cheap to build, and smaller but have high evasion. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Still unsure how to fit it in my ship designs. They deal "better" damage than torpedoes (their. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Stellaris Ship Design Guide 2023 [3. Their abilities have been tempered in battle, and our forces have even adopted several complex [marauder species name] combat maneuvers that will give them an edge in future conflicts. Still learning combat and I thought I had decent missile defense. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 66 comments. I get lasers and such via debris but don't care because I never use them anyway. Devastator Torpedoes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Use swarm computer and Afterburner. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. This is so effective that ~40k fleets 1:2 destro/cruiser. All disrupters. 2x small Marauder Missiles 2x medium Marauder Missiles Guardian Class Battleships - 194 1x Tachyon Lance 4x large Marauder Missiles Flagship - Dreadnaught My fleet strength had dropped even further after the refit despite having more ships than before. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. S. I think the new meta for ships makes battleships the best. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. Cruiser VS Battleship. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I tend to try and make them as split and even as possible across the board. 65: 26: 86-114 (100. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. 0 changed missile slots, pre-2. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. In general, missiles are risky as they are easily countered. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). I stopped using whirlwind missiles because strike craft work better for the same purpose. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Autocannons are 10/20/30. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Checking AI fleet comp, and build there are 2 possibilities. Missiles may be fixed in the upcoming balance patch, but they are trash right now. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. there are swarmer missiles and whirlwind missiles which help with that. a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). I'm a veteran of Stellaris, playing since super early days. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. C. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. and have 30 range. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I'm a veteran of Stellaris, playing since super early days. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Still learning combat and I thought I had decent missile defense. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Engineering research#Marauder Missiles Tech. I honestly think they're ok. I was wrong. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. Point. Still learning combat and I thought I had decent missile defense. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). Plasma cannons used to be the best, but now after testing, gamma did much much better. 5. 15 votes, 14 comments. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 5 Average damage per cycle: 100 Average damage per unit time: 1. Still learning combat and I thought I had decent missile defense. Getting traditions. I was wrong. That means to you can load up battleships with them. 5. For example, I can. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. 7 DPS and have +25% vs hull for a total of 18. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Marauder missile + autocannon/disrupter. There are three weapons that seem to be doing best on Corvettes. 8, missiles gained the ability to re-target if their original target died before impact. I just can't see any practical reason to pick missiles, especially in the late game :Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Before Battleships, the only way to hard counter (and I mean winning with a lower alloy fleet cost) missile cruisers without doing asymmetrical warfare is by using Shield hardeners on your own cruisers + using missiles or fighters yourself (to not suffer the annoying hit and run). 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. Corvettes: I would say that Marauder Missiles and Autocannons are also viable weapon choices here, although the Disruptor is definitely the most noteworthy stand-alone option. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Nano-Missiles are only good in theory. I have 50 destroyers fitted with flak turrets and that is my. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Lasers are 15/25/35. However any missiles or torps suddenly become effective if any amount of strike craft is involved. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. And as part of Apocalypse, say hello to the Marauders. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). [deleted] • 6 yr. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Marauder missiles do 7. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Since 3. ): Small, Medium and Large modules. Engineering research#Marauder Missiles Tech. ago. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. Stellaris. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. To unlock any new tech tier, you need 8 techs researched of. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Scourge missiles are good against armor and hull and slightly better against point-defense. I honestly think they're ok. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. Defenses should be 1 shield, 2 armor with advanced afterburners. Whirlwinds have 30 hull and 15 armor. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A secondary question is whether I should replace the disruptors on my. XL Cruise Missiles For Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 10000. ago. Pyrosauria. 0 unless otherwise noted. . I just can't see any practical reason to pick missiles, especially in the late game :Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . In singleplayer you can just mass these, the AI will never counter them. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Business, Economics, and Finance. What is Stellaris mods? A mod (short for "modification") is an alteration where. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. 0) 100: 25%: 14. Stellaris Dev Diary #300 - Happy Anniversary! 3. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. . 3. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . A. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. . a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. All weapon slots added by Gun Batteries and the station itself is "M" slot weapons which should be able to equip swarmer/whirlwind missiles but the station will prioritize lower tier energy/kinetic weapons over the missiles. Also, this is a mod made for personal use, so the specifications may change drastically from. Point Defense is 8/-/20. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. I want to have the weapons powerful but not game breaking. The "meta" was declared the first one though because people. Missile torpedoes ignore shields. It's. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I was wrong. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. Pyrosauria. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Stellaris. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. (Ship count, as distinct from fleet power. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. 7 DPS and have +25% vs hull for a total of 18. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. But there are better ways to counter regular. 4 damage, straight to the hull, with 100 range. 2. Laser, disruptor, and missiles. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. 12. 2x small Marauder Missiles 2x medium Marauder Missiles Guardian Class Battleships - 194 1x Tachyon Lance 4x large Marauder Missiles Flagship - Dreadnaught My fleet strength had dropped even further after the refit despite having more ships than before. Adjusted the maximum range of all non-torpedo missiles. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. Reply. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Computer should be swarm then picket once you can get 90%. That beast will wipe everything vanila AI capable to throw on you. This is horrible, the unbidden crisis appeared. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It's really strong, very generalist, and the AI absolutely does not know how to handle it. e) Battleship. I was wrong. Go ham. I run a general rule of 1 Swarmer for every 4 regular Missile. MelEkara • 8 mo. Fusion Missiles are Missiles T2. 90 dmg. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. were fair with missiles at all. S. Use swarm computer and Afterburner. You should still be able to make it work, though. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Against destroyers,. I was wrong. Every type of weaponry is. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Marauder Missiles: 22. S. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Flak Artillery: tech_flak_batteries_3. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. So it's just a constant sink. Maybe the lack of speed boosts for kiting has been my issue. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. All types of planets. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Auto-best is not good, it frequently makes completely nonsensical design decisions. . 52 Cruisers with 3x Neutron Launchers and max Marauder Missiles in S slots 5x Battleships with Focused Arc Emitter, Hangar Bay, 1x Plasma This fleet was not very useful against the Unbidden and the Contingency, but I love the idea of it so I ran a few of them. Artillery Computer will let it use that speed to keep its distance. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. If you can land the shots, Marauder Missiles are almost always more damage than any other weapon in the game by a landslide, even against AE battleships. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. e. Available only with the Apocalypse DLC enabled. This is a losing exchange. and have 30 range. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 99 Badges. I. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Report. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. ⚄ 🎁. It has great range, and with 3 Afterburners can be reasonably quick. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. Mining Drone Lasers are 20/15/-. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. capable of causing immense damage to the hull of enemy ships. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Nov 9, 2023Darvin3 • 2 yr. Antimatter Missiles: tech_missiles_3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . That'll get you the best fleet for killing things that aren't other corvettes. ago. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Business, Economics, and Finance. Normal missiles are to be used always. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Those are the main corvette weapon builds. So far, in 1. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They can beat anything except missile corvettes and couple destroyer variants. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I don't put any Shields on mine. Still learning combat and I thought I had decent missile defense. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . I was wrong. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 7, add 25% to hull and 33% from archaeo engineers. They're not good for "tanking" PD away from your other missiles. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. 5. - Torpedoes: Range from T2 - T4. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. 795 DPS), a small win for the missiles. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Content is available under Attribution-ShareAlike 3. #4. SuperluminalSquid Technological Ascendancy • 3 mo. ago. You could use normal missiles for standard attacks. Each tactic also gives a small bonus to firing rate and one other stat. Stellaris Real-time strategy Strategy video game Gaming. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Hell. Also, A tachyon lance at the front is powerful. I think the new meta for ships makes battleships the best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. On paper their weapon stats make them the best weapon in the game. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Now (3. Swarmer missiles can. The areas they start are resource rich, so they mostly likely migrated to that area. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Plasma + autocannons. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. EN-Torp Evasion tank, anti-shield. ago. How to Beat the Scavenger Bot in Stellaris. I was wrong. It is under development and may have unknown bugs. Or torps. These are also easily moddable via its file, see #Tiers . Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Nuclear Missiles: tech_missiles_1. Still learning combat and I thought I had decent missile defense. Right now in Stellaris ship combat is a rock paper scissors game (missiles, lasers/guns, PD) where you doom stack all your ships together and the bigger number generally wins. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. Last edited by MP ; Sep 26, 2021 @ 11:51pm. For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90% The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. I was wrong. Only in a truly dichotomic situation would most of the answers presented of what's optimal, would actually answer that swarmed missiles and torpedo are not viable because they are not optimal. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3.