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

 
 Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missilesstellaris marauder missiles Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces

Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. New Worlds Protocol. I'm wondering how to assess my fleets' performance in battle. In reality, some missiles will get shot down and most targets have armor, so it. 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. This ship design is very high value, and. 3. I was wrong. 34. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Enjoy the game!. 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. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. [deleted] • 6 yr. 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. 35 DPS) and 65% of torps (5. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. Common May 9, 2018 @ 1:39am. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Just keep building more until you snowball right over them. ): Small, Medium and Large modules. Fusion Missiles are Missiles T2. But there are better ways to counter regular. All disrupters. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. . They do significantly more. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. You need a strong economy to fuel the war against the Unbidden. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. ) 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. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Flak Artillery: tech_flak_batteries_3. Stellaris has now only Armor and Missiles. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. But how do I decide if a given ship design is performing well? How do I. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 077. If you can land the shots, Marauder Missiles are almost always more damage than any other weapon in the game by a landslide, even against AE battleships. only in theory. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. [Late-game]. Stellaris: Every Weapon Ranked in the 3. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. The final essential module is the Combat Computer. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 概览. In general, missiles are risky as they are easily countered. The khan himself, though, will warp out as soon as his armor is depleted every time. Stellaris has now only Armor and Missiles. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. 修改完毕后,请刷新上面的文本。 分类: . 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. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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 . 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. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 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. I can design the defense platforms and pick what weapons they have, thats fine. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 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. It's really strong, very generalist, and the AI absolutely does not know how to handle it. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Summoning events. I was wrong. Still learning combat and I thought I had decent missile defense. They deal "better" damage than torpedoes (their. Stellaris. 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。. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. I was wrong. If it'd happened at, say, 2380, or even 2360, you'd have been fine. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. According to the official Stellaris 3. Transgenic Crops. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. The biggest gripe I had with combat in Stellaris at launch was the fact that your entire fleet always focused on the closest ship, regardless of what weapons they have. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. ago. Flak Batteries are used to fend off Strike Crafts. I'm wondering how to assess my fleets' performance in battle. 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. Magnetic Accelerator Cannon (M. It's hilarious, really. 9. 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 . Reply. This page was last edited on 6 August 2018, at 14:35. Stellaris Ship Design Guide 2023 [3. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. 2. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. 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. On to utilities - you have a grand total of 10 Larges. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Still learning combat and I thought I had decent missile defense. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Catteraine said: 5. Missiles feel really hit or miss. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. I stopped using whirlwind missiles because strike craft work better for the same purpose. Still learning combat and I thought I had decent missile defense. 9. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. I was wrong. The Unbidden doesn't even have point defense, What. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. 285. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. The Cruise Missiles tech is available right after Marauder Missiles. SuperluminalSquid Technological Ascendancy • 3 mo. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. Content is available under Attribution-ShareAlike 3. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Marauder missile + autocannon/disrupter. 66 comments. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A secondary question is whether I should replace the disruptors on my. ago. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. But how do I decide if a given ship design is performing well? How do I. I was wrong. 5x to Rare Techs is important to draw them early. 1. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. 报警机器人 于6年前 修改了 此页面。. 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. This page was last edited on 6 August 2018, at 14:35. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 4. 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 . . Huge alloy production is a must to reinforce fleet casualties. 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. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All codes for the game: The main list. Flak Cannons:Missiles have much, much higher damage output than Disruptors. First I'd like to commend the new Marauder missile system. One Marauder cruise have massive damage and a very good range for combat engagement. 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. 8 (applies to 3. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 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. Also, this is a mod made for personal use, so the specifications may change. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Have there been improvements post 2. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Instead it throws a mixture of every tech available to it on its ships. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. The Great Whetstone. which ones are better a huge amount of defense platforms or a few Inon cannons. Reply . Armor and shields don't matter if the hull is destroyed. Missiles currently in my opinion are not up to par with kinetic and energy weapons. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). 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. But that still means you need 14 PD shots to block a volley from a single Battleship. 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. 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),. 1. Go ham. I was wrong. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. But how do I decide if a given ship design is performing well? How do I. 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. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Good range too. C. So pre 2. 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. Still learning combat and I thought I had decent missile defense. 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. 8, missiles gained the ability to re-target if their original target died before impact. all eggs in one basket is always the way to go in stellaris, you can then dock on a 6 shipyards station and quickly and cheaply change the. Weapons at GameJunkie. Using missiles is a commitment: either you go out of your way to get. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 35 Devastator. For those unaware, the "~" command will bring up the console. 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. And if spammed, point defense cannot even compete. 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 . Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). This is primarily due to replacing Giga Cannons with Tachyon Lances. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. Still learning combat and I thought I had decent missile defense. Huge alloy production is a must to reinforce fleet casualties. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Regular missiles and torpedoes are so good now. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. This meant the remaining missiles targeted on that ship were wasted. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Auto-best is not good, it frequently makes completely nonsensical design decisions. Add a Comment. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. This is the one essential part where there is a meaningful choice between different options. If your concern is battleships and. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. For the auxiliary slots i do afterburners. Still learning combat and I thought I had decent missile defense. 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. 99 Badges. 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). 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. hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. The coilgun has an accuracy of 75%. Still learning combat and I thought I had decent missile defense. 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. In singleplayer you can just mass these, the AI will never counter them. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. 65: 26: 86-114 (100. I'm a veteran of Stellaris, playing since super early days. Now (3. 5 Average damage per cycle: 100 Average damage per unit time: 1. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. Stellaris: Bug Reports. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. since they fire and fly. Missile corvettes do amazing against unbidden. 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. Defenses should be 1 shield, 2 armor with advanced afterburners. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. Best. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. I'm wondering how to assess my fleets' performance in battle. N. As a fan of missile weapons in Stellaris since, well, 1. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. This page was last edited on 14 October 2017, at 11:01. 6. The Cruise Missiles tech is available right after Marauder Missiles. ) Torpedos and missiles for every slot possible. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 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. (marauder missiles and disruptors). I just can't see any practical reason to pick missiles, especially in the late game :(Stellaris, is a primary solo player game, yes you can do multiplayer, and its balanced enough, but Murauders are really meant to be an early game obstacle, Mid game tool, and late game doormat. Thread starter Keith_C;. This is a losing exchange. They activate during the mid game and begin to conquer everything they can. 12. Farnsworth Mar 30, 2018 @ 5:44am. That's the cool thing about shield/armor bypassing weapons. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 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. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Pay especial attention to Moderation Posts in the colour yellow. Missiles should be the longest-range weapons. Stellaris: Our Ship. turn "Marauder empires" to off in the galaxy creation thing. Disruptor or Missile Corvettes are the best. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. Stellaris > General Discussions > Topic Details. Stellaris Mods Used: Extra Ship Components 3. M910. were fair with missiles at all. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 9. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Showing 1 - 14 of 14 comments. 1. 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. Thoughts on 3. A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. That said, Marauders waking up at 2300 is not impossible to beat. Weapons. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. 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. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. and then spam devastated torpedoes and marauder missiles. Swarm missiles are a bit more tanky but do very little damage. The farther the missile has to travel to its target the more time there is for it to get shot down. Notes: The table shows the default names/icons of techs. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. Reduced the range of torpedoes. Zorro Nov 15, 2017 @ 6:06pm. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris > General Discussions > Topic Details. Still learning combat and I thought I had decent missile defense. C. Plasma cannons used to be the best, but now after testing, gamma did much much better. In singleplayer you can just mass these, the AI will never counter them. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. →. . 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. The new tactic is a combo of combat AI, missiles, and movement speed. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Checking AI fleet comp, and build there are 2 possibilities. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. 69 dmg @110 range vs Tachyon Lance 17. 10000. 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. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. Mass Drivers/Disruptors/Plasma are 20/30/40. This has a bit of issue. Missiles have a very long range, and out-range most weapons early on. On paper their weapon stats make them the best weapon in the game. I'm wondering how to assess my fleets' performance in battle. Getting traditions. Swarming also works, though yields heavier losses . They have 100% accuracy and decent Tracking, but their projectiles. ago. moved to Stellaris . Business, Economics, and Finance. 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. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. I was wrong. 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. Go to Stellaris r/Stellaris. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 6 and some little future nuggets. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. 56 17. 06 damage to hull. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. *. I'm wondering how to assess my fleets' performance in battle. ' (' )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 。. Marauder Missiles (S slot) have 7 hull 7 armor. 971 DPS), a clear win for the missiles. A marauder missile will be destroyed in 2 hits on average from PD. High evasion fleets neuter missile fleets compared to traditional weapons. New Worlds (Starting). 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. [deleted] • 6 yr. A secondary question is whether I should replace the disruptors on my. And I outfitted all my bastions with full missile only weapons, then the A. The fleet itself was fine but i kept needing to build reinforcements. RickusRollus • 9 mo. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). You need a strong economy to fuel the war against the Unbidden. I just can't see any practical reason to pick missiles, especially in. That’s why nuclear warheads are the basic starting option. 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 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. 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. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 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. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them.