Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 0 unless otherwise noted. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. But how do I decide if a given ship design is performing well? How do I. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. I think you can become their vassal if you don't have the power to fight them yet. These missiles inflict decent damage to. C. 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 . 8 (applies to 3. only in theory. I was wrong. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 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. 0 changed missile slots, pre-2. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris Wiki Active Wikis. Information from today's Dev stream about 3. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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. Missiles should be the longest-range weapons. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Still learning combat and I thought I had decent missile defense. Thread starter Keith_C;. 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. there are swarmer missiles and whirlwind missiles which help with that. They're looking to be the ultimate missile platform, out of all the hulls. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. On paper their weapon stats make them the best weapon in the game. 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. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Swarmer missiles can survive point-defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 2 shields, everything else in armor. 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. As for Corvettes, I think you can just phase them out when you get Cruisers. 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. Scourge missiles are good against armor and hull and slightly better against point-defense. 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. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. This allows you to bring up cheats like max_resources, instant_build,. 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. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. In singleplayer you can just mass these, the AI will never counter them. This is the trigger block to decide if they'll hire a marauder fleet (i've skipped over a few other checks on marauder fleet states, only showing the pertinent bits). AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. since they fire and fly. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Still learning combat and I thought I had decent missile defense. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Reply. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. But Energy Torpedoes + Plasma is also a valid choice. Last edited by MP ; Sep 26, 2021 @ 11:51pm. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Paradox. You chose to defend yourself against the raiders and weaken yourself as a result. 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. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. None worth noting. I think it has to do with the missile's rate of fire and tracking. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Khan fleet uses a mix of lasers and kinetics as well as a mix of shields and armor so mixed, kinetic, or energy focused fleets will all perform roughly the same. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I lost a lot of them and this actually made them very unsustainable. Decreased Missile Accuracy from 100% to. It has great range, and with 3 Afterburners can be reasonably quick. 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 . 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. 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. Use swarm computer and Afterburner. Also, this is a mod made for personal use, so the specifications may change drastically from. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. e) Battleship. 129. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. This page was last edited on 14 October 2017, at 11:01. Report. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. . Marauder missiles are currently the best non-crsis guided slot weapon in the game. Flak Artillery: tech_flak_batteries_3. Auto-best is not good, it frequently makes completely nonsensical design decisions. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. You want cruisers with 3 aux slots, and fill all of them with afterburners. Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder 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. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. A secondary question is whether I should replace the disruptors on my. →. 0. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Swarmer missiles can. Still learning combat and I thought I had decent missile defense. 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. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. FlatEarther98. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. I was wrong. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. Marauder missile + autocannon/disrupter. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. Common May 9, 2018 @ 1:39am. But how do I decide if a given ship design is performing well? How do I. Still learning combat and I thought I had decent missile defense. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. 6+) For those unaware, the "~" command will bring up the console. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. ago. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. That means to you can load up battleships with them. Thread starter Magnificent. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. I think the new meta for ships makes battleships the best. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. (Ship count, as distinct from fleet power. 2. Still learning combat and I thought I had decent missile defense. 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. That'll get you the best fleet for killing things that aren't other corvettes. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Space Torpedoes are Torpedoes T2. Max out speed and tailor your defences to your opponent. Nuclear Missiles: tech_missiles_1. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. 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 . Business, Economics, and Finance. So it's just a constant sink. 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. 4. SuperluminalSquid Technological Ascendancy • 3 mo. Plasma + autocannons. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. ; About Stellaris Wiki; Mobile view 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. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Business, Economics, and Finance. Since 3. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Just keep building more until you snowball right over them. Marauder Missiles: tech_missiles_5. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. M910. No, not really. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 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. Stellaris: Every Weapon Ranked in the 3. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. 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. 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. My. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. As long as you properly strategize your fleet, you can have alot of fun with this weapon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In general, missiles are risky as they are easily countered. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Notes: The table shows the default names/icons of techs. 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. Still learning combat and I thought I had decent missile defense. Fuzati Intelligent Research Link • 6 yr. 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 . Embarrassingly, I'm still a hefty novice when it comes to ship design. Getting traditions. 0) 100: 25%: 14. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Marauder missiles and devastator torpedoes destroy everything. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. But how do I decide if a given ship design is performing well? How do I. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. The Cruise Missiles tech is available right after Marauder Missiles. 9. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Install Marauder Expanded: Dwamak Editions Mod via Steam. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Flak Batteries are used to fend off Strike Crafts. A marauder missile will be destroyed in 2 hits on average from PD. I was wrong. Fusion Missiles: tech_missiles_2. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. No custom sounds or projectiles (yet?) as I have no idea how to. C. 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. Viable for their purpose, yeah. The farther the missile has to travel to its target the more time there is for it to get shot down. I was wrong. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Stellaris. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. 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. Fusion Missiles are Missiles T2. 0 unless otherwise noted. Swarming also works, though yields heavier losses . Missiles could use a speed and range buff. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Marauder Missiles: 44 0. 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 . Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Stellaris > General Discussions > Topic Details. According to the official Stellaris 3. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Adjusted the maximum range of all non-torpedo missiles. I run a general rule of 1 Swarmer for every 4 regular Missile. The equipment itself is ok, offers a bit of variety. Maybe the lack of speed boosts for kiting has been my issue. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Wormholes and L gates work for the Unbidden, and your gateways can be captured. This is so effective that ~40k fleets 1:2 destro/cruiser. 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. I was wrong. 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 . Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have 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. The khan himself, though, will warp out as soon as his armor is depleted every time. 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 . Scourge missiles are good against armor and hull and slightly better against point-defense. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. 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. There are three weapons that seem to be doing best on Corvettes. Use swarm computer and Afterburner. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. 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. Stellaris. 例如:“异种保护区”(建筑)的特殊说明请在. Content is available under Attribution-ShareAlike 3. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. They do significantly more. 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. 5. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. I honestly think they're ok. I just can't see any practical reason to pick missiles, especially in. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Not everyone just sits back and turtles to T5. It is under development and may have unknown bugs. I was wrong. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. This page was last edited on 6 August 2018, at 14:35. Secondly, wow, i really shouldn't had been using corvettes. As long as you properly strategize your fleet, you can have alot of fun with this weapon. It has great range, and with 3 Afterburners can be reasonably quick. Learn more about U. Interceptors with. 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. Normal missiles are to be used always. Checking AI fleet comp, and build there are 2 possibilities. That's the cool thing about shield/armor bypassing weapons. Marauder Missiles (S slot) have 7 hull 7 armor. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Pay especial attention to Moderation Posts in the colour yellow. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. Those are the main corvette weapon builds. If you don't have shield hardener yet. Steam Workshop. I have 50 destroyers fitted with flak turrets and that is my fleet’s. I'm wondering how to assess my fleets' performance in battle. ago. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Torpedoes have 17. Compatible with Stellaris Ver. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. ago. 5 Average damage per cycle: 100 Average damage per unit time: 1. I was playing a game of Stellaris with two friends. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a. I was wrong. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. The end of my last game i had 550. 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。. 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),. 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. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. Business, Economics, and Finance. Stellaris has almost always had a rock/paper/scissors. 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. 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. ago. point defense is so horribly broken that even T1 breaks missiles. C. 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. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. You could use normal missiles for standard attacks. . On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. 375 DPS to hull. 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. . A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Farnsworth Mar 30, 2018 @ 5:44am. and have 30 range. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Huge alloy production is a must to reinforce fleet casualties. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This melts contingency fleets fairly quickly with minimal losses. Paradox has basically removed all those stuff from the game. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. Stellaris Dev Diary #300 - Happy Anniversary! 3. I was wrong. 66 comments. 对该项目的细节说明请添加至相关页面. There no realistic reason to ever switch to anything else. But how do I decide if a given ship design is performing well? How do I. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Devastator torp + autocannon/disrupter. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6 is now available on PC. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. 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. I tend to try and make them as split and even as possible across the board. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. Still learning combat and I thought I had decent missile defense. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Destroyers (~70 evasion) will dodge 30%. 1. Archer Missile Pods: Small, Medium and Large modules. 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. High evasion fleets neuter missile fleets compared to traditional weapons. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone.