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 . Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Ascension perks. You should still be able to make it work, though. They really have a place in the game now. I was wrong. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. All Discussions. It is under development and may have unknown bugs. Still learning combat and I thought I had decent missile defense. Marauder Missiles: 44 0. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. Zero point energy is a hard requirement as well. Recently, I've been using a lot of missile fleets in Stellaris. That means to you can load up battleships with them. 8 "Gemini" and Galactic Paragons. Stellaris Marauder Shipset Mod. Still learning combat and I thought I had decent missile defense. Max out speed and tailor your defences to your opponent. Stellaris. All disrupters. Auto-best is not good, it frequently makes completely nonsensical design decisions. I was wrong. It's one step. Marauder missiles and devastator torpedoes destroy everything. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. This article is for the PC version of Stellaris only. Stellaris’s ship design has undergone massive changes with patch 3. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 11 average damage and small disruptors do 4. Check out this tech tree. 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. 795 DPS), a small win for the missiles. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. CryptoGo to Stellaris r/Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The final essential module is the Combat Computer. For the auxiliary slots i do afterburners. 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. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. ago. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. 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 . ; 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. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. This has a bit of issue. The Cruise Missiles tech is available right after Marauder Missiles. since they fire and fly. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Or torps. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. Reply. No, not really. So it's just a constant sink. Stellaris - Archeo-Engineering does not calculate effects in ship designer. I'm a veteran of Stellaris, playing since super early days. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. e) Battleship. 34. I was wrong. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. ; 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. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris > General Discussions > Topic Details. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Plasma + autocannons. 129. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Fusion Missiles are Missiles T2. I was wrong. Go ham. It's a really. 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. 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. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It was my understanding that…Stellaris. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 9. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. No, not really. Go to Stellaris r/Stellaris. Marauder Missiles (S slot) have 7 hull 7 armor. - Swarmer Missiles: Range from T4 - 5. if the enemy is strong just check their composition and counter. 10000. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Since 3. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. 0 unless otherwise noted. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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). I think the new meta for ships makes battleships the best. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 2. Many. 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 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. It has great range, and with 3 Afterburners can be reasonably quick. A secondary question is whether I should replace the disruptors on my. Compatible with Stellaris Ver. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. They also come with built in PD, which allows them to mitigate their torpedo weakness. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 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 . 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. I was wrong. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. (Ship count, as distinct from fleet power. 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. Adjusted the maximum range of all non-torpedo missiles. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. Fallen Empires tend to focus on one or two weapon types, capitalize on that. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Also, this is a mod made for personal use, so the specifications may change drastically from. *. 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 have 30 range. Getting traditions. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Zorro Nov 15, 2017 @ 6:06pm. Their. Stellaris Dev Diary #300 - Happy Anniversary! 3. I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Creating ships. 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 . A. I was wrong. 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),. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. A searchable list of all technology codes from Stellaris. Still learning combat and I thought I had decent missile defense. ago. 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. 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. So yes, Whirlwind Missiles definitely are too good. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. Still learning combat and I thought I had decent missile defense. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. #3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. These missiles inflict decent damage to. In singleplayer you can just mass these, the AI will never counter them. Ships. Content is available under Attribution-ShareAlike 3. All disrupters. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. I was wrong. Antimatter Missiles are Missiles T3. As for Corvettes, I think you can just phase them out when you get Cruisers. That'll get you the best fleet for killing things that aren't other corvettes. 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. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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 . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The Great Whetstone. None worth noting. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. 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). 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. 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 . N. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. I was wrong. 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've found that if you use a variety of missiles with different speeds, they become a lot more effective. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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,. Rockets (Marauder Missiles or Nuclear Missiles etc. so compared to other missiles, theyre strong but not outrageously so. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Still learning combat and I thought I had decent missile defense. Whirlwinds have 30 hull and 15 armor. X. Not to mention you have far fewer missile slots than pre-2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Mining Drone Lasers are 20/15/-. 500"? That's a requirement. Lasers are 15/25/35. 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. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. 15 votes, 14 comments. Also, A tachyon lance at the front is powerful. I think the new meta for ships makes battleships the best. . Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Mass Drivers/Disruptors/Plasma are 20/30/40. 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. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. All types of planets. 概览. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. I was wrong. 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. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Stellaris has almost always had a rock/paper/scissors. Fusion Missiles: tech_missiles_2. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Nuclear Missiles: tech_missiles_1. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Recently, I've been using a lot of missile fleets in Stellaris. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. This page was last edited on 6 August 2018, at 14:35. The equipment itself is ok, offers a bit of variety. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. [Late-game]. 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. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. 7, add 25% to hull and 33% from archaeo engineers. since they fire and fly. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. 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 . Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. 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. 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. I honestly think they're ok. I was wrong. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. 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. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Scourge missiles are good against armor and hull and slightly better against point-defense. The areas they start are resource rich, so they mostly likely migrated to that area. 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. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. The end of my last game i had 550. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 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. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Redirect page. Last edited by MP ; Sep 26, 2021 @ 11:51pm. →. M910. 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. C. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Still unsure how to fit it in my ship designs. 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. Stellaris Wiki Active Wikis. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. With maxxed out tactics and gunnery, the chance for. ago. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Maybe the lack of speed boosts for kiting has been my issue. Add a Comment. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. Business, Economics, and Finance. 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 . honestly youd probably get better missile results if you had a few whirlwinds mixed in. . For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. 077. The torpedos are very high dmg, and have some anti-armor capability. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I was wrong. Select a single enemy fleet, then inspect the loadouts of their ship types. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Archer Missile Pods: Small, Medium and Large modules. 65: 26: 86-114 (100. Notes: The table shows the default names/icons of techs. Learn more about U. 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. 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. I was wrong. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Devastator Torpedoes. I stopped using whirlwind missiles because strike craft work better for the same purpose. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Magnetic Accelerator Cannon (M. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. It has great range, and with 3 Afterburners can be reasonably quick. 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. 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. (marauder missiles and disruptors). You could use normal missiles for standard attacks. RickusRollus • 9 mo. Stellaris Dev Diary #300 - Happy Anniversary! 3. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. 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. Ship. In singleplayer you can just mass these, the AI will never counter them. Missiles should be the longest-range weapons. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Marauder Missiles Tech. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Artillery Computer will let it use that speed to keep its distance. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Swarm missiles are a bit more tanky but do very little damage. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I get lasers and such via debris but don't care because I never use them anyway. 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. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. iirc. I tend to try and make them as split and even as possible across the board. New Worlds Protocol. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. They do +200% damage to shields. They deal "better" damage than torpedoes (their. 0. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Devastator torp + autocannon/disrupter. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. There no realistic reason to ever switch to anything else. Swarmer missiles can. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. ago. . It has great range, and with 3 Afterburners can be reasonably quick. N. Marauder missiles are currently the best non-crsis guided slot weapon in the game. No custom sounds or projectiles (yet?) as I have no idea how to. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. In general, missiles are risky as they are easily countered. Still learning combat and I thought I had decent missile defense. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind 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 . For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. I was wrong. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. 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. 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 . Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. I was wrong. 4 damage, straight to the hull, with 100 range. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship.