That's like 7. Still learning combat and I thought I had decent missile defense. . An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. I'm a veteran of Stellaris, playing since super early days. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mass Drivers/Disruptors/Plasma are 20/30/40. I don't fully understand it either, and that's after 150 hours of play. On to utilities - you have a grand total of 10 Larges. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I tend to try and make them as split and even as possible across the board. that may appear when researching vanilla missile technologies (marauder missile, destructive. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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。. Recently, I've been using a lot of missile fleets in Stellaris. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. I think the new meta for ships makes battleships the best. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. 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. Still learning combat and I thought I had decent missile defense. 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 . #3. Maybe the lack of speed boosts for kiting has been my issue. MelEkara • 8 mo. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while countering all ship classes, it. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Those are the main corvette weapon builds. - 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. In 1. Stellaris technology list and IDs cheat. Engineering research#Marauder Missiles Tech. N. RickusRollus • 9 mo. 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. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. Compatible with Stellaris Ver. I was wrong. That means to you can load up battleships with them. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. They can beat anything except missile corvettes and couple destroyer variants. Missiles have very long range compared to other weapons of similar size and ignore shields. Archer Missile Pods: Small, Medium and Large modules. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Whirlwinds have 30 hull and 15 armor. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This page was last edited on 6 August 2018, at 14:35. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Artillery Computer will let it use that speed to keep its distance. Mass Drivers/Disruptors/Plasma are 20/30/40. Stellaris - Archeo-Engineering does not calculate effects in ship designer. 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. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. I get lasers and such via debris but don't care because I never use them anyway. You need a strong economy to fuel the war against the Unbidden. . These missiles inflict decent damage to. 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 think the new meta for ships makes battleships the best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Probably artillery is better. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. or before, I don't feel that the changes made in 2. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. I have 50 destroyers fitted with flak turrets and that is my. That means to you can load up battleships with them. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 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. Weapons. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Mining Drone Lasers are 20/15/-. Marauder Missiles: tech_missiles_5. 99 Badges. Autocannons are 10/20/30. Zero point energy is a hard requirement as well. It's hilarious, really. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. I was wrong. How do you use missiles in. 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 . Sounds like you need to up the crisis strength modifier. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. [deleted] • 6 yr. Embarrassingly, I'm still a hefty novice when it comes to ship design. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. There no realistic reason to ever switch to anything else. 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 . 387K subscribers in the Stellaris community. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Reply. 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. Still learning combat and I thought I had decent missile defense. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Stellaris has almost always had a rock/paper/scissors. Stellaris. #3. 65: 26: 86-114 (100. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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), very fast fire rate (just slightly. Marauder missiles do 7. 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. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. I was wrong. 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 . All Discussions. And any destoyed FE ship is 1 less ship they field overal unless they Awake. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. ago. 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. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. 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 . All Discussions. A. 3. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 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. Let me know what you think. 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 . 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Not to mention you have far fewer missile slots than pre-2. Stellaris Wiki Active Wikis. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ago. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 077. I was wrong. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. All disrupters. I was wrong. Hire their fleets (all three of them). Nano-Missiles are only good in theory. Tier 0 is used for starting technologies. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. 5. Stellaris. As long as you properly strategize your fleet, you can have alot of fun with this weapon. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. I was wrong. For the auxiliary slots i do afterburners. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. In singleplayer you can just mass these, the AI will never counter them. Go to Stellaris r/Stellaris. I want to have the weapons powerful but not game breaking. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. That beast will wipe everything vanila AI capable to throw on you. 0) 100: 25%: 14. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Check out this mod and modify your Stellaris experience. This is so effective that ~40k fleets 1:2 destro/cruiser. Point. RickusRollus • 9 mo. Enjoy the game!. They do +200% damage to shields. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The designs are decaying mid-tech and brutalistic, but built using centuries of. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Stellaris has now only Armor and Missiles. 69 dmg @110 range vs Tachyon Lance 17. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Magnetic Accelerator Cannon (M. . Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. I was wrong. But there are better ways to counter regular. Missile corvettes do amazing against unbidden. 7 DPS and have +25% vs hull for a total of 18. C. What is Stellaris mods? A mod (short for "modification") is an alteration where. 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. #1. C. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Professor H. - Swarmer Missiles: Range from T4 - 5. ; About Stellaris Wiki; Mobile view Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. I was wrong. In general, missiles are risky as they are easily countered. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Through analysis, we found that this weapon can not only penetrate your shield and armour but also has additional hull damage, and the S-slot weapon does not even need to be carried by the battleship. Marauders Caravaneers Available only with the Apocalypse DLC enabled. The end of my last game i had 550. 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. I think the new meta for ships makes battleships the best. I was wrong. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. You want cruisers with 3 aux slots, and fill all of them with afterburners. ago. 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. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). 129. Missiles should be the longest-range weapons. U. I was wrong. It's. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. With maxxed out tactics and gunnery, the chance for. The range changes make mass drivers better than autocannons as well (assuming you start at range). For example, missiles/torps. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. 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. 0 changed missile slots, pre-2. Scourge missiles are good against armor and hull and slightly better against point-defense. Common May 9, 2018 @ 1:39am. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). EN-Torp Evasion tank, anti-shield. 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. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Against destroyers,. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Cruise missiles are. Still learning combat and I thought I had decent missile defense. Redirect page. S. 500"? That's a requirement. 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. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. 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). 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. It's a really. All trademarks are property of their respective owners in the US and other countries. 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. 0 version now available Fixed Turrets 1. But Energy Torpedoes + Plasma is also a valid choice. This article is for the PC version of Stellaris only. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. This is the one essential part where there is a meaningful choice between different options. 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). there are swarmer missiles and whirlwind missiles which help with that. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. . since they fire and fly. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. (marauder missiles and disruptors). Go ham. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. I was wrong. Ships. Or torps. Ex: the missile tiles spawn 2? missile batteries. If you don't have shield hardener yet. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. 8 "Gemini" and Galactic Paragons. 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. Swarm missiles are a bit more tanky but do very little damage. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Computer should be swarm then picket once you can get 90%. PD/whirlwind corvettes should be given disrupters ideally. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Getting traditions. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. The torpedos are very high dmg, and have some anti-armor capability. Add a Comment. Ryika (Banned) Sep 26, 2021 @ 11:58pm. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. SuperluminalSquid Technological Ascendancy • 3 mo. 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. 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. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. 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. 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 . Pyrosauria. Swarmer missiles can. C. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. In times long past, 4. 34. Stellaris Ship Design Guide 2023 [3. And as part of Apocalypse, say hello to the Marauders. S. Reduced the range of torpedoes. Marauder Missiles: Average cycle time: 128. ago. All types of planets. I was wrong. Engineering research#Marauder Missiles Tech. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This mod adds some weapons used by the United Nations Space Command (U. 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. Then provoke a doom stack to. But I see so many people saying they're useless. I just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. 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. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Yes, Arcane Deciphering is very good. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. New Worlds Protocol. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Fallen Empires tend to focus on one or two weapon types, capitalize on that. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You could use normal missiles for standard attacks. 375 DPS to hull. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. Marauders are always hostile, but will generally not attack empires unless they. since they fire and fly. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Each of the sliders effects only its own category. 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. How to Beat the Scavenger Bot in Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. On paper their weapon stats make them the best weapon in 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 slots . They're looking to be the ultimate missile platform, out of all the hulls. 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Also, 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. 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 . I run a general rule of 1 Swarmer for every 4 regular Missile. 11 average damage and small disruptors do 4. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Still learning combat and I thought I had decent missile defense. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. Huge alloy production is a must to reinforce fleet casualties. #4. . To unlock any new tech tier, you need 8 techs researched of. Would outfitting some cruisers with Fighters and flak make a difference or just go with more.