Marauder missiles stellaris. And if spammed, point defense cannot even compete. Marauder missiles stellaris

 
 And if spammed, point defense cannot even competeMarauder missiles stellaris 0 unless otherwise noted

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 . 34. 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. You want cruisers with 3 aux slots, and fill all of them with afterburners. 129. since they fire and fly. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Compatible with Stellaris Ver. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. X. Redirect page. S. #1. 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. Torpedoes are. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. . Ship designer. 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. have you tried the nano missiles? base damage 4. ⚄ 🎁. 对该项目的细节说明请添加至相关页面. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. *. Many. In singleplayer you can just mass these, the AI will never counter 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 . 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. May 10, 2016 790 1. This is primarily due to replacing Giga Cannons with Tachyon Lances. You chose to defend yourself against the raiders and weaken yourself as a result. 4 damage, straight to the hull, with 100 range. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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。. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 387K subscribers in the Stellaris community. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. Let me know what you think. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Swarmer missiles can. 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. Still learning combat and I thought I had decent missile defense. Also, A tachyon lance at the front is powerful. 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 . Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. They also come with built in PD, which allows them to mitigate their torpedo weakness. ago. 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 was wrong. Scourge missiles are good against armor and hull and slightly better against point-defense. Maybe the lack of speed boosts for kiting has been my issue. Space Stations. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 52 Cruisers with 3x Neutron Launchers and max Marauder Missiles in S slots 5x Battleships with Focused Arc Emitter, Hangar Bay, 1x Plasma This fleet was not very useful against the Unbidden and the Contingency, but I love the idea of it so I ran a few of them. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. I think the new meta for ships makes battleships the best. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat 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 . But even single neighboring marauder systems have been ignored before by the FE AI before. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). I was wrong. Each tactic also gives a small bonus to firing rate and one other stat. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The choice is obvious. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. . 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. 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. #4. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. 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. Marauder Missiles deal 14. Getting traditions. Efficient, decent range for me, and damage. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . It has great range, and with 3 Afterburners can be reasonably quick. And as part of Apocalypse, say hello to the Marauders. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). . Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. They're not good for "tanking" PD away from your other missiles. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. On paper their weapon stats make them the best weapon in the game. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. Adjusted the maximum range of all non-torpedo missiles. If you don't have shield hardener yet. Check out this tech tree. 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 . In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Transgenic Crops. They really have a place in the game now. 66 comments. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Swarmer missiles imo are massively under rated. 7 DPS and have +25% vs hull for a total of 18. CryptoHow to Beat the Scavenger Bot in Stellaris. Stellaris. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. and have 30 range. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A. I was wrong. Every type of weaponry is. 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. and have 30 range. 6 combat rebalance against powerful torpedo and carrier f. 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. 15 votes, 14 comments. I was wrong. 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. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Autocannons are 10/20/30. 0 version now available Fixed Turrets 1. Devastator torp + autocannon/disrupter. This page was last edited on 6 August 2018, at 14:35. C. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Each of the sliders effects only its own category. Still learning combat and I thought I had decent missile defense. Go ham. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 2. A marauder missile will be destroyed in 2 hits on average from PD. 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. It's a really. 概览. 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 . Common May 9, 2018 @ 1:39am. 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. 10000. Missile torpedoes ignore shields. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Still learning combat and I thought I had decent missile defense. 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. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Weapon components. 3. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Missiles have very long range compared to other weapons of. These are also easily moddable via its file, see #Tiers . I have 50 destroyers fitted with flak turrets and that is my fleet’s. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). 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. ; 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 Corvettes (1m1s) can barely beat laser Corvettes until pd at least. This article is for the PC version of Stellaris only. C. Still learning combat and I thought I had decent missile defense. Regular missiles and torpedoes are so good now. 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. Their. ago. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. However there is a new classification for specifically “torpedo” weapons which battleships do not have. I was wrong. The equipment itself is ok, offers a bit of variety. 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. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. With maxxed out tactics and gunnery, the chance for. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. They have very low DPS. Stellaris’s ship design has undergone massive changes with patch 3. 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. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. ) Torpedos and missiles for every slot possible. Even if. However there is a new classification for specifically “torpedo” weapons which battleships do not have. This page was last edited on 6 August 2018, at 14:35. Viable for their purpose, yeah. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. CryptoGo to Stellaris r/Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ) Torpedos and missiles for every slot possible. 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 . 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 . Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Pyrosauria. 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. Enclaves are more like a local feature than an empire and thus have no sliders. Add a Comment. #3. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. devastators one of the best things you can put on a corvette Swarmers are specifically for keeping enemy point defense busy whie your other missiles and strikecraft get through. Reply. 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. Max out speed and tailor your defences to your opponent. 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. Autocannons are 10/20/30. 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. 2. ; About Stellaris Wiki; Mobile viewHangars 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. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Doctrine: Fluid Fleet Templates. 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. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Corvettes are quick, cheap to build, and smaller but have high evasion. All trademarks are property of their respective owners in the US and other countries. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. I was wrong. there are swarmer missiles and whirlwind missiles which help with that. Still learning combat and I thought I had decent missile defense. Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. Cruiser VS Battleship. 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. Shiva Class Nuclear Missiles: Small, Medium and Large modules. 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. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. CryptoTorpedo Cruisers have been surprisingly effective for me as a missile empire. M910. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Energy torpedoes do not ignore shields. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. [Late-game]. Stellaris technology list and IDs cheat. I was wrong. 387K subscribers in the Stellaris community. 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 . 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. The Unbidden doesn't even have point defense, What. Marauder missiles do 7. 7 DPS and have +25% vs hull for a total of 18. 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. I was wrong. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. How do you use missiles in. Missile Defense. I. Farnsworth Mar 30, 2018 @ 5:44am. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. It's. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. This is a powerful combination of long. #4. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Devastator Torpedoes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Fusion Missiles: tech_missiles_2. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. 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. 8 (applies to 3. 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 . 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Not to mention you have far fewer missile slots than pre-2. Guardian Point Defense have +100% vs armor, but no hull multiplier. 4. 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. This is primarily due to replacing Giga Cannons with Tachyon Lances. And if spammed, point defense cannot even compete. - Swarmer Missiles: Range from T4 - 5. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Missile Defense. Computer should be swarm then picket once you can get 90%. For example, I can. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. Stellaris fighting is a big RNG you can help by. 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). 3. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. All rights reserved. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Engineering research#Marauder Missiles Tech. 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. Torpedoes are. I was wrong. great range, good dmg. Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Recently, I've been using a lot of missile fleets in Stellaris. 0 unless otherwise noted. if the enemy is strong just check their composition and counter. On paper their weapon stats make them the best weapon in the game. 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 was wrong. Use swarm computer and Afterburner. I don't fully understand it either, and that's after 150 hours of play. 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。. These missiles inflict decent damage to. 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. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. 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 fleet whittle down to. No custom sounds or projectiles (yet?) as I have no idea how to. This ship design is very high value, and. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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 . An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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 . Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. 8 "Gemini" and Galactic Paragons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. The Cruise Missiles tech is available right after Marauder Missiles. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris has almost always had a rock/paper/scissors. Nuclear Missiles: tech_missiles_1. Artillery Computer will let it use that speed to keep its distance. I took the two best fleets built with even resources and tested. if the enemy is strong just check their composition and counter. 7, add 25% to hull and 33% from archaeo engineers. Fusion Missiles are Missiles T2. Nano-Missiles are only good in theory. 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. 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 . And any destoyed FE ship is 1 less ship they field overal unless they Awake. Last edited by MP ; Sep 26, 2021 @ 11:51pm. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. Embarrassingly, I'm still a hefty novice when it comes to ship design. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. I was wrong. Creating ships. Marauders Caravaneers Available only with the Apocalypse DLC enabled. © Valve Corporation. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All types of planets. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Missile corvettes do amazing against unbidden. I think the new meta for ships makes battleships the best. Still learning combat and I thought I had decent missile defense. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. 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. Missiles may be fixed in the upcoming balance patch, but they are trash right now. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Ships. Antimatter Missiles: tech_missiles_3. 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. 69 dmg @110 range vs Tachyon Lance 17. N.