ago. 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. 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. Even if. XL Cruise Missiles For Stellaris. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). S. That's like 7. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. The Great Whetstone. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Computer should be swarm then picket once you can get 90%. 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. It's hilarious, really. 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. I was wrong. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). #3. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Fallen Empires tend to focus on one or two weapon types, capitalize on that. The choice is obvious. But I see so many people saying they're useless. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This is primarily due to replacing Giga Cannons with Tachyon Lances. 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. I just can't see any practical reason to pick missiles, especially in the late game :Still learning combat and I thought I had decent missile defense. These missiles inflict decent damage to. I was wrong. Stellaris. Still learning combat and I thought I had decent missile defense. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 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 . Contents. They really have a place in the game now. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Quantum Missiles: tech_missiles_4. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. I think the new meta for ships makes battleships the best. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. If you don't have shield hardener yet. I was wrong. To unlock any new tech tier, you need 8 techs researched of. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. N. This is so effective that ~40k fleets 1:2 destro/cruiser. I took the two best fleets built with even resources and tested. so compared to other missiles, theyre strong but not outrageously so. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Compatible with Stellaris Ver. 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 . I tend to try and make them as split and even as possible across the board. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Business, Economics, and Finance. Use PD, shield, and shield hardeners. ⚄ 🎁. Many. Artillery computer. U. 5 Average damage per cycle: 100 Average damage per unit time: 1. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. No custom sounds or projectiles (yet?) as I have no idea how to. and have 30 range. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. I was wrong. Reduced the range of torpedoes. 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。. SuperluminalSquid Technological Ascendancy • 3 mo. 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. Stellaris Beating The Contingency Guide. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. . ; About Stellaris Wiki; Mobile viewHangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. This ship design is very high value, and. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Laser, disruptor, and missiles. 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. Mining Drone Lasers are 20/15/-. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. Hell. 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 . All types of planets. . Interceptors with. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. They're not good for "tanking" PD away from your other missiles. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. They can beat anything except missile corvettes and couple destroyer variants. Since 3. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Fleet weapons in Stellaris. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Ships. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. EN-Torp Evasion tank, anti-shield. Stellaris has now only Armor and Missiles. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 例如:“异种保护区”(建筑)的特殊说明请在. Marauder Missiles: 22. 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 . Flak Artillery: tech_flak_batteries_3. 4 damage, straight to the hull, with 100 range. 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Weapon components. 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. 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. I was wrong. You need a strong economy to fuel the war against the Unbidden. X. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Weapons at GameJunkie. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. Still learning combat and I thought I had decent missile defense. There are three weapons that seem to be doing best on Corvettes. Check out this tech tree. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 4 damage, straight to the hull, with 100 range. 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. Devastator Torpedoes. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I was wrong. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris Wiki Active Wikis. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Magnetic Accelerator Cannon (M. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The Cruise Missiles tech is available right after Marauder Missiles. . Scourge missiles are good against armor and hull and slightly better against point-defense. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still learning combat and I thought I had decent missile defense. Pyrosauria. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. Marauders are always hostile, but will generally not attack empires unless they. This page was last edited on 6 August 2018, at 14:35. Missile corvettes do amazing against unbidden. But Energy Torpedoes + Plasma is also a valid choice. Still learning combat and I thought I had decent missile defense. 9. C. 66 comments. 3. Cruiser VS Battleship. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. Rockets (Marauder Missiles or Nuclear Missiles etc. Marauder Missiles deal 14. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. 9. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. This mod adds some weapons used by the United Nations Space Command (U. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. No, not really. Still learning combat and I thought I had decent missile defense. since they fire and fly. Lasers are 15/25/35. In singleplayer you can just mass these, the AI will never counter them. 3. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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 . 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. 500"? That's a requirement. Efficient, decent range for me, and damage. 387K subscribers in the Stellaris community. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Then find, take, and fortify a system with a neutron star. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Still learning combat and I thought I had decent missile defense. See moreMarauder Missiles Tech. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Tier 0 is used for starting technologies. Space Torpedoes are Torpedoes T2. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Stellaris. A. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The Unbidden doesn't even have point defense, What. Still learning combat and I thought I had decent missile defense. Paradox has basically removed all those stuff from the game. 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. 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. Stellaris technology list and IDs cheat. So yes, Whirlwind Missiles definitely are too good. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. 0 version now available Fixed Turrets 1. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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),. And if spammed, point defense cannot even compete. Marauder missiles do 7. These missiles inflict decent damage to. 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. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. I honestly think they're ok. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Trash Start with full Small Missiles, upgrade to Swarms to help against enemy PD if you are determined to use the hull, Small missiles for anti-Corvette work. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Let's assume it gets shot at by 1x large kinetic artillery and 1x large. New Worlds (Starting). To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Still learning combat and I thought I had decent missile defense. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. The final essential module is the Combat Computer. Nano-Missiles are only good in theory. Fusion Missiles: tech_missiles_2. Marauder Missiles deal 14. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. The equipment itself is ok, offers a bit of variety. 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 . 7 DPS and have +25% vs hull for a total of 18. 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. 1. 12. Plasma + autocannons. Probably artillery is better. →. That means to you can load up battleships with them. Ship designer. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. It has great range, and with 3 Afterburners can be reasonably quick. or before, I don't feel that the changes made in 2. On to utilities - you have a grand total of 10 Larges. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. 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 . Scourge missiles are good against armor and hull and slightly better against point-defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Also, A tachyon lance at the front is powerful. 例如:“异种保护区”(建筑)的特殊说明请在. Auto-best is not good, it frequently makes completely nonsensical design decisions. On paper their weapon stats make them the best weapon in the game. EN-Torp Evasion tank, anti-shield. I was wrong. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Not to mention you have far fewer missile slots than pre-2. Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. Still learning combat and I thought I had decent missile defense. 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 . great range, good dmg. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 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. PD/whirlwind corvettes should be given disrupters ideally. 3. This is horrible, the unbidden crisis appeared. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. ago. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. I was wrong. 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. 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. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Recently, I've been using a lot of missile fleets in Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. 65: 26: 86-114 (100. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ( stellaris noob) i dont have dlc so idk if that contributes. Stellaris > General Discussions > Topic Details. Decreased Missile Accuracy from 100% to. For example, I can. Antimatter Missiles: tech_missiles_3. I stopped using whirlwind missiles because strike craft work better for the same purpose. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. 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. 8 "Gemini" and Galactic Paragons. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Plasma cannons used to be the best, but now after testing, gamma did much much better. Giga Cannon + Kinetic Batteries on an all big gun battleship is also effective against the unbidden and will get the first strike (but has to get through their shields), Carrier or Missile spam variants ignore shields (Marauder missiles do more vs hull). Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. No, not really. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Missile Defense. Point Defense is 8/-/20. Missile torpedoes ignore shields. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 34. 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. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. This is a searchable and complete list of Stellaris technologies and their IDs. As a fan of missile weapons in Stellaris since, well, 1. 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). 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Video by Montu Plays. Yes, technically. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Defenses should be 1 shield, 2 armor with advanced afterburners. Still learning combat and I thought I had decent missile defense. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. That beast will wipe everything vanila AI capable to throw on you. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. I just can't see any practical reason to pick missiles, especially in. This is the one essential part where there is a meaningful choice between different options. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. Swarmer missiles can survive point-defense. 11 average damage and small disruptors do 4. Probably artillery is better. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 0. And I outfitted all my bastions with full missile only weapons, then the A. In general, missiles are risky as they are easily countered. . Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Think of corvettes as an expandable screen. Let me know what you think. So I decided to make the 4th Horde. 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 . This article is for the PC version of Stellaris only. 15 votes, 14 comments. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile Defense. Adjusted the maximum range of all non-torpedo missiles. Stellaris fighting is a big RNG you can help by. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. N. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In singleplayer you can just mass these, the AI will never counter them. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. It was my understanding that…Stellaris. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 23 DPS) and torps will be 75% effective (12. 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.