Stellaris marauder missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris marauder missiles

 
 Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missilesStellaris marauder missiles  I have 50 destroyers fitted with flak turrets and that is my fleet’s

99 Badges. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Business, Economics, and Finance. Enjoy! Toggle signature. So I decided to make the 4th Horde. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. Scourge missiles are good against armor and hull and slightly better against point-defense. 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. The range changes make mass drivers better than autocannons as well (assuming you start at range). I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris Wiki Active Wikis. Swarming also works, though yields heavier losses . In my game they had multiple 15k fleets in their systems before even having the Khan event start. The Great Whetstone. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. The coilgun has an accuracy of 75%. Fuzati Intelligent Research Link • 6 yr. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 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. Still learning combat and I thought I had decent missile defense. 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 . 概览. I was wrong. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. You need a strong economy to fuel the war against the Unbidden. 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. All disrupters. 6+) For those unaware, the "~" command will bring up the console. These missiles inflict decent damage to. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Regular missiles and torpedoes are so good now. A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Rockets (Marauder Missiles or Nuclear Missiles etc. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. In times long past, 4. So yes, Whirlwind Missiles definitely are too good. But how do I decide if a given ship design is performing well? How do I. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. Missiles should be the longest-range weapons. Marauder missile + autocannon/disrupter. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. 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。. ) from Halo. C. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Still learning combat and I thought I had decent missile defense. Paradox has basically removed all those stuff from the game. 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'm wondering how to assess my fleets' performance in battle. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Khan can't hand kiting swarm missile cruisers. 90 dmg. 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 . Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. I have 50 destroyers fitted with flak turrets and that is my. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. First I'd like to commend the new Marauder missile system. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Normal missiles are to be used always. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. 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. 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 . On paper their weapon stats make them the best weapon in the game. 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 how do I decide if a given ship design is performing well? How do I. I was wrong. 1. 34. *. Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90% For example, missiles/torps. Nuclear Missiles: tech_missiles_1. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. And any destoyed FE ship is 1 less ship they field overal unless they Awake. It's hilarious, really. 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 empires have 3 systems and are fairly active sending out raiding fleets regularly. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. U. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. On to utilities - you have a grand total of 10 Larges. Lots of sunlight speed bonuses. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. since they fire and fly. Free to update or use in Stellaris by anyone. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I since switched to marauder missiles and had a much better time. Stellaris > General Discussions > Topic Details. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. A study on Missile/Hangars vs Point Defense/Flak in 3. I can design the defense platforms and pick what weapons they have, thats fine. Compatible with Stellaris Ver. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind 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. 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've found that if you use a variety of missiles with different speeds, they become a lot more effective. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern. Summoning events. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. 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. Hazard Feb 23, 2018 @ 7:02am. Hire their fleets (all three of them). Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 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. N. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. I think it has to do with the missile's rate of fire and tracking. Common May 9, 2018 @ 1:39am. The end of my last game i had 550. 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. Stellaris has now only Armor and Missiles. since they fire and fly. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Content is available under Attribution-ShareAlike 3. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. Those are the main corvette weapon builds. Paradox has basically removed all those stuff from the game. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Steam Workshop. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. turn "Marauder empires" to off in the galaxy creation thing. Perfect schiffen for the how for the game. 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 . Still learning combat and I thought I had decent missile defense. And as part of Apocalypse, say hello to the Marauders. 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 . 9. 3. 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 . Marauder Missiles: 44 0. As a fan of missile weapons in Stellaris since, well, 1. On a nice advice, never fight FE ships from long range, they will out damage you. 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. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Corvettes: I would say that Marauder Missiles and Autocannons are also viable weapon choices here, although the Disruptor is definitely the most noteworthy stand-alone option. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Obviously the games where I got early missile #2 and #3 techs went that much smoother. 66 comments. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. The khan himself, though, will warp out as soon as his armor is depleted every time. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 110ish. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Add a Comment. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. 5. 3. 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. I get lasers and such via debris but don't care because I never use them anyway. I was wrong. 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. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Marauders are not a threat unless you make them. 7 DPS and have +25% vs hull for a total of 18. So here we get a CtH of 75 - 8 = 67%. 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 . What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Stellaris > General Discussions > Topic Details. Checking AI fleet comp, and build there are 2 possibilities. 11 average damage and small disruptors do 4. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But how do I decide if a given ship design is performing well? How do I. Plasma + autocannons. They're not good for "tanking" PD away from your other missiles. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. Using missiles is a commitment: either you go out of your way to get. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. But that still means you need 14 PD shots to block a volley from a single Battleship. If it'd happened at, say, 2380, or even 2360, you'd have been fine. And if spammed, point defense cannot even compete. 35 DPS) and 65% of torps (5. If you don’t like the missile, then don’t use it. So yes, Whirlwind Missiles definitely are too good. 8 "Gemini" and Galactic Paragons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. There no realistic reason to ever switch to anything else. if the enemy is strong just check their composition and counter. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Business, Economics, and Finance. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. 6+) For those unaware, the "~" command will bring up the console. Recently, I've been using a lot of missile fleets in Stellaris. ago. C. 修改完毕后,请刷新上面的文本。 分类: . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In singleplayer you can just mass these, the AI will never counter them. Since 3. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. It's one step. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torpedoes have 17. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 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. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. A secondary question is whether I should replace the disruptors on my. Autocannons are good when combined with Carriers, since Strike Craft. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Still learning combat and I thought I had decent missile defense. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. 971 DPS), a clear win for the missiles. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. Creating ships. In 1. As long as you properly strategize your fleet, you can have alot of fun with this weapon. There no realistic reason to ever switch to anything else. r/Stellaris • Idea: missile fleets. It's. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Ascension perks. The Unbidden doesn't even have point defense, What. Still learning combat and I thought I had decent missile defense. 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. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. Stellaris’s ship design has undergone massive changes with patch 3. You want cruisers with 3 aux slots, and fill all of them with afterburners. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Marauder Missiles (S slot) have 7 hull 7 armor. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Devastator torp + autocannon/disrupter. None worth noting. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. I think you can become their vassal if you don't have the power to fight them yet. I'm wondering how to assess my fleets' performance in battle. Scourge missiles are good against armor and hull and slightly better against point-defense. Swarmer missiles can survive point-defense. I run a general rule of 1 Swarmer for every 4 regular Missile. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Adjusted the maximum range of all non-torpedo missiles. This has a bit of issue. 129. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. SuperluminalSquid Technological Ascendancy • 3 mo. Flak Cannons:Missiles have much, much higher damage output than Disruptors. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Lasers are 15/25/35. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. Stellaris: Every Weapon Ranked in the 3. Missiles feel really hit or miss. Viable for their purpose, yeah. 10000. Mid I usually go into missiles and fighters, with the remainder being autocannons. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. The fleet itself was fine but i kept needing to build reinforcements. I was wrong. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. EN-Torp Evasion tank, anti-shield. e) Battleship. 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 . Quantum Missiles: tech_missiles_4. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 15 votes, 14 comments. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. 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 think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. They deal "better" damage than torpedoes (their. It is under development and may have unknown bugs. Are extremely powerful vs AI. Recently, I've been using a lot of missile fleets in Stellaris. 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. 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 . This is primarily due to replacing Giga Cannons with Tachyon Lances. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. A secondary question is whether I should replace the disruptors on my. 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. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. There are three weapons that seem to be doing best on Corvettes. The 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. You could use normal missiles for standard attacks. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. But how do I decide if a given ship design is performing well? How do I. were fair with missiles at all. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. 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. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. My. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Also, this is a mod made for personal use, so the specifications may change drastically from. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Thread starter Magnificent. They're looking to be the ultimate missile platform, out of all the hulls. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Instead it throws a mixture of every tech available to it on its ships. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. Still learning combat and I thought I had decent missile defense. 6 and some little future nuggets. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Yes, even player empires are given an AI personality, which mainly just has an effect on. Darvin3 • 2 yr. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). Auto-best is not good, it frequently makes completely nonsensical design decisions. That'll get you the best fleet for killing things that aren't other corvettes. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. ago. I run a general rule of 1 Swarmer for every 4 regular Missile. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. I can't design the main station and pick what it uses beyond "adding two missile slots" -. Missiles have very long range compared to other weapons of similar size and ignore shields. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Space Torpedoes are Torpedoes T2. Artillery computer. Business, Economics, and Finance. 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. Flak Artillery: tech_flak_batteries_3. But I see so many people saying they're useless. 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. 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. AnAngryYeti Mar 4, 2020 @ 2:03pm. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. Still unsure how to fit it in my ship designs. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Swarmer missiles imo are massively under rated. PD/whirlwind corvettes should be given disrupters ideally. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Stellaris Real-time strategy Strategy video game Gaming. Related Topics. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. I was wrong. 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. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. point defense is so horribly broken that even T1 breaks missiles. and have 30 range. Things coming 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. If you keep a healthy stock of minerals/energy/food they can be easily bought off. And I outfitted all my bastions with full missile only weapons, then the A. 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). R5: I’m glad we finally get to make a marauder empire. Whirlwinds have 30 hull and 15 armor. *.