2. 2. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. You chose to defend yourself against the raiders and weaken yourself as a result. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles are 26/36/46. Marauder Missiles deal 14. The "meta" was declared the first one though because people. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. I took the two best fleets built with even resources and tested. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. New Worlds Protocol. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Point. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. If you don't have shield hardener yet. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. I honestly think they're ok. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Also, this is a mod made for personal use, so the specifications may change drastically from. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Lasers are 15/25/35. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They also come with built in PD, which allows them to mitigate their torpedo weakness. No, not really. Still learning combat and I thought I had decent missile defense. Cruiser VS Battleship. 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. 5. Business, Economics, and Finance. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Whirlwinds have 30 hull and 15 armor. 90 dmg. I honestly think they're ok. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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 . You should still be able to make it work, though. This part of the chapter contains detailed information on every type of weaponry available in game. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. A secondary question is whether I should replace the disruptors on my. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. It has great range, and with 3 Afterburners can be reasonably quick. 7, add 25% to hull and 33% from archaeo engineers. Still learning combat and I thought I had decent missile defense. Stellaris. ago. 3. 4 damage, straight to the hull, with 100 range. 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. 70: 10: 40% Scourge Missiles [edit source]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 . Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. So yes, Whirlwind Missiles definitely are too good. Guardian Point Defense have +100% vs armor, but no hull multiplier. I was wrong. PD/whirlwind corvettes should be given disrupters ideally. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 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. #4. 1. Huge alloy production is a must to reinforce fleet casualties. The torpedos are very high dmg, and have some anti-armor capability. - Torpedoes: Range from T2 - T4. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Embarrassingly, I'm still a hefty novice when it comes to ship design. Checking AI fleet comp, and build there are 2 possibilities. Marauder missile + autocannon/disrupter. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. - 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. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Probably artillery is better. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Using missiles is a commitment: either you go out of your way to get. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. All disrupters. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 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. 3. 795 DPS), a small win for the missiles. I was wrong. Point Defense is 8/-/20. So far, in 1. 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 was wrong. 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. Free to update or use in Stellaris by anyone. PD/whirlwind corvettes should be given disrupters ideally. For example, missiles/torps. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. 2 shields, everything else in armor. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 have 50 destroyers fitted with flak turrets and that is. Flavor entry isStill learning combat and I thought I had decent missile defense. I just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. But I research one of everything before I really focus on repeatables for my weapon type, the diminishing returns hits hard and all those useless techs are fast to do. What is Stellaris mods? A mod (short for "modification") is an alteration where. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. This is primarily due to replacing Giga Cannons with Tachyon Lances. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Reply. Missiles could use a speed and range buff. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris > General Discussions > Topic Details. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 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. 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 . 3. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Plasma cannons used to be the best, but now after testing, gamma did much much better. Report. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. Energy torpedoes do not ignore shields. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. Stellaris technology list and IDs cheat. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. (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. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. #1. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Rockets (Marauder Missiles or Nuclear Missiles etc. Autocannons are 10/20/30. Also, 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. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. 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. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. ; About Stellaris Wiki; Mobile viewHangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. The equipment itself is ok, offers a bit of variety. Content is available under Attribution-ShareAlike 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Summoning events. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. In singleplayer you can just mass these, the AI will never counter them. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. It has great range, and with 3 Afterburners can be reasonably quick. Missile Defense. RickusRollus • 9 mo. Then provoke a doom stack to. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Ex: the missile tiles spawn 2? missile batteries. This is a losing exchange. 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 PD. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. 概览. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 375 DPS to hull. Engineering research#Marauder Missiles Tech. 11 average damage and small disruptors do 4. A. However any missiles or torps suddenly become effective if any amount of strike craft is involved. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Still learning combat and I thought I had decent missile defense. 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. 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). . A marauder missile will be destroyed in 2 hits on average from PD. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. A. You go to ship customization and go to the tile to change its loadout. I gives the Bastions Whirlwind missiles rather than marauder missiles. I don't fully understand it either, and that's after 150 hours of play. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. 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 . So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. S. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. M910. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Let me know what you think. 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. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. The final essential module is the Combat Computer. . Maybe the lack of speed boosts for kiting has been my issue. I was wrong. Artillery Computer will let it use that speed to keep its distance. They're looking to be the ultimate missile platform, out of all the hulls. Tier 0 is used for starting technologies. A secondary question is whether I should replace the disruptors on my. 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. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. 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. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Learn more about U. 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 > General Discussions > Topic Details. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Sounds like you need to up the crisis strength modifier. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. N. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. To unlock any new tech tier, you need 8 techs researched of. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Still learning combat and I thought I had decent missile defense. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. SuperluminalSquid Technological Ascendancy • 3 mo. These are also easily moddable via its file, see #Tiers . CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 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_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. Fusion Missiles: tech_missiles_2. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Magnetic Accelerator Cannon (M. ) Torpedos and missiles for every slot possible. 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. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 对该项目的细节说明请添加至相关页面. Still learning combat and I thought I had decent missile defense. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. Are extremely powerful vs AI. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. →. Guardian Point Defense have +100% vs armor, but no hull multiplier. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Torpedoes are. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. 6 combat rebalance against powerful torpedo and carrier f. Marauders Caravaneers Available only with the Apocalypse DLC enabled. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. But I see so many people saying they're useless. I was wrong. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Each tactic also gives a small bonus to firing rate and one other stat. so compared to other missiles, theyre strong but not outrageously so. None worth noting. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. 例如:“异种保护区”(建筑)的特殊说明请在. 7, add 25% to hull and 33% from archaeo engineers. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. All disrupters. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Shiva Class Nuclear Missiles: Small, Medium and Large modules. They do +200% damage to shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris. Stellaris. ⚄ 🎁. 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. 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. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. I was wrong. 99 Badges. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Those are the main corvette weapon builds. iirc. Still learning combat and I thought I had decent missile defense. Devastator torp + autocannon/disrupter. Go ham. 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. only in theory. Stellaris Beating The Contingency Guide. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. It's. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 9. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. e. 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. RickusRollus • 9 mo. 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. Farnsworth Mar 30, 2018 @ 5:44am. Still learning combat and I thought I had decent missile defense. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I want to have the weapons powerful but not game breaking. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Devastator Torpedoes. However there is a new classification for specifically “torpedo” weapons which battleships do not have. 8 (applies to 3. Marauder Missiles Tech. (marauder missiles and disruptors). capable of causing immense damage to the hull of enemy ships. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Decreased Missile Accuracy from 100% to. 例如:“异种保护区”(建筑)的特殊说明请在. Whirlwinds have 30 hull and 15 armor. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. And if spammed, point defense cannot even compete. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 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. Ship designer. 34. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Engineering research#Marauder Missiles Tech. I was wrong. Business, Economics, and Finance. 66 comments. The only other ship i use is battleships. As for Corvettes, I think you can just phase them out when you get Cruisers. 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. Still unsure how to fit it in my ship designs. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. (Ship count, as distinct from fleet power. Weapon components. 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 their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. FlatEarther98. Still learning combat and I thought I had decent missile defense. Stellaris has almost always had a rock/paper/scissors. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Even if. How do you use missiles in. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. This mod adds some weapons used by the United Nations Space Command (U. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Instead it throws a mixture of every tech available to it on its ships. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. VoiDSwarmer missiles imo are massively under rated. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Fusion Missiles are Missiles T2. 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. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. All trademarks are property of their respective owners in the US and other countries. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. 387K subscribers in the Stellaris community. Against destroyers,. Now (3. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. 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. Getting traditions. ago. #3. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. Missiles are 26/36/46. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Missile torpedoes ignore shields. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. were fair with missiles at all. - Swarmer Missiles: Range from T4 - 5. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. CryptoGo to Stellaris r/Stellaris. Pyrosauria. Still learning combat and I thought I had decent missile defense. ago. 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. Lasers are 15/25/35. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Video by Montu Plays. 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. Devastator Torpedoes.