Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Still learning combat and I thought I had decent missile defense. 90 dmg. This mod adds some weapons used by the United Nations Space Command (U. 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. I was wrong. Still learning combat and I thought I had decent missile defense. 2 shields, everything else in armor. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Defenses should be 1 shield, 2 armor with advanced afterburners. 对该项目的细节说明请添加至相关页面. Lasers are 15/25/35. 1. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Enjoy the game!. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Sounds like you need to up the crisis strength modifier. Reduced the range of torpedoes. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. 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. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 15 votes, 14 comments. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Reply . In general, missiles are risky as they are easily countered. have you tried the nano missiles? base damage 4. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Whirlwinds have 30 hull and 15 armor. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. That'll get you the best fleet for killing things that aren't other corvettes. This has a bit of issue. 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 . This is the one essential part where there is a meaningful choice between different options. 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. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. In times long past, 4. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. 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. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So yes, Whirlwind Missiles definitely are too good. It's really strong, very generalist, and the AI absolutely does not know how to handle it. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. 1. Point Defense is used to fend off Rockets. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). I was wrong. 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. 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. R5: I’m glad we finally get to make a marauder empire. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You could use normal missiles for standard attacks. 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. 7, add 25% to hull and 33% from archaeo engineers. 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 . Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 65: 26: 86-114 (100. 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 . Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. All Discussions. They deal "better" damage than torpedoes (their. Flavor entry isStill learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Torpedoes have 17. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Stellaris. 8, missiles gained the ability to re-target if their original target died before impact. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. CryptoHow to Beat the Scavenger Bot in Stellaris. All trademarks are property of their respective owners in the US and other countries. - 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. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Redirect page. Efficient, decent range for me, and damage. They also come with built in PD, which allows them to mitigate their torpedo weakness. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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 . It's one step. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Mass Drivers/Disruptors/Plasma are 20/30/40. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. 6+) For those unaware, the "~" command will bring up the console. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. But I see so many people saying they're useless. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Published Jan 21, 2021. C. 7 DPS and have +25% vs hull for a total of 18. R5: I’m glad we finally get to make a marauder empire. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Fusion Missiles: tech_missiles_2. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. As for Corvettes, I think you can just phase them out when you get Cruisers. So I decided to make the 4th Horde. This article is for the PC version of Stellaris only. N. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). if the enemy is strong just check their composition and counter. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Still learning combat and I thought I had decent missile defense. I get lasers and such via debris but don't care because I never use them anyway. The torpedos are very high dmg, and have some anti-armor capability. They can beat anything except missile corvettes and couple destroyer variants. Cruiser VS Battleship. Reply. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Autocannons are 10/20/30. No, not really. Regular missiles and torpedoes are so good now. 3. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Mining Drone Lasers are 20/15/-. S. - Torpedoes: Range from T2 - T4. 0 version now available Fixed Turrets 1. 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. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. You should still be able to make it work, though. 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. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 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 . Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. 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 . Giga Cannon + Kinetic Batteries on an all big gun battleship is also effective against the unbidden and will get the first strike (but has to get through their shields), Carrier or Missile spam variants ignore shields (Marauder missiles do more vs hull). Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. ( stellaris noob) i dont have dlc so idk if that contributes. It's quite effective against large targets and. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. For the auxiliary slots i do afterburners. I was wrong. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. Marauder Missiles (S slot) have 7 hull 7 armor. I get lasers and such via debris but don't care because I never use them anyway. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. I was wrong. Marauder Missiles: 44 0. All Discussions. Think of corvettes as an expandable screen. #4. 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. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. great range, good dmg. The end of my last game i had 550. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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. 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. Check out this mod and modify your Stellaris experience. Available only with the Apocalypse DLC enabled. Energy torpedoes do not ignore shields. Cheats. 285. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This part of the chapter contains detailed information on every type of weaponry available in game. Still learning combat and I thought I had decent missile defense. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 10000. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Devastator Torpedoes. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. But Energy Torpedoes + Plasma is also a valid choice. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Still learning combat and I thought I had decent missile defense. if the enemy is strong just check their composition and counter. Paradox has basically removed all those stuff from the game. List of resources. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. You could use normal missiles for standard attacks. were fair with missiles at all. Stellaris Dev Diary #300 - Happy Anniversary! 3. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. 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. Still learning combat and I thought I had decent missile defense. Contents. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Computer should be swarm then picket once you can get 90%. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). there are swarmer missiles and whirlwind missiles which help with that. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. 2. The choice is obvious. 2. Weapons at GameJunkie. 11 average damage and small disruptors do 4. This is a powerful combination of long. 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. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missiles: 22. The designs are decaying mid-tech and brutalistic, but built using centuries of. You should still be able to make it work, though. 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. 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. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Fusion Missiles are Missiles T2. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I was wrong. And as part of Apocalypse, say hello to the Marauders. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 375 DPS to hull. Many. On paper their weapon stats make them the best weapon in the game. 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. S. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Go to Stellaris r/Stellaris. 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. 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. A secondary question is whether I should replace the disruptors on my. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. This ship design is very high value, and. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. ): Small, Medium and Large modules. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Still learning combat and I thought I had decent missile defense. Those are the main corvette weapon builds. Marauder Missiles (S slot) have 7 hull 7 armor. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Stellaris. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder missiles do 7. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. . I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. 6 combat rebalance against powerful torpedo and carrier f. They're not good for "tanking" PD away from your other missiles. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. I was wrong. Also, A tachyon lance at the front is powerful. I don't fully understand it either, and that's after 150 hours of play. Plasma + autocannons. I was wrong. 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. and have 30 range. Still learning combat and I thought I had decent missile defense. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 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. 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 . 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. 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 . Still learning combat and I thought I had decent missile defense. 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. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. The equipment itself is ok, offers a bit of variety. Ships. 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. and have 30 range. Marauder Missiles Tech. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Space Torpedoes are Torpedoes T2. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. VoiDSwarmer missiles imo are massively under rated. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Go to Stellaris r/Stellaris. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Add a Comment. I have 50 destroyers fitted with flak turrets and that is my. This page was last edited on 6 August 2018, at 14:35. I want to have the weapons powerful but not game breaking. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Yes, technically. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. ago. Maybe the lack of speed boosts for kiting has been my issue. Their. That beast will wipe everything vanila AI capable to throw on you. They have very low DPS. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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),. Through analysis, we found that this weapon can not only penetrate your shield and armour but also has additional hull damage, and the S-slot weapon does not even need to be carried by the battleship. Artillery Computer will let it use that speed to keep its distance. They're not good for "tanking" PD away from your other missiles. iirc. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Use swarm computer and Afterburner. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Magnetic Accelerator Cannon (M. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 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. Stellaris technology list and IDs cheat. 9. 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). So far, in 1. No custom sounds or projectiles (yet?) as I have no idea how to. A. I was wrong. And I outfitted all my bastions with full missile only weapons, then the A. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 3. This page was last edited on 6 August 2018, at 14:35. 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. Mining Drone Lasers are 20/15/-. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. I was wrong. Let me know what you think. I was wrong. 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. Huge alloy production is a must to reinforce fleet casualties. Probably artillery is better. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I was wrong. 10000. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. For example, I can. Best. All disrupters. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. Autocannons are 10/20/30.