4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. They also ignore shields. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Swarming also works, though yields heavier losses . Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. Devastator torp + autocannon/disrupter. 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. 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 . They have low base damage, but all. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Farnsworth Mar 30, 2018 @ 5:44am. r/Stellaris • Idea: missile fleets. Finally are the trade fleets that float around and try to make deals. #4. ago. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. Point Defense is used to fend off Rockets. I'm wondering how to assess my fleets' performance in battle. I get lasers and such via debris but don't care because I never use them anyway. *. which ones are better a huge amount of defense platforms or a few Inon cannons. 0 (Actual),. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. Content is available under Attribution-ShareAlike 3. Missiles are 26/36/46. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So yes, Whirlwind Missiles definitely are too good. Autocannons are good when combined with Carriers, since Strike Craft. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. *. CryptoI'm wondering how to assess my fleets' performance in battle. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. - Swarmer Missiles: Range from T4 - 5. ) 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. 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. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Mid I usually go into missiles and fighters, with the remainder being autocannons. It has great range, and with 3 Afterburners can be reasonably quick. Shiva Class Nuclear Missiles: Small, Medium and Large modules. That beast will wipe everything vanila AI capable to throw on you. Marauder raid request always busy. If you don't have shield hardener yet. M910. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. So it's just a constant sink. What is Stellaris mods? A mod (short for "modification") is an alteration where. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. I think it has to do with the missile's rate of fire and tracking. The "meta" was declared the first one though because people. I don't fully understand it either, and that's after 150 hours of play. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Content is available under Attribution-ShareAlike 3. RickusRollus • 9 mo. 66 comments. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. Install Marauder Expanded: Dwamak Editions Mod via Steam. 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). Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. 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. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Still learning combat and I thought I had decent missile defense. I was wrong. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. Torpedoes are. 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. 99 Badges. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ago. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. S. [Late-game]. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. High evasion fleets neuter missile fleets compared to traditional weapons. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Swarmer missiles can. Still learning combat and I thought I had decent missile defense. I was raised by the civilized dwamaks, I. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Yes, technically. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Free to update or use in Stellaris by anyone. And if you are looking to. ) The best early-game fleet compositions and what weapons belong on them. 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 . The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. 6. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. You need a strong economy to fuel the war against the Unbidden. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still learning combat and I thought I had decent missile defense. They also come with built in PD, which allows them to mitigate their torpedo weakness. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Still learning combat and I thought I had decent missile defense. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. 0 unless otherwise noted. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Missile corvettes do amazing against unbidden. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Or torps. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Add a Comment. I tend to try and make them as split and even as possible across the board. RagingJaws Looter of Priceless Artifacts. 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. 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. 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),. Rockets (Marauder Missiles or Nuclear Missiles etc. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. I find it weird how missiles are treated in Stellaris. 0 version now available Fixed Turrets 1. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. None worth noting. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). ' (' )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 。. Plasma cannons used to be the best, but now after testing, gamma did much much better. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. A study on Missile/Hangars vs Point Defense/Flak in 3. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Notes: The table shows the default names/icons of techs. Antimatter Missiles: tech_missiles_3. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I was wrong. For those unaware, the "~" command will bring up the console. Early game I lean very heavy into missiles, with some anti missile screening. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. 1. 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. A marauder missile will be destroyed in 2 hits on average from PD. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. But that still means you need 14 PD shots to block a volley from a single Battleship. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Each of the sliders effects only its own category. 0 I remember missiles were pretty broken in general. Missles are ONLY bad because the god damn ships charge straight into close combat. FlatEarther98. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Fuzati Intelligent Research Link • 6 yr. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). I think you can become their vassal if you don't have the power to fight them yet. The final essential module is the Combat Computer. 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. R5: I’m glad we finally get to make a marauder empire. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. Hell. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. 6 also includes new galaxy shapes to explore, new story events, a new. But how do I decide if a given ship design is performing well? How do I. Reply . 4 damage, straight to the hull, with 100 range. 59 16. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I'm wondering how to assess my fleets' performance in battle. 5x to Rare Techs is important to draw them early. ago. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . But how do I decide if a given ship design is performing well? How do I. Flak Batteries are used to fend off Strike Crafts. A study on Missile/Hangars vs Point Defense/Flak in 3. Marauder Missiles. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. 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. 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. 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. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Nuclear Missiles: tech_missiles_1. 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. Business, Economics, and Finance. 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. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. 8 (applies to 3. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. 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. Checking AI fleet comp, and build there are 2 possibilities. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. 0 changed missile slots, pre-2. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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 . 15 votes, 14 comments. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ago. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. iirc. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 66 comments. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Point. 375 DPS to hull. So I decided to make the 4th Horde. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Are extremely powerful vs AI. In reality, some missiles will get shot down and most targets have armor, so it. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 修改完毕后,请刷新上面的文本。 分类: . If the empire preferred. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The khan himself, though, will warp out as soon as his armor is depleted every time. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 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 . 65: 26: 86-114 (100. Compatible with Stellaris Ver. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Stellaris. Point Defense is used to fend off Rockets. 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. . 12. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). have you tried the nano missiles? base damage 4. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. Steam Workshop. Enjoy the game!. The areas they start are resource rich, so they mostly likely migrated to that area. there are swarmer missiles and whirlwind missiles which help with that. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Business, Economics, and Finance. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. Direct Download: Download. 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. EN-Torp Evasion tank, anti-shield. C. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. - 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. 56 17. Yes, even player empires are given an AI personality, which mainly just has an effect on. They are good at nullifying most attacks against stationary structures. I have played. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. C. 9. This is primarily due to replacing Giga Cannons with Tachyon Lances. List of resources. Marauder Missiles: Average cycle time: 128. Stellaris’s ship design has undergone massive changes with patch 3. I don't put any Shields on mine. 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. 6+) For those unaware, the "~" command will bring up the console. Use swarm computer and Afterburner. 5 Average damage per cycle: 100 Average damage per unit time: 1. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. I was wrong. Adjusted the maximum range of all non-torpedo missiles. It has great range, and with 3 Afterburners can be reasonably quick. The new tactic is a combo of combat AI, missiles, and movement speed. honestly youd probably get better missile results if you had a few whirlwinds mixed in. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. 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. In 1. They have very low DPS. Still learning combat and I thought I had decent missile defense. Compatible with Stellaris Ver. Missile Defense. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. 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. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. In general, missiles are risky as they are easily countered. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. 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. I was wrong. How to Beat the Scavenger Bot in Stellaris. The fleet itself was fine but i kept needing to build reinforcements. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. . High evasion fleets neuter missile fleets compared to traditional weapons. You chose to defend yourself against the raiders and weaken yourself as a result. . 9. Since 3. 9% of fights in Stellaris aren't even close to even, so it barely matters. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Cloaking devices deactivate your shields. 077. I've found having a balanced fleet comp works best. Something that is puzzling me in 2. Still learning combat and I thought I had decent missile defense. Transgenic Crops. There no realistic reason to ever switch to anything else. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ) Torpedos and missiles for every slot possible. On to utilities - you have a grand total of 10 Larges. Content is available under Attribution-ShareAlike 3. 0. 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. Paradox has basically removed all those stuff from the game. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Information from today's Dev stream about 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A secondary question is whether I should replace the disruptors on my. Fusion Missiles are Missiles T2. Set your ship's computer to artillery and auxiliary slot to Afterburners. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Magnetic Accelerator Cannon (M. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Stellaris has now only Armor and Missiles. Content is available under Attribution-ShareAlike 3. #1. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 7, add 25% to hull and 33% from archaeo engineers. 2. I lost a lot of them and this actually made them very unsustainable. Stellaris > General Discussions > Topic Details. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Best. But how do I decide if a given ship design is performing well? How do I. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Computer should be swarm then picket once you can get 90%. And I outfitted all my bastions with full missile only weapons, then the A. Report. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 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 . AnAngryYeti Mar 4, 2020 @ 2:03pm. 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. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. But how do I decide if a given ship design is performing well? How do I. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Artillery computer. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. So yes, Whirlwind Missiles definitely are too good. SuperluminalSquid Technological Ascendancy • 3 mo. Have there been improvements post 2. Huge alloy production is a must to reinforce fleet casualties. Marauders are not a threat unless you make them. . 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。. There are three weapons that seem to be doing best on Corvettes. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Plasma + autocannons. Missles have the biggest max reach in the game of all weapons. ) from Halo. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. No custom sounds or projectiles (yet?) as I have no idea how to. Still learning combat and I thought I had decent missile defense. 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. I was wrong. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). New Worlds Protocol.