I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. A secondary question is whether I should replace the disruptors on my. 129. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Check out this mod and modify your Stellaris experience. I don't fully understand it either, and that's after 150 hours of play. 110ish. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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. Missile Defense. A study on Missile/Hangars vs Point Defense/Flak in 3. 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. 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. 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. 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. Stellaris: Our Ship. 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 . In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 1. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. May 10, 2016 790 1. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. It's hilarious, really. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. I was wrong. Defenses should be 1 shield, 2 armor with advanced afterburners. I'm wondering how to assess my fleets' performance in battle. In general, missiles are risky as they are easily countered. 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. 2. 6 is now available on PC. 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. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. . A marauder missile will be destroyed in 2 hits on average from PD. 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 . Every type of weaponry is. A study on Missile/Hangars vs Point Defense/Flak in 3. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. 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. Stellaris Ship Design Guide 2023 [3. 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. But how do I decide if a given ship design is performing well? How do I. But how do I decide if a given ship design is performing well? How do I. 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. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. 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. 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. 8 (applies to 3. Maybe the lack of speed boosts for kiting has been my issue. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. 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. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. But how do I decide if a given ship design is performing well? How do I. I was wrong. *. 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. Content is available under Attribution-ShareAlike 3. 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. You'll want to max your. I was wrong. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Toggle signature. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. I think it has to do with the missile's rate of fire and tracking. Rockets (Marauder Missiles or Nuclear Missiles etc. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. Go to Stellaris r/Stellaris. Also, this is a mod made for personal use, so the specifications may change. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. Use swarm computer and Afterburner. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. 387K subscribers in the Stellaris community. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Missile Defense. So here we get a CtH of 75 - 8 = 67%. Paradox has basically removed all those stuff from the game. This means that there's a 67% chance of the shot connecting and doing damage. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 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. But there are better ways to counter regular. Huge alloy production is a must to reinforce fleet casualties. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. . 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. Cloaking devices deactivate your shields. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. Marauder missiles and devastator torpedoes destroy everything. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). That's the cool thing about shield/armor bypassing weapons. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. 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. They will sometimes ask for tribute. 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. Scourge missiles are good against armor and hull and slightly better against point-defense. S. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Scourge missiles are good against armor and hull and slightly better against point-defense. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Marauder Missiles deal 14. And any destoyed FE ship is 1 less ship they field overal unless they Awake. You want cruisers with 3 aux slots, and fill all of them with afterburners. 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. Business, Economics, and Finance. Best. Still learning combat and I thought I had decent missile defense. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Enjoy the game!. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. One Marauder cruise have massive damage and a very good range for combat engagement. Compatible with Stellaris Ver. 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. Good range too. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. Fuzati Intelligent Research Link • 6 yr. Horde crisis after about 100 years, roflstomped the whole galaxy. 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. Not to mention you have far fewer missile slots than pre-2. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Things coming 3. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 077. Direct Download: Download. High evasion fleets neuter missile fleets compared to traditional weapons. Torpedoes are. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. Stellaris: Bug Reports. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. 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. 例如:“异种保护区”(建筑)的特殊说明请在. 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. I don't put any Shields on mine. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Regular missiles and torpedoes are so good now. 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. Stellaris. I think you can become their vassal if you don't have the power to fight them yet. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. N. I'm wondering how to assess my fleets' performance in battle. only in theory. That's like 7. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Khan can't hand kiting swarm missile cruisers. ago. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Missiles have very long range compared to other weapons of similar size and ignore shields. This meant the remaining missiles targeted on that ship were wasted. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. N. In singleplayer you can just mass these, the AI will never counter them. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. 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. But how do I decide if a given ship design is performing well? How do I. You go to ship customization and go to the tile to change its loadout. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. I gives the Bastions Whirlwind missiles rather than marauder missiles. If you keep a healthy stock of minerals/energy/food they can be easily bought off. 9. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. If it'd happened at, say, 2380, or even 2360, you'd have been fine. Incase missed stream here ya go. 9% of fights in Stellaris aren't even close to even, so it barely matters. Stellaris Mods Used: Extra Ship Components 3. 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. 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. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. 概览. 1. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 59 16. [deleted] • 6 yr. A. The khan fleets can't get close enough and just slowly die. Missiles have a very long range, and out-range most weapons early on. Missiles feel really hit or miss. and have 30 range. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. I'm wondering how to assess my fleets' performance in battle. and then spam devastated torpedoes and marauder missiles. The choice is obvious. 18 votes, 13 comments. 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. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. 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. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Business, Economics, and Finance. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Perfect schiffen for the how for the game. 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. Still learning combat and I thought I had decent missile defense. 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. Plasma + autocannons. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. That'll get you the best fleet for killing things that aren't other corvettes. 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. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. C. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3. 34. Still unsure how to fit it in my ship designs. turn "Marauder empires" to off in the galaxy creation thing. This is a large problem if 2 separate fleets come with slight delays to each others. And I outfitted all my bastions with full missile only weapons, then the A. Energy torpedoes do not ignore shields. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. 8 (applies to 3. Still learning combat and I thought I had decent missile defense. ago. Adjusted the maximum range of all non-torpedo missiles. In singleplayer you can just mass these, the AI will never counter them. I can design the defense platforms and pick what weapons they have, thats fine. Summoning events. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. They deal "better" damage than torpedoes (their. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. The biggest gripe I had with combat in Stellaris at launch was the fact that your entire fleet always focused on the closest ship, regardless of what weapons they have. 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. 5x to Rare Techs is important to draw them early. This page was last edited on 6 August 2018, at 14:35. 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. Creating ships. . On paper their weapon stats make them the best weapon in the game. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. RagingJaws Looter of Priceless Artifacts. Viable for their purpose, yeah. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 4. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. You need a strong economy to fuel the war against the Unbidden. Laser, disruptor, and missiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. #4. So I decided to make the 4th Horde. ) The best early-game fleet compositions and what weapons belong on them. since they fire and fly. I'm a veteran of Stellaris, playing since super early days. In singleplayer you can just mass these, the AI will never counter them. So yes, Whirlwind Missiles definitely are too good. U. 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. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. 16. 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. That said, Marauders waking up at 2300 is not impossible to beat. Marauder Missiles: Average cycle time: 128. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. On to utilities - you have a grand total of 10 Larges. Torpedoes are. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 0 changed missile slots, pre-2. This page was last edited on 14 October 2017, at 11:01. Point Defense is used to fend off Rockets. Marauder missiles are currently the best non-crsis guided slot weapon in the game. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. . wrist or shoulder mounted variants of the shrunken down marauder missiles, the plasma lance, a weapon that can fire sustained beams of plasma at the risk of overheating. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. The khan himself, though, will warp out as soon as his armor is depleted every time. Professor H. Still learning combat and I thought I had decent missile defense. Fusion Missiles are Missiles T2. 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. The Great Whetstone. 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. Compatible with Stellaris Ver. Decreased Missile Accuracy from 100% to. Quantum Missiles: tech_missiles_4. Mining Drone Lasers are 20/15/-. This ship design is very high value, and. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. Missiles are 26/36/46. If the empire preferred. 0 unless otherwise noted. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 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. 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. Space Torpedoes are Torpedoes T2. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. But I see so many people saying they're useless. Never publicly comment or answer to a moderation post. I was wrong. 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. No custom sounds or projectiles (yet?) as I have no idea how to. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Set your ship's computer to artillery and auxiliary slot to Afterburners. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I find it weird how missiles are treated in Stellaris. I'm wondering how to assess my fleets' performance in battle. But that still means you need 14 PD shots to block a volley from a single Battleship. Mass Drivers/Disruptors/Plasma are 20/30/40. Recently, I've been using a lot of missile fleets in Stellaris. 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 . The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Point Defense is 8/-/20. I was wrong. Related Topics. Hazard Feb 23, 2018 @ 7:02am. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. This is a losing exchange. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. The areas they start are resource rich, so they mostly likely migrated to that area. 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. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. On paper their weapon stats make them the best weapon in the game. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Go ham. And if spammed, point defense cannot even compete. A. 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. 0) 100: 25%: 14. 8 "Gemini" and Galactic Paragons. The Unbidden doesn't even have point defense, What. 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 . During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. 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 place to share content, ask questions and/or talk about the 4X grand strategy game. Antimatter Missiles are Missiles T3. In 1. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. Reduced the range of torpedoes. Plasma cannons used to be the best, but now after testing, gamma did much much better. Artillery computer. So don't take an even fight there? 99. 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. Checking AI fleet comp, and build there are 2 possibilities. Getting traditions. I have 50 destroyers fitted with flak turrets and that is my. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. 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. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. Max out speed and tailor your defences to your opponent. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Fleet weapons in Stellaris. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. I was wrong. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport.