I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while countering all ship classes, it. 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. 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. There no realistic reason to ever switch to anything else. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 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. . Ex: the missile tiles spawn 2? missile batteries. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. The unbidden are here! My corvettes vanish like flies and I don't see the point in build corvettes every two battlesThe equipment itself is ok, offers a bit of variety. . Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. You want cruisers with 3 aux slots, and fill all of them with afterburners. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. 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. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. 5. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Torpedoes have 17. In singleplayer you can just mass these, the AI will never counter them. 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 . Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Then provoke a doom stack to. These IDs are usually used with the research_technology tech ID command. Marauders are always hostile, but will generally not attack empires unless they. Business, Economics, and Finance. ; About Stellaris Wiki; Mobile view 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. that may appear when researching vanilla missile technologies (marauder missile, destructive. Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Marauder Missiles (S slot) have 7 hull 7 armor. Still learning combat and I thought I had decent missile defense. I think the new meta for ships makes battleships the best. Stellaris. 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 . Paradox has basically removed all those stuff from the game. Still learning combat and I thought I had decent missile defense. Mining Drone Lasers are 20/15/-. A secondary question is whether I should replace the disruptors on my. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Swarmer missiles can. Still learning combat and I thought I had decent missile defense. - 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. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. S. Each tactic also gives a small bonus to firing rate and one other stat. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. On paper their weapon stats make them the best weapon in the game. Regular missiles and torpedoes are so good now. I just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. if the enemy is strong just check their composition and counter. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. Fusion Missiles are Missiles T2. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. . A. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missiles: 22. © Valve Corporation. Business, Economics, and Finance. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. The go-to way to use Whirlwinds is part of a balanced Battleship build. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Since 3. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. So I decided to make the 4th Horde. Missiles should be the longest-range weapons. They do +200% damage to shields. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Marauders Caravaneers Available only with the Apocalypse DLC enabled. No, not really. Viable for their purpose, yeah. 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 . Missile corvettes do amazing against unbidden. 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. Efficient, decent range for me, and damage. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. And if spammed, point defense cannot even compete. 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. if the enemy is strong just check their composition and counter. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Fuzati Intelligent Research Link • 6 yr. Add a Comment. They can beat anything except missile corvettes and couple destroyer variants. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. #footer_privacy_policy | #footer. You could use normal missiles for standard attacks. Antimatter Missiles: tech_missiles_3. PD/whirlwind corvettes should be given disrupters ideally. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. . Redirect page. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. How do you use missiles in. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Those are the main corvette weapon builds. 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 . Go ham. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. 9. 1. I was wrong. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 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 . . There are three weapons that seem to be doing best on Corvettes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ): Small, Medium and Large modules. 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. 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. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. Compatible with Stellaris Ver. Zorro Nov 15, 2017 @ 6:06pm. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. That beast will wipe everything vanila AI capable to throw on you. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. 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. Corvettes are quick, cheap to build, and smaller but have high evasion. Many. So I decided to make the 4th Horde. That'll get you the best fleet for killing things that aren't other corvettes. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Ship. A marauder missile will be destroyed in 2 hits on average from PD. Pyrosauria. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. so compared to other missiles, theyre strong but not outrageously so. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 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 . Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. 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. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. 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. 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. Stellaris > General Discussions > Topic Details. In 1. Using missiles is a commitment: either you go out of your way to get. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 11 average damage and small disruptors do 4. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Still learning combat and I thought I had decent missile defense. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Stellaris Mods Used: Extra Ship Components 3. The only other ship i use is battleships. May 10, 2016 790 1. You go to ship customization and go to the tile to change its loadout. Autocannons are 10/20/30. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. It is under development and may have unknown bugs. A study on Missile/Hangars vs Point Defense/Flak in 3. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. - Torpedoes: Range from T2 - T4. 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. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I'm a veteran of Stellaris, playing since super early days. Embarrassingly, I'm still a hefty novice when it comes to ship design. I was wrong. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. Fleet weapons in Stellaris. and have 30 range. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Devastator Torpedoes. 5. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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 . Free to update or use in Stellaris by anyone. 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Weapon components. In times long past, 4. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Notes: The table shows the default names/icons of techs. there are swarmer missiles and whirlwind missiles which help with that. ago. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A secondary question is whether I should replace the disruptors on my. 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。. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. R5: I’m glad we finally get to make a marauder empire. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Autocannons are 10/20/30. ago. Sounds like you need to up the crisis strength modifier. On paper their weapon stats make them the best weapon in the game. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Every type of weaponry is. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Recently, I've been using a lot of missile fleets in Stellaris. It's. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. The Great Whetstone. ( stellaris noob) i dont have dlc so idk if that contributes. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . A. . Still learning combat and I thought I had decent missile defense. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Stellaris. C. It has great range, and with 3 Afterburners can be reasonably quick. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. If you don't have shield hardener yet. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. 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 . 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。. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. None worth noting. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. This is a losing exchange. The choice is obvious. 对该项目的细节说明请添加至相关页面. Compatible with Stellaris Ver. S. Farnsworth Mar 30, 2018 @ 5:44am. VoiDSwarmer missiles imo are massively under rated. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. I was wrong. Stellaris Beating The Contingency Guide. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. ago. These missiles inflict decent damage to. Adjusted the maximum range of all non-torpedo missiles. Each of the sliders effects only its own category. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Laser, disruptor, and missiles. I tend to try and make them as split and even as possible across the board. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. The Unbidden doesn't even have point defense, What. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Still unsure how to fit it in my ship designs. 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 . Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. 例如:“异种保护区”(建筑)的特殊说明请在. Are extremely powerful vs AI. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Instead it throws a mixture of every tech available to it on its ships. Still learning combat and I thought I had decent missile defense. So far, in 1. 500"? That's a requirement. I run a general rule of 1 Swarmer for every 4 regular Missile. ago. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Use PD, shield, and shield hardeners. I took the two best fleets built with even resources and tested. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Stellaris technology list and IDs cheat. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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 . You need a strong economy to fuel the war against the Unbidden. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Before Battleships, the only way to hard counter (and I mean winning with a lower alloy fleet cost) missile cruisers without doing asymmetrical warfare is by using Shield hardeners on your own cruisers + using missiles or fighters yourself (to not suffer the annoying hit and run). Mass Drivers/Disruptors/Plasma are 20/30/40. And I outfitted all my bastions with full missile only weapons, then the A. 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 and devastator torpedoes destroy everything. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. You could use normal missiles for standard attacks. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Ships. Still learning combat and I thought I had decent missile defense. Nov 9, 2023Darvin3 • 2 yr. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Whirlwinds have 30 hull and 15 armor. Devastator Torpedoes. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Still learning combat and I thought I had decent missile defense. 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. Wormholes and L gates work for the Unbidden, and your gateways can be captured. ) Torpedos and missiles for every slot possible. Stellaris has now only Armor and Missiles. Fallen Empires tend to focus on one or two weapon types, capitalize on that. Nano-Missiles are only good in theory. Ryika (Banned) Sep 26, 2021 @ 11:58pm. a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. These missiles inflict decent damage to. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Contents. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I was wrong. Stellaris has now only Armor and Missiles. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 90 dmg. 077. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. I 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. Hell. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Still learning combat and I thought I had decent missile defense. 概览. You chose to defend yourself against the raiders and weaken yourself as a result. Scourge missiles are good against armor and hull and slightly better against point-defense. Mass Drivers/Disruptors/Plasma are 20/30/40. 375 DPS to hull. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 11 average damage and small disruptors do 4. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Missiles could use a speed and range buff. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Magnetic Accelerator Cannon (M. Flak Batteries are used to fend off Strike Crafts. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. Learn more about U. Still learning combat and I thought I had decent missile defense. 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. Transgenic Crops. ) Torpedos and missiles for every slot possible. 6+) For those unaware, the "~" command will bring up the console. 4. Plasma + autocannons. Not everyone just sits back and turtles to T5. That means to you can load up battleships with them. Marauder Missiles deal 14. 6 combat rebalance against powerful torpedo and carrier f. It has great range, and with 3 Afterburners can be reasonably quick. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missiles deal 14. Ryika (Banned) Sep 26, 2021 @ 11:58pm. #3. But there are better ways to counter regular. Thus, against corvettes, missiles will be 90% effective (13. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Getting traditions. 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. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. 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 . This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Still learning combat and I thought I had decent missile defense. I don't fully understand it either, and that's after 150 hours of play. 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 Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. since they fire and fly. I was wrong. 18 votes, 13 comments. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. ⚄ 🎁. 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. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. This article is for the PC version of Stellaris only. which ones are better a huge amount of defense platforms or a few Inon cannons. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles.