stellaris marauder missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. stellaris marauder missiles

 
 Would outfitting some cruisers with Fighters and flak make a difference or just go with morestellaris marauder missiles  Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld

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. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. 7 DPS and have +25% vs hull for a total of 18. Hazard Feb 23, 2018 @ 7:02am. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. And any destoyed FE ship is 1 less ship they field overal unless they Awake. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. I'm wondering how to assess my fleets' performance in battle. 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. I was wrong. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Only has G slot chassis. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Recently, I've been using a lot of missile fleets in Stellaris. 修改完毕后,请刷新上面的文本。 分类: . Still learning combat and I thought I had decent missile defense. But how do I decide if a given ship design is performing well? How do I. 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%. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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 . Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. But Energy Torpedoes + Plasma is also a valid choice. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. 0) 100: 25%: 14. Destroyers (~70 evasion) will dodge 30%. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Go to Stellaris r/Stellaris. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. If you don’t like the missile, then don’t use it. Also, this is a mod made for personal use, so the specifications may change. 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 . Creating ships. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. 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。. I was wrong. Marauder missiles do 7. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Fleet weapons in Stellaris. 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. . It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Mining Drone Lasers are 20/15/-. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I was wrong. Learn more about U. Still learning combat and I thought I had decent missile defense. Every type of weaponry is. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. 9. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. 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. How does it perform in battle vs regular marauder missiles? How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. Those are the main corvette weapon builds. . Stellaris Dev Diary #300 - Happy Anniversary! 3. I was playing a game of Stellaris with two friends. - 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. List of resources. Secondly, wow, i really shouldn't had been using corvettes. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Darvin3 • 2 yr. Stellaris: Every Weapon Ranked in the 3. 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. 6. 4 damage, straight to the hull, with 100 range. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. Still learning combat and I thought I had decent missile defense. 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. 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. 5. U. Instead it throws a mixture of every tech available to it on its ships. 1. 例如:“异种保护区”(建筑)的特殊说明请在. 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. I think the new meta for ships makes battleships the best. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. This is a losing exchange. Stellaris. Archer Missile Pods: Small, Medium and Large modules. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. It's a really. 387K subscribers in the Stellaris community. I think you can become their vassal if you don't have the power to fight them yet. *. Incase missed stream here ya go. Missles are ONLY bad because the god damn ships charge straight into close combat. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It's hilarious, really. There no realistic reason to ever switch to anything else. Missile corvettes do amazing against unbidden. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I don't put any Shields on mine. 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. But how do I decide if a given ship design is performing well? How do I. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. But I see so many people saying they're useless. Just keep building more until you snowball right over them. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Swarmer missiles imo are massively under rated. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. 0 changed missile slots, pre-2. I was wrong. Nuclear Missiles: tech_missiles_1. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. So here we get a CtH of 75 - 8 = 67%. But how do I decide if a given ship design is performing well? How do I. 0 version now available Fixed Turrets 1. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. There are three weapons that seem to be doing best on Corvettes. Missles have the biggest max reach in the game of all weapons. Mass Drivers/Disruptors/Plasma are 20/30/40. I gives the Bastions Whirlwind missiles rather than marauder missiles. The farther the missile has to travel to its target the more time there is for it to get shot down. Still learning combat and I thought I had decent missile defense. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Using missiles is a commitment: either you go out of your way to get. Set your ship's computer to artillery and auxiliary slot to Afterburners. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. Hell. The Cruise Missiles tech is available right after Marauder Missiles. Marauder Missiles: tech_missiles_5. 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. ) Torpedos and missiles for every slot possible. Auto-best is not good, it frequently makes completely nonsensical design decisions. Since 3. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Content is available under Attribution-ShareAlike 3. I was wrong. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. 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. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Cloaking devices deactivate your shields. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. That'll get you the best fleet for killing things that aren't other corvettes. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Enjoy! Toggle signature. That’s why nuclear warheads are the basic starting option. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. Swarmer missiles can survive point-defense. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. 6 is now available on PC. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. I'm wondering how to assess my fleets' performance in battle. As for Corvettes, I think you can just phase them out when you get Cruisers. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. Paradox. 35 DPS) and 65% of torps (5. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Perfect schiffen for the how for the game. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. This is the one essential part where there is a meaningful choice between different options. ago. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. The Great Whetstone. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. point defense is so horribly broken that even T1 breaks missiles. Still learning combat and I thought I had decent missile defense. New Worlds (Starting). That's the cool thing about shield/armor bypassing weapons. Cruise missiles are. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 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. Not to mention you have far fewer missile slots than pre-2. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. This means that there's a 67% chance of the shot connecting and doing damage. 0 unless otherwise noted. 3. if the enemy is strong just check their composition and counter. 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. They also ignore shields. Marauder missiles are currently the best non-crsis guided slot weapon in the game. A study on Missile/Hangars vs Point Defense/Flak in 3. 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 . . Install Marauder Expanded: Dwamak Editions Mod via Steam. 0 unless otherwise noted. The areas they start are resource rich, so they mostly likely migrated to that area. 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 wondering how to assess my fleets' performance in battle. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torpedo Cruisers have been surprisingly effective for me as a missile empire. 0 (Actual),. 4. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 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. Quantum Missiles: tech_missiles_4. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. C. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Flak Artillery: tech_flak_batteries_3. 9. Or torps. I lost a lot of them and this actually made them very unsustainable. 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Still learning combat and I thought I had decent missile defense. 2. Still learning combat and I thought I had decent missile defense. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Best. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Sliders of marauder strength (just as for other empire types) could solve the problem. 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. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Stellaris > General Discussions > Topic Details. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Plasma cannons used to be the best, but now after testing, gamma did much much better. 7, add 25% to hull and 33% from archaeo engineers. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Go ham. [Late-game]. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). I just can't see any practical reason to pick missiles, especially in. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 6 Combat Re…Basic missiles have good damage, they can also retarget. or before, I don't feel that the changes made in 2. Missile Defense. Stellaris. As a fan of missile weapons in Stellaris since, well, 1. Nano-Missiles are only good in theory. 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 searchable list of all technology codes from Stellaris. All codes for the game: The main list. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. ago. On to utilities - you have a grand total of 10 Larges. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. I'm wondering how to assess my fleets' performance in battle. 0 unless otherwise noted. 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. Each of the sliders effects only its own category. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris: Our Ship. 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. 8 (applies to 3. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. I can design the defense platforms and pick what weapons they have, thats fine. In current iteration 2. 375 DPS to hull. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. 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. This page was last edited on 6 August 2018, at 14:35. I'm a veteran of Stellaris, playing since super early days. CryptoI'm wondering how to assess my fleets' performance in battle. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Stellaris. 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. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. They will sometimes ask for tribute. Notes: The table shows the default names/icons of techs. Stellaris Real-time strategy Strategy video game Gaming. The Cruise Missiles tech is available right after Marauder Missiles. Autocannons are good when combined with Carriers, since Strike Craft. They do significantly more. 5. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. It has great range, and with 3 Afterburners can be reasonably quick. I think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. Marauder Missiles (S slot) have 7 hull 7 armor. It is under development and may have unknown bugs. 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. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. They're looking to be the ultimate missile platform, out of all the hulls. 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. 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. 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. 1. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. In singleplayer you can just mass these, the AI will never counter them. Now (3. 90 dmg. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. First I'd like to commend the new Marauder missile system. 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. New Worlds Protocol. Stellaris Wiki Active Wikis. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missiles are guaranteed damage against anyone with weak PD screen. 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. They have very low DPS. Stellaris > General Discussions > Topic Details. 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. Apart from this, Stellaris patch 3. No, not really. If you have any questions or ideas, please feel free to leave a comment. 99 Badges. Also, this is a mod made for personal use, so the specifications may change drastically from. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Paradox has basically removed all those stuff from the game. 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. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. S. Defenses should be 1 shield, 2 armor with advanced afterburners. If it'd happened at, say, 2380, or even 2360, you'd have been fine. Reply. Plasma cannons used to be the best, but now after testing, gamma did much much better. Devastator torp + autocannon/disrupter. 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. . 报警机器人 于6年前 修改了 此页面。. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. S. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. But how do I decide if a given ship design is performing well? How do I. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I find it weird how missiles are treated in Stellaris. 18 votes, 13 comments. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Armor and shields don't matter if the hull is destroyed. The equipment itself is ok, offers a bit of variety. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. ago. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. This mod adds some weapons used by the United Nations Space Command (U. If your concern is battleships and. One Marauder cruise have massive damage and a very good range for combat engagement. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. 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. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. A marauder missile will be destroyed in 2 hits on average from PD. 59 16. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Still learning combat and I thought I had decent missile defense. Transgenic Crops. Good range too. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. Fuzati Intelligent Research Link • 6 yr.