Business, Economics, and Finance. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against),. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Summoning events. ago. Marauder Missiles deal 14. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. RickusRollus • 9 mo. Paradox has basically removed all those stuff from the game. (Ship count, as distinct from fleet power. On paper their weapon stats make them the best weapon in the game. I was wrong. since they fire and fly. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. #4. Nov 9, 2023Darvin3 • 2 yr. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Even if. 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. I honestly think they're ok. Decreased Missile Accuracy from 100% to. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. C. 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. 12. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. Ship designer. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 4 damage, straight to the hull, with 100 range. Still learning combat and I thought I had decent missile defense. Missile Defense. The choice is obvious. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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 . They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. I was wrong. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. 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. [deleted] • 6 yr. The final essential module is the Combat Computer. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. For example, I can. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris has now only Armor and Missiles. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. And as part of Apocalypse, say hello to the Marauders. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Marauder missiles do 7. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. You go to ship customization and go to the tile to change its loadout. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. I. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. well missiles are kinda just the baseline I guess. Compatible with Stellaris Ver. 375 DPS to hull. if the enemy is strong just check their composition and counter. Marauders Caravaneers Available only with the Apocalypse DLC enabled. This is so effective that ~40k fleets 1:2 destro/cruiser. 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 . X. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 387K subscribers in the Stellaris community. 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. R5: I’m glad we finally get to make a marauder empire. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. No, not really. So it's just a constant sink. 4. 0 unless otherwise noted. These are also easily moddable via its file, see #Tiers . I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Enjoy the game!. only in theory. 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 . 7, add 25% to hull and 33% from archaeo engineers. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 8, missiles gained the ability to re-target if their original target died before impact. CryptoHow to Beat the Scavenger Bot in Stellaris. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. I get lasers and such via debris but don't care because I never use them anyway. 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. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. which ones are better a huge amount of defense platforms or a few Inon cannons. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. And I outfitted all my bastions with full missile only weapons, then the A. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Stellaris has almost always had a rock/paper/scissors. 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. ago. Doctrine: Fluid Fleet Templates. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. great range, good dmg. I would generally avoid them except when you know your opponent does not have pd, and even then only against ai, as human opponents would quickly adopt of, and it is easier for them to add pd than for you to spec away from missiles. How to Beat the Scavenger Bot in Stellaris. I was wrong. Use swarm computer and Afterburner. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. Every type of weaponry is. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. That's like 7. Add a Comment. This is a losing exchange. I was wrong. Max out speed and tailor your defences to your opponent. For the auxiliary slots i do afterburners. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Marauder Missiles: tech_missiles_5. Stellaris Real-time strategy Strategy video game Gaming. I was wrong. I was wrong. Are extremely powerful vs AI. Stellaris. Devastator torp + autocannon/disrupter. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Guardian Point Defense have +100% vs armor, but no hull multiplier. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. *. Still unsure how to fit it in my ship designs. . Scourge missiles are good against armor and hull and slightly better against point-defense. But I research one of everything before I really focus on repeatables for my weapon type, the diminishing returns hits hard and all those useless techs are fast to do. I was wrong. 2 shields, everything else in armor. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. if the enemy is strong just check their composition and counter. Wormholes and L gates work for the Unbidden, and your gateways can be captured. ; 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. Mass Drivers/Disruptors/Plasma are 20/30/40. Business, Economics, and Finance. Stellaris fighting is a big RNG you can help by. No custom sounds or projectiles (yet?) as I have no idea how to. 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. Ships. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. So it's just a constant sink. This is a searchable and complete list of Stellaris technologies and their IDs. 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 . Marauders Caravaneers Available only with the Apocalypse DLC enabled. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. All trademarks are property of their respective owners in the US and other countries. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Stellaris > General Discussions > Topic Details. 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. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. ago. These missiles inflict decent damage to. Hell. Still learning combat and I thought I had decent missile defense. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. 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. List of resources. I just can't see any practical reason to pick missiles, especially in the late game :(Belépés Áruház Közösség. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 8 (applies to 3. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Redirect page. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. and have 30 range. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Fusion Missiles: tech_missiles_2. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Select a single enemy fleet, then inspect the loadouts of their ship types. Plasma + autocannons. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. It's hilarious, really. They really have a place in the game now. Plasma cannons used to be the best, but now after testing, gamma did much much better. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Stellaris - Archeo-Engineering does not calculate effects in ship designer. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Creating ships. It is under development and may have unknown bugs. Yes, Arcane Deciphering is very good. This has a bit of issue. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. Stellaris. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. But I see so many people saying they're useless. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. © Valve Corporation. Free to update or use in Stellaris by anyone. 3. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. Best. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. C. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 18 votes, 13 comments. However there is a new classification for specifically “torpedo” weapons which battleships do not have. It's really strong, very generalist, and the AI absolutely does not know how to handle it. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. This page was last edited on 6 August 2018, at 14:35. Autocannons are good when combined with Carriers, since Strike Craft. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. They can beat anything except missile corvettes and couple destroyer variants. Marauder missile + autocannon/disrupter. #footer_privacy_policy | #footer. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Missiles have very long range compared to other weapons of. Due to their low fire rate and worse AP, scourge missiles aren't really better than marauder missiles, even if they are a little better against PD. 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,. 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. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. With maxxed out tactics and gunnery, the chance for. 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 . 对该项目的细节说明请添加至相关页面. A secondary question is whether I should replace the disruptors on my. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. 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 . Then provoke a doom stack to. They can beat anything except missile corvettes and couple destroyer variants. Autocannons are 10/20/30. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. #4. All rights reserved. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Reply. so compared to other missiles, theyre strong but not outrageously so. 例如:“异种保护区”(建筑)的特殊说明请在. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. None of the Menacing ships cost additional resources for its weapons, which makes it easy for Crisis players to use massive amounts of the Ancient Nano Missile Cloud Launcher, tearing the entire galaxy. 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. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. Still learning combat and I thought I had decent missile defense. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. New Worlds Protocol. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Still learning combat and I thought I had decent missile defense. 0 version now available Fixed Turrets 1. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. 129. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Against destroyers,. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against), very fast fire rate (just slightly. Ship. Torpedoes have 17. 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 . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Cruise missiles are. They deal "better" damage than torpedoes (their. 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. Point Defense is used to fend off Rockets. I was wrong. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. 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 . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I was wrong. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. You need a strong economy to fuel the war against the Unbidden. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. 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). Stellaris has now only Armor and Missiles. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). There no realistic reason to ever switch to anything else. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. RickusRollus • 9 mo. I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Embarrassingly, I'm still a hefty novice when it comes to ship design. Video by Montu Plays. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. 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. Stellaris cheats and commands. 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 . Still learning combat and I thought I had decent missile defense. For example, missiles/torps. [deleted] • 6 yr. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. were fair with missiles at all. Each of the sliders effects only its own category. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). I think the new meta for ships makes battleships the best. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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 . 2. 15 votes, 14 comments. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Space Stations. 0 unless otherwise noted. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 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. In singleplayer you can just mass these, the AI will never counter them. Still learning combat and I thought I had decent missile defense. No, not really. 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. I just can't see any practical reason to pick missiles, especially in. That's like 7. Hire their fleets (all three of them). 9. The only other ship i use is battleships. Adjusted the maximum range of all non-torpedo missiles. Energy torpedoes do not ignore shields. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. I get lasers and such via debris but don't care because I never use them anyway. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Missiles are good against small agile targets, Torpedoes are good against big slow ones. I was wrong. PD/whirlwind corvettes should be given disrupters ideally. and have 30 range. 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. As a fan of missile weapons in Stellaris since, well, 1. Fleet weapons in Stellaris. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. 2. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Go to Stellaris r/Stellaris. Still learning combat and I thought I had decent missile defense. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Stellaris’s ship design has undergone massive changes with patch 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris Ship Design Guide 2023 [3. The range changes make mass drivers better than autocannons as well (assuming you start at range). Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. This mod adds some weapons used by the United Nations Space Command (U. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns.