marauder missiles stellaris. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. marauder missiles stellaris

 
 Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful heremarauder missiles stellaris <mark> A</mark>

I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. So it's just a constant sink. Every type of weaponry is. Stellaris cheats and commands. 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. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Yes, Arcane Deciphering is very good. 7, add 25% to hull and 33% from archaeo engineers. I was wrong. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. However there is a new classification for specifically “torpedo” weapons which battleships do not have. 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. 1. 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. On a nice advice, never fight FE ships from long range, they will out damage you. 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. 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 . Mining Drone Lasers are 20/15/-. Add a Comment. I was wrong. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Marauder Missiles deal 14. On paper their weapon stats make them the best weapon in the game. RickusRollus • 9 mo. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Flavor entry isStill learning combat and I thought I had decent missile defense. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 0 version now available Fixed Turrets 1. I was wrong. 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. 2. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 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. Last edited by MP ; Sep 26, 2021 @ 11:51pm. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. 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. 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. Artillery computer. Still learning combat and I thought I had decent missile defense. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. ago. The choice is obvious. 5 Average damage per cycle: 100 Average damage per unit time: 1. 4 damage, straight to the hull, with 100 range. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. . Magnetic Accelerator Cannon (M. It's a really. These missiles inflict decent damage to. The final essential module is the Combat Computer. This is primarily due to replacing Giga Cannons with Tachyon Lances. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. A study on Missile/Hangars vs Point Defense/Flak in 3. Content is available under Attribution-ShareAlike 3. 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. This page was last edited on 6 August 2018, at 14:35. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It's one step. It has great range, and with 3 Afterburners can be reasonably quick. But even single neighboring marauder systems have been ignored before by the FE AI before. It is under development and may have unknown bugs. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I'm a veteran of Stellaris, playing since super early days. Missiles could use a speed and range buff. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. With maxxed out tactics and gunnery, the chance for. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. And any destoyed FE ship is 1 less ship they field overal unless they Awake. only in theory. Plasma cannons used to be the best, but now after testing, gamma did much much better. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). The "meta" was declared the first one though because people. Think of corvettes as an expandable screen. Fusion Missiles are Missiles T2. Marauder Missiles Tech. 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. 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 . 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. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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. The only other ship i use is battleships. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Plasma + autocannons. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. 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). 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. They do +200% damage to shields. Stellaris Mods Used: Extra Ship Components 3. 5. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Redirect page. Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90% The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. 285. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Zero point energy is a hard requirement as well. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. [Late-game]. The Unbidden doesn't even have point defense, What. 例如:“异种保护区”(建筑)的特殊说明请在. You could use normal missiles for standard attacks. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Nano-Missiles are only good in theory. Interceptors with. Business, Economics, and Finance. Missiles will almost never achieve this; it takes huge damage bonuses for a marauder missile to reach 250 hull damage, half the hull of a late-game corvette. Recently, I've been using a lot of missile fleets in Stellaris. I was wrong. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. I have 50 destroyers fitted with flak turrets and that is my. *. [deleted] • 6 yr. As a fan of missile weapons in Stellaris since, well, 1. 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 . 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. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. 077. 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 . #3. 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 . Checking AI fleet comp, and build there are 2 possibilities. 7 DPS and have +25% vs hull for a total of 18. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ) from Halo. Zorro Nov 15, 2017 @ 6:06pm. ago. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. Summoning events. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 0. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A searchable list of all technology codes from Stellaris. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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。. 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. Alright, so I've been really having fun with the changes to missile mechanics. In times long past, 4 Great Marauder Hordes reaved the stars. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 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. In times long past, 4. Marauder missile + autocannon/disrupter. A. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Lasers are 15/25/35. Stellaris Dev Diary #300 - Happy Anniversary! 3. So yes, Whirlwind Missiles definitely are too good. There are three weapons that seem to be doing best on Corvettes. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Stellaris. 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. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. e) Battleship. 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。. I was wrong. that may appear when researching vanilla missile technologies (marauder missile, destructive. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). 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. Marauder Missiles deal 14. How to Beat the Scavenger Bot in Stellaris. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Only in a truly dichotomic situation would most of the answers presented of what's optimal, would actually answer that swarmed missiles and torpedo are not viable because they are not optimal. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. iirc. U. But I see so many people saying they're useless. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Also, this is a mod made for personal use, so the specifications may change drastically from. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. None worth noting. Probably artillery is better. Cruise missiles are. 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 . I was wrong. . great range, good dmg. Recently, I've been using a lot of missile fleets in Stellaris. 0 changed missile slots, pre-2. Still learning combat and I thought I had decent missile defense. I was wrong. 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 . Marauder Missiles: tech_missiles_5. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. 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 . Not everyone just sits back and turtles to T5. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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). 3. You chose to defend yourself against the raiders and weaken yourself as a result. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. Stellaris Ship Design Guide 2023 [3. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Notes: The table shows the default names/icons of techs. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So I decided to make the 4th Horde. 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. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. I gives the Bastions Whirlwind missiles rather than marauder missiles. 15 votes, 14 comments. 11 average damage and small disruptors do 4. I get lasers and such via debris but don't care because I never use them anyway. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Weapons. Nuclear Missiles: tech_missiles_1. Computer should be swarm then picket once you can get 90%. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. 概览. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. I was wrong. Missiles should be the longest-range weapons. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. Check out this mod and modify your Stellaris experience. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Still learning combat and I thought I had decent missile defense. 4. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Stellaris Marauder Shipset Mod. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. In 1. Then find, take, and fortify a system with a neutron star. 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 . capable of causing immense damage to the hull of enemy ships. Still learning combat and I thought I had decent missile defense. Learn more about U. S. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. #3. A. Antimatter Missiles: tech_missiles_3. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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. They have very low DPS. 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. Fleet weapons in Stellaris. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Energy torpedoes do not ignore shields. so compared to other missiles, theyre strong but not outrageously so. Mining Drone Lasers are 20/15/-. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Missiles are good against small agile targets, Torpedoes are good against big slow ones. I was wrong. 2 shields, everything else in armor. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. e. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For the auxiliary slots i do afterburners. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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 . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. #1. Scourge missiles are good against armor and hull and slightly better against point-defense. You need a strong economy to fuel the war against the Unbidden. Also, this is a mod made for personal use, so the specifications may change drastically from. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Devastator Torpedoes. Whirlwinds have 30 hull and 15 armor. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. N. Marauder missiles do 7. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. 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. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Missile Defense. CryptoGo to Stellaris r/Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 9. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Yes, technically. (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. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. C. It has great range, and with 3 Afterburners can be reasonably quick. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 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. 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. 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 . A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 3. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. 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. If you can land the shots, Marauder Missiles are almost always more damage than any other weapon in the game by a landslide, even against AE battleships. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Professor H. 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. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. You want cruisers with 3 aux slots, and fill all of them with afterburners. Use swarm computer and Afterburner. Content is available under Attribution-ShareAlike 3. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. There are three weapons that seem to be doing best on Corvettes. Auto-best is not good, it frequently makes completely nonsensical design decisions. CryptoHow to Beat the Scavenger Bot in Stellaris. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. No, not really. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm 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. 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. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. Those are the main corvette weapon builds. Max out speed and tailor your defences to your opponent. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Many. Missiles are 26/36/46. ) Torpedos and missiles for every slot possible. All disrupters. But there are better ways to counter regular. Go to Stellaris r/Stellaris. The torpedos are very high dmg, and have some anti-armor capability. Stellaris > General Discussions > Topic Details. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Still learning combat and I thought I had decent missile defense.