stellaris marauder missiles. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. stellaris marauder missiles

 
 It does generally win better when punching down though, so if you're taking good fights it's not the worst ideastellaris marauder missiles  No custom sounds or projectiles (yet?) as I have no idea how to

The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Nano-Missiles are only good in theory. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. C. 971 DPS), a clear win for the missiles. Maybe the lack of speed boosts for kiting has been my issue. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. This page was last edited on 6 August 2018, at 14:35. 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. Paradox has basically removed all those stuff from the game. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Notes: The table shows the default names/icons of techs. But how do I decide if a given ship design is performing well? How do I. only in theory. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It's. 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. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. The range changes make mass drivers better than autocannons as well (assuming you start at range). In singleplayer you can just mass these, the AI will never counter them. No custom sounds or projectiles (yet?) as I have no idea how to. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris: Our Ship. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. The Cruise Missiles tech is available right after Marauder Missiles. Missles are ONLY bad because the god damn ships charge straight into close combat. - Swarmer Missiles: Range from T4 - 5. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. 56 17. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). Recently, I've been using a lot of missile fleets in Stellaris. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. On a nice advice, never fight FE ships from long range, they will out damage you. ) The best early-game fleet compositions and what weapons belong on them. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. That's like 7. S. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. 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 . Fleet weapons in Stellaris. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I'm wondering how to assess my fleets' performance in battle. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. This is primarily due to replacing Giga Cannons with Tachyon Lances. This has a bit of issue. 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. 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. Missiles feel really hit or miss. MelEkara • 8 mo. Ex: the missile tiles spawn 2? missile batteries. 6+) For those unaware, the "~" command will bring up the console. I have 50 destroyers fitted with flak turrets and that is my. 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 only PD. Point Defense is used to fend off Rockets. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Armor and shields don't matter if the hull is destroyed. 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). I stopped using whirlwind missiles because strike craft work better for the same purpose. 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. Stellaris. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. 9. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Max out speed and tailor your defences to your opponent. In singleplayer you can just mass these, the AI will never counter them. 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. I was wrong. Obviously the games where I got early missile #2 and #3 techs went that much smoother. How do you use missiles in. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. (Ship count, as distinct from fleet power. Computer should be swarm then picket once you can get 90%. Magnetic Accelerator Cannon (M. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. 16. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Adjusted the maximum range of all non-torpedo missiles. 9. As for Corvettes, I think you can just phase them out when you get Cruisers. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. . 129. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Still learning combat and I thought I had decent missile defense. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. Mid I usually go into missiles and fighters, with the remainder being autocannons. I was wrong. 0 is the starbase weapons. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. 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。. [Late-game]. If you keep a healthy stock of minerals/energy/food they can be easily bought off. 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. 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 . Recently, I've been using a lot of missile fleets in Stellaris. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. The farther the missile has to travel to its target the more time there is for it to get shot down. Whirlwinds have 30 hull and 15 armor. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. 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 . Ballistic: With introduction of UAC, Ballistic is the best weapon as of. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 129. I was wrong. 0 unless otherwise noted. Stellaris > General Discussions > Topic Details. Creating ships. 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. since they fire and fly. Never publicly comment or answer to a moderation post. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Energy torpedoes do not ignore shields. It has great range, and with 3 Afterburners can be reasonably quick. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. 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. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. point defense is so horribly broken that even T1 breaks missiles. Destroyers (~70 evasion) will dodge 30%. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Swarmer missiles can survive point-defense. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. CryptoStellaris Mods Used: Extra Ship Components 3. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Still learning combat and I thought I had decent missile defense. C. Business, Economics, and Finance. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 110ish. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. ): Small, Medium and Large modules. I think the new meta for ships makes battleships the best. 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. N. 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. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. In general, missiles are risky as they are easily countered. Stellaris Wiki Active Wikis. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. . Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. 0) 100: 25%: 14. They are good at nullifying most attacks against stationary structures. 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. You want cruisers with 3 aux slots, and fill all of them with afterburners. 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. All types of planets. The "meta" was declared the first one though because people. That beast will wipe everything vanila AI capable to throw on you. 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. and then spam devastated torpedoes and marauder missiles. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. 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 . 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 . 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Defenses should be 1 shield, 2 armor with advanced afterburners. Still learning combat and I thought I had decent missile defense. A new Stellaris update 3. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. I was wrong. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. 3. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. I'm wondering how to assess my fleets' performance in battle. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. List of resources. First I'd like to commend the new Marauder missile system. 9. 285. Wormholes and L gates work for the Unbidden, and your gateways can be captured. ) from Halo. A secondary question is whether I should replace the disruptors on my. 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. This meant the remaining missiles targeted on that ship were wasted. The choice is obvious. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. I honestly think they're ok. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. But how do I decide if a given ship design is performing well? How do I. I was wrong. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. ago. Yes, even player empires are given an AI personality, which mainly just has an effect on. They will sometimes ask for tribute. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. 0 unless otherwise noted. Disruptor or Missile Corvettes are the best. Point. If someone hires them and you can't counter them, you just have to take it on the nose. Paradox has basically removed all those stuff from the game. 10000. But how do I decide if a given ship design is performing well? How do I. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Report. 0 unless otherwise noted. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. They also ignore shields. I was wrong. Marauder Missiles: tech_missiles_5. Swarming also works, though yields heavier losses . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0 changed missile slots, pre-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. It's really strong, very generalist, and the AI absolutely does not know how to handle it. High evasion fleets neuter missile fleets compared to traditional weapons. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. And if you are looking to. Content is available under Attribution-ShareAlike 3. Marauder missile + autocannon/disrupter. I think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. Accuracy describes how good the weapon is at firing at an enemy ship in general. Giga Cannon/Tachyon, 3x Kinetic Artillery. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Using missiles is a commitment: either you go out of your way to get. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. You go to ship customization and go to the tile to change its loadout. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It is under development and may have unknown bugs. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Best. 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 . 9% of fights in Stellaris aren't even close to even, so it barely matters. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. I just can't see any practical reason to pick missiles, especially in. Flak Batteries are used to fend off Strike Crafts. I'm a veteran of Stellaris, playing since super early days. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Stellaris has now only Armor and Missiles. Use swarm computer and Afterburner. Stellaris Real-time strategy Strategy video game Gaming. 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. Stellaris Mods Used: Extra Ship Components 3. 0 version now available Fixed Turrets 1. So it's just a constant sink. Missile Defense. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. Finally are the trade fleets that float around and try to make deals. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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 . Khan can't hand kiting swarm missile cruisers. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. First I'd like to commend the new Marauder missile system. 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. Things coming 3. I was wrong. Marauder missiles do 7. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 0? And where do torpedoes fit in? Thx!Missiles might have range but that doesn't mean there aren't advantages to using them point blank. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A place to share content, ask questions and/or talk about the 4X grand strategy game. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. ( stellaris noob) i dont have dlc so idk if that contributes. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. One Marauder cruise have massive damage and a very good range for combat engagement. Decreased Missile Accuracy from 100% to. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. But how do I decide if a given ship design is performing well? How do I. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 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. The Unbidden doesn't even have point defense, What. I was wrong. Checking AI fleet comp, and build there are 2 possibilities. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. The coilgun has an accuracy of 75%. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . They have low base damage, but all. Wormholes and L gates work for the Unbidden, and your gateways can be captured. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. I get lasers and such via debris but don't care because I never use them anyway. 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. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 6. U. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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. Install Marauder Expanded: Dwamak Editions Mod via Steam. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. 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. e) Battleship. It has great range, and with 3 Afterburners can be reasonably quick. 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. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. They deal "better" damage than torpedoes (their. CryptoI'm wondering how to assess my fleets' performance in battle. I think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. Instead it throws a mixture of every tech available to it on its ships. . 99 Badges. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. 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. The kinetic kill missile was so fast it evaded point defense and was extremely fast. The khan fleets can't get close enough and just slowly die. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Have there been improvements post 2. 3. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 7 DPS and have +25% vs hull for a total of 18. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Enjoy! Toggle signature. r/Stellaris • Idea: missile fleets. But there are better ways to counter regular. 1. So yes, Whirlwind Missiles definitely are too good. Still learning combat and I thought I had decent missile defense. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Flak Batteries are used to fend off Strike Crafts. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. R5: I’m glad we finally get to make a marauder empire. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. If you have any questions or ideas, please feel free to leave a comment. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 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. I was wrong. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This page was last edited on 6 August 2018, at 14:35. Scourge missiles are good against armor and hull and slightly better against point-defense. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. On paper their weapon stats make them the best weapon in the game. The go-to way to use Whirlwinds is part of a balanced Battleship build. It's really strong, very generalist, and the AI absolutely does not know how to handle it. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. . Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful.