Reply . Something that is puzzling me in 2. 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. 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. 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. Zorro Nov 15, 2017 @ 6:06pm. and then spam devastated torpedoes and marauder missiles. and have 30 range. 7. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. 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. Torpedoes are. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. You chose to defend yourself against the raiders and weaken yourself as a result. Depending on your combat computer, your ship will use different tactics and stay at different ranges. since they fire and fly. Using missiles is a commitment: either you go out of your way to get. 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. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. I just can't see any practical reason to pick missiles, especially in. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 90 dmg. Torpedoes have 17. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Stellaris: Bug Reports. 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. List of resources. That beast will wipe everything vanila AI capable to throw on you. Add a Comment. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 5 Average damage per cycle: 100 Average damage per unit time: 1. 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. 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. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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 . But how do I decide if a given ship design is performing well? How do I. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris Real-time strategy Strategy video game Gaming. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Stellaris Ship Design Guide 2023 [3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. (Marauder Missile): Fuck if I know. Marauder Missiles----- 这些最尖端的导弹配备有限程度的人工智能导航,极大地提高导弹追踪目标的能力和表现。. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Getting traditions. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Marauder Missiles: 44 0. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. May 10, 2016 790 1. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Stellaris. 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. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. #1. 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. Set your ship's computer to artillery and auxiliary slot to Afterburners. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. ago. My. There are three weapons that seem to be doing best on Corvettes. 6+) For those unaware, the "~" command will bring up the console. 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. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I was wrong. A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. →. I was wrong. This has a bit of issue. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 3. I think it has to do with the missile's rate of fire and tracking. 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. 129. I was wrong. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I was wrong. Paradox. (Ship count, as distinct from fleet power. Stellaris Real-time strategy Strategy video game Gaming. Fusion Missiles are Missiles T2. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Creating ships. 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. Fleet weapons in Stellaris. ago. I'm wondering how to assess my fleets' performance in battle. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Common May 9, 2018 @ 1:39am. Antimatter Missiles are Missiles T3. 69 dmg @110 range vs Tachyon Lance 17. Ascension perks. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. 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. 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. Missiles will almost never achieve this; it takes huge damage bonuses for a marauder missile to reach 250 hull damage, half the hull of a late-game corvette. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 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. . have you tried the nano missiles? base damage 4. 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. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I'm wondering how to assess my fleets' performance in battle. Have there been improvements post 2. You'll want to max your. Pay especial attention to Moderation Posts in the colour yellow. Even if you can't imagine any of the events or situations which could be built on the interactions between those three types, it should be obvious that. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. 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. Early game I lean very heavy into missiles, with some anti missile screening. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. It has great range, and with 3 Afterburners can be reasonably quick. 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. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. 舰船组件; 数据资料; 来自群星中文维基. I'm wondering how to assess my fleets' performance in battle. In singleplayer you can just mass these, the AI will never counter them. In singleplayer you can just mass these, the AI will never counter them. moved to Stellaris . C. Stellaris > General Discussions > Topic Details. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. EN-Torp Evasion tank, anti-shield. 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. 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. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. I was wrong. Still learning combat and I thought I had decent missile defense. The final essential module is the Combat Computer. Ryika (Banned) Sep 26, 2021 @ 11:58pm. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Reply. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). They have low base damage, but all. Free to update or use in Stellaris by anyone. turn "Marauder empires" to off in the galaxy creation thing. 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. 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. 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. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Flak Batteries are used to fend off Strike Crafts. They deal "better" damage than torpedoes (their. RagingJaws Looter of Priceless Artifacts. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. I was wrong. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Checking AI fleet comp, and build there are 2 possibilities. Viable for their purpose, yeah. if the enemy is strong just check their composition and counter. The khan fleets can't get close enough and just slowly die. 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. Missiles feel really hit or miss. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. 0 unless otherwise noted. Devastator torp + autocannon/disrupter. ago. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 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. Content is available under Attribution-ShareAlike 3. 285. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. 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. This ship design is very high value, and. 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 speaking about evasion, a picket computer can go a long. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). I'm wondering how to assess my fleets' performance in battle. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. 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. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. And if you are looking to. Thoughts on 3. I was wrong. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. 8 (applies to 3. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Laser, disruptor, and missiles. Regular missiles and torpedoes are so good now. [deleted] • 6 yr. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. I was wrong. They do significantly more. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. 0 version now available Fixed Turrets 1. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. I run a general rule of 1 Swarmer for every 4 regular Missile. I was wrong. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Now (3. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. Still learning combat and I thought I had decent missile defense. A study on Missile/Hangars vs Point Defense/Flak in 3. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). In singleplayer you can just mass these, the AI will never counter them. But how do I decide if a given ship design is performing well? How do I. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Marauder missile + autocannon/disrupter. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. 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 Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. (marauder missiles and disruptors). 1. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Instead it throws a mixture of every tech available to it on its ships. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. 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 does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Best. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Biology (Tier 5) Cost: 20000, Weight: 25Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Hire their fleets (all three of them). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. What is Stellaris mods? A mod (short for "modification") is an alteration where. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. All types of planets. 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Summoning events. Mining Drone Lasers are 20/15/-. This is horrible, the unbidden crisis appeared. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. 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. In general, missiles are risky as they are easily countered. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Also, this is a mod made for personal use, so the specifications may change drastically from. 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. there are swarmer missiles and whirlwind missiles which help with that. 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. 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. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). This part of the chapter contains detailed information on every type of weaponry available in game. Auto-best is not good, it frequently makes completely nonsensical design decisions. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. So pre 2. Go ham. The fleet itself was fine but i kept needing to build reinforcements. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 9. That said, Marauders waking up at 2300 is not impossible to beat. 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. 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. 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). 16. Contents. Content is available under Attribution-ShareAlike 3. I was wrong. A secondary question is whether I should replace the disruptors on my. AnAngryYeti Mar 4, 2020 @ 2:03pm. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. . For the auxiliary slots i do afterburners. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Still learning combat and I thought I had decent missile defense. Sliders of marauder strength (just as for other empire types) could solve the problem. 6+) For those unaware, the "~" command will bring up the console. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind 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. 0 unless otherwise noted. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Stellaris. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. But how do I decide if a given ship design is performing well? How do I. S. 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 enemy's point-defense capabilities. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. Giga Cannon/Tachyon, 3x Kinetic Artillery. Maybe the lack of speed boosts for kiting has been my issue. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. This allows you to bring up cheats like max_resources, instant_build,. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. SuperluminalSquid Technological Ascendancy • 3 mo. 0 unless otherwise noted. 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 . Apart from this, Stellaris patch 3. I don't fully understand it either, and that's after 150 hours of play. Accuracy describes how good the weapon is at firing at an enemy ship in general. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Mid I usually go into missiles and fighters, with the remainder being autocannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. That's like 7. The farther the missile has to travel to its target the more time there is for it to get shot down. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. 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. Lasers are 15/25/35. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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 . Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. So don't take an even fight there? 99. S. These missiles inflict decent damage to. 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. 8 (applies to 3. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. I honestly think they're ok. I'm wondering how to assess my fleets' performance in battle. They deal "better" damage than torpedoes (their. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. I was wrong. ago. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Missiles feel really hit or miss. 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. 10000. 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),. This is primarily due to replacing Giga Cannons with Tachyon Lances. C. So it's just a constant sink. *. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Caesitas Technological Ascendancy • 6 yr. 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. It is under development and may have unknown bugs. r/Stellaris • Idea: missile fleets. They're looking to be the ultimate missile platform, out of all the hulls. 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. 66 comments. 077. See moreThis page was last edited on 14 October 2017, at 11:01. 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. High evasion fleets neuter missile fleets compared to traditional weapons. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Point Defense is used to fend off Rockets. 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. The Great Whetstone. I think the new meta for ships makes battleships the best. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. 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. I think it has to do with the missile's rate of fire and tracking. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. But Energy Torpedoes + Plasma is also a valid choice. I was wrong. Related Topics. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. On a nice advice, never fight FE ships from long range, they will out damage you. which ones are better a huge amount of defense platforms or a few Inon cannons. The khan himself, though, will warp out as soon as his armor is depleted every time. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 66 comments. All codes for the game: The main list. Still learning combat and I thought I had decent missile defense. I've found having a balanced fleet comp works best. Missles have the biggest max reach in the game of all weapons. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 3. All weapon slots added by Gun Batteries and the station itself is "M" slot weapons which should be able to equip swarmer/whirlwind missiles but the station will prioritize lower tier energy/kinetic weapons over the missiles. Still learning combat and I thought I had decent missile defense. The Unbidden doesn't even have point defense, What. Would outfitting some cruisers with Fighters and flak make a difference or just go with more.