25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. Space Torpedoes are Torpedoes T2. 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. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. 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 . 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. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. They also ignore shields. You need a strong economy to fuel the war against the Unbidden. 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. Stellaris > General Discussions > Topic Details. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. 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. Still learning combat and I thought I had decent missile defense. Now (3. 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. You need a strong economy to fuel the war against the Unbidden. 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). The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Still learning combat and I thought I had decent missile defense. My. 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 . So it's just a constant sink. I have 50 destroyers fitted with flak turrets and that is my fleet’s only 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. If you don't have shield hardener yet. Early game I lean very heavy into missiles, with some anti missile screening. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. This is the trigger block to decide if they'll hire a marauder fleet (i've skipped over a few other checks on marauder fleet states, only showing the pertinent bits). were fair with missiles at all. That'll get you the best fleet for killing things that aren't other corvettes. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. Decreased Missile Accuracy from 100% to. A secondary question is whether I should replace the disruptors on my. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Interceptors with. 6 Combat Re…Basic missiles have good damage, they can also retarget. Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Cloaking devices deactivate your shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 16. Plasma + autocannons. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. 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。. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Missiles fly faster, therefore, they are better at getting through point defence. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'm wondering how to assess my fleets' performance in battle. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Go to Stellaris r/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 . Stellaris: Every Weapon Ranked in the 3. Stellaris. Stellaris. Flak Batteries are used to fend off Strike Crafts. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 9. I was wrong. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. Swarmer missiles can. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 6. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Mass Drivers/Disruptors/Plasma are 20/30/40. Contents. All codes for the game: The main list. 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 . AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Stellaris > General Discussions > Topic Details. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. 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. Best. In singleplayer you can just mass these, the AI will never counter them. . turn "Marauder empires" to off in the galaxy creation thing. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. 0 (Actual),. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. Never publicly comment or answer to a moderation post. This is so effective that ~40k fleets 1:2 destro/cruiser. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. Report. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. As for Corvettes, I think you can just phase them out when you get Cruisers. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. S. only in theory. Have there been improvements post 2. →. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. ago. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. 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 . Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 0 changed missile slots, pre-2. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). 110ish. Using missiles is a commitment: either you go out of your way to get. Pay especial attention to Moderation Posts in the colour yellow. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. A. Missles are ONLY bad because the god damn ships charge straight into close combat. Incase missed stream here ya go. Even something fairly trivial like: - Missile (basic) -> extra damage to Destroyer, Cruiser, and Starbase - Torpedo -> extra damage to Cruiser, Battleship, and Titan - Swarmer -> extra damage to Corvette and. 11 average damage and small disruptors do 4. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Ex: the missile tiles spawn 2? missile batteries. Not everyone just sits back and turtles to T5. The go-to way to use Whirlwinds is part of a balanced Battleship build. Stellaris Dev Diary #300 - Happy Anniversary! 3. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. 129. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 3. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. That means to you can load up battleships with them. Just keep building more until you snowball right over them. Content is available under Attribution-ShareAlike 3. Reply . Marauders are not a threat unless you make them. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Something that is puzzling me in 2. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 8 (applies to 3. 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. Marauder missiles are currently the best non-crsis guided slot weapon in the game. The fleet itself was fine but i kept needing to build reinforcements. Depending on your combat computer, your ship will use different tactics and stay at different ranges. But I see so many people saying they're useless. 69 dmg @110 range vs Tachyon Lance 17. . Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. All types of planets. It is under development and may have unknown bugs. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 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. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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. 34. The Great Whetstone. 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. Things coming 3. 66 comments. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. Still learning combat and I thought I had decent missile 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 provide a. 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. They deal "better" damage than torpedoes (their. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . Hangars 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. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. 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. ⚄ 🎁. I just can't see any practical reason to pick missiles, especially in the late game :(Stellaris, is a primary solo player game, yes you can do multiplayer, and its balanced enough, but Murauders are really meant to be an early game obstacle, Mid game tool, and late game doormat. Swarming also works, though yields heavier losses . iirc. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Stellaris Wiki Active Wikis. Scourge missiles are good against armor and hull and slightly better against point-defense. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 6 also includes new galaxy shapes to explore, new story events, a new. Still learning combat and I thought I had decent missile defense. R5: I’m glad we finally get to make a marauder empire. Weapons at GameJunkie. Stellaris. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. 8, missiles gained the ability to re-target if their original target died before impact. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. 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. Fleet weapons in Stellaris. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Khan can't hand kiting swarm missile cruisers. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Marauder raid request always busy. I gives the Bastions Whirlwind missiles rather than marauder missiles. 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,. Common May 9, 2018 @ 1:39am. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. ago. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. *. I was wrong. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. But how do I decide if a given ship design is performing well? How do I. Also, this is a mod made for personal use, so the specifications may change. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. It has great range, and with 3 Afterburners can be reasonably quick. But how do I decide if a given ship design is performing well? How do I. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Horde crisis after about 100 years, roflstomped the whole galaxy. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Ascension perks. [deleted] • 6 yr. Business, Economics, and Finance. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Devastator Torpedoes. 报警机器人 于6年前 修改了 此页面。. Compatible with Stellaris Ver. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Embarrassingly, I'm still a hefty novice when it comes to ship design. Checking AI fleet comp, and build there are 2 possibilities. Instead it throws a mixture of every tech available to it on its ships. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Swarmer missiles imo are massively under rated. 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 . Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Stellaris Ship Design Guide 2023 [3. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. I think you can become their vassal if you don't have the power to fight them yet. Nano-Missiles are only good in theory. A new Stellaris update 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. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Being that it is a missile, it can also be shot down by point defense. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. I was wrong. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. These missiles inflict decent damage to. Mid I usually go into missiles and fighters, with the remainder being autocannons. Regular missiles and torpedoes are so good now. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Huge alloy production is a must to reinforce fleet casualties. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Missiles are guaranteed damage against anyone with weak PD screen. 4 damage, straight to the hull, with 100 range. Hell. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. They have very low DPS. This meant the remaining missiles targeted on that ship were wasted. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. 077. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. Missiles have a very long range, and out-range most weapons early on. Stellaris Mods Used: Extra Ship Components 3. It's a really. 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。. For those unaware, the "~" command will bring up the console. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. 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 . 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 35 DPS) and 65% of torps (5. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. They do +200% damage to shields. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. Stellaris has now only Armor and Missiles. New Worlds (Starting). CryptoStellaris Mods Used: Extra Ship Components 3. 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. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 285. Rockets (Marauder Missiles or Nuclear Missiles etc. Those are the main corvette weapon builds. 0) 100: 25%: 14. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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 . Free to update or use in Stellaris by anyone. 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. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. Use swarm computer and Afterburner. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). ago. Content is available under Attribution-ShareAlike 3. Zorro Nov 15, 2017 @ 6:06pm. This page was last edited on 6 August 2018, at 14:35. I was wrong. Hangars 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. Fuzati Intelligent Research Link • 6 yr. . It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. 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. 65: 26: 86-114 (100. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 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 . Creating ships. 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. They will sometimes ask for tribute. 3. The range changes make mass drivers better than autocannons as well (assuming you start at range). Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. AnAngryYeti Mar 4, 2020 @ 2:03pm. Lasers are 15/25/35. I think the new meta for ships makes battleships the best. Space Stations. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. Check out this mod and modify your Stellaris experience. 0 is the starbase weapons. Autocannons are 10/20/30. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. 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'm a veteran of Stellaris, playing since super early days. 1. On a nice advice, never fight FE ships from long range, they will out damage you. Rockets (Marauder Missiles or Nuclear Missiles etc. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 9. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. 7. 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.