Stellaris marauder missiles. Checking AI fleet comp, and build there are 2 possibilities. Stellaris marauder missiles

 
Checking AI fleet comp, and build there are 2 possibilitiesStellaris marauder missiles  I was wrong

Weapons. How do you use missiles in. Still learning combat and I thought I had decent missile defense. So yes, Whirlwind Missiles definitely are too good. The equipment itself is ok, offers a bit of variety. 1. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I think the new meta for ships makes battleships the best. S. I'm wondering how to assess my fleets' performance in battle. This allows you to bring up cheats like max_resources, instant_build,. I'm wondering how to assess my fleets' performance in battle. *. Still learning combat and I thought I had decent missile defense. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. 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. See moreThis page was last edited on 14 October 2017, at 11:01. iirc. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Stellaris. Artillery computer. Since 3. Huge alloy production is a must to reinforce fleet casualties. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. or before, I don't feel that the changes made in 2. Still learning combat and I thought I had decent missile defense. C. Normal missiles are to be used always. 66 comments. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Plasma cannons used to be the best, but now after testing, gamma did much much better. This is a losing exchange. 129. 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. Rockets (Marauder Missiles or Nuclear Missiles etc. 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. Decreased Missile Accuracy from 100% to. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris > General Discussions > Topic Details. 129. 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. Information from today's Dev stream about 3. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. Regular missiles and torpedoes are so good now. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. As long as you properly strategize your fleet, you can have alot of fun with this weapon. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 1. I was wrong. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. On to utilities - you have a grand total of 10 Larges. Marauder Missiles: tech_missiles_5. 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. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. Adjusted the maximum range of all non-torpedo missiles. SuperluminalSquid Technological Ascendancy • 3 mo. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. Fuzati Intelligent Research Link • 6 yr. That means to you can load up battleships with them. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). I was wrong. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 59 16. 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. 9. But how do I decide if a given ship design is performing well? How do I. 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. So don't take an even fight there? 99. All types of planets. Recently, I've been using a lot of missile fleets in Stellaris. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. 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. 0 unless otherwise noted. High evasion fleets neuter missile fleets compared to traditional weapons. There no realistic reason to ever switch to anything else. 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. ' (' )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 。. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. 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. Mining Drone Lasers are 20/15/-. 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. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. I'm wondering how to assess my fleets' performance in battle. That'll get you the best fleet for killing things that aren't other corvettes. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 077. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. I'm a veteran of Stellaris, playing since super early days. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. None of the Menacing ships cost additional resources for its weapons, which makes it easy for Crisis players to use massive amounts of the Ancient Nano Missile Cloud Launcher, tearing the entire galaxy. All disrupters. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Content is available under Attribution-ShareAlike 3. 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. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. They deal "better" damage than torpedoes (their. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The range changes make mass drivers better than autocannons as well (assuming you start at range). Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. Missiles fly faster, therefore, they are better at getting through point defence. I just can't see any practical reason to pick missiles, especially in. 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. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. I think the new meta for ships makes battleships the best. Each tactic also gives a small bonus to firing rate and one other stat. According to the official Stellaris 3. Farnsworth Mar 30, 2018 @ 5:44am. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. On paper their weapon stats make them the best weapon in the game. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6. RickusRollus • 9 mo. 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. Space Stations. Still learning combat and I thought I had decent missile defense. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. In my game they had multiple 15k fleets in their systems before even having the Khan event start. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. It has great range, and with 3 Afterburners can be reasonably quick. N. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Reply . 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. 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. 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 . Stellaris. 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 . Go ham. Torpedoes are slower than missiles and have worse range. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. I was wrong. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. . Still learning combat and I thought I had decent missile defense. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Swarmer missiles can survive point-defense. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. I was wrong. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Auto-best is not good, it frequently makes completely nonsensical design decisions. This page was last edited on 14 October 2017, at 11:01. 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 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 . So on my two latest games, spawned next to Marauder empires. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Stellaris Wiki Active Wikis. Autocannons are good when combined with Carriers, since Strike Craft. turn "Marauder empires" to off in the galaxy creation thing. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Scourge missiles are good against armor and hull and slightly better against point-defense. 0? And where do torpedoes fit in? Thx!Missiles might have range but that doesn't mean there aren't advantages to using them point blank. 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. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. Stellaris: Our Ship. Perfect schiffen for the how for the game. 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. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. 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. But people still used torpedoes because they worked, because missiles are a "base" tech while torpedoes are an "advanced" tech, and it was what the used to use. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Yes, even player empires are given an AI personality, which mainly just has an effect on. 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). You should still be able to make it work, though. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. A. ( stellaris noob) i dont have dlc so idk if that contributes. Missiles could use a speed and range buff. You want cruisers with 3 aux slots, and fill all of them with afterburners. 0 (Actual),. Hazard Feb 23, 2018 @ 7:02am. One Marauder cruise have massive damage and a very good range for combat engagement. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. 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. 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. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. As for Corvettes, I think you can just phase them out when you get Cruisers. Stellaris. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). I since switched to marauder missiles and had a much better time. Creating ships. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. 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. Cruise missiles are. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Missiles are guaranteed damage against anyone with weak PD screen. Add a Comment. If someone hires them and you can't counter them, you just have to take it on the nose. A. Finally are the trade fleets that float around and try to make deals. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. The kinetic kill missile was so fast it evaded point defense and was extremely fast. point defense is so horribly broken that even T1 breaks missiles. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ago. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. This is the one essential part where there is a meaningful choice between different options. 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. This meant the remaining missiles targeted on that ship were wasted. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Checking AI fleet comp, and build there are 2 possibilities. I think it has to do with the missile's rate of fire and tracking. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Still learning combat and I thought I had decent missile defense. 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Recently, I've been using a lot of missile fleets in Stellaris. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. I was wrong. Using missiles is a commitment: either you go out of your way to get. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. #1. 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. Marauder Missiles deal 14. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Cheats. 12. Paradox. Best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of 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 . Still learning combat and I thought I had decent missile defense. 387K subscribers in the Stellaris community. If you have any questions or ideas, please feel free to leave a comment. Never publicly comment or answer to a moderation post. AnAngryYeti Mar 4, 2020 @ 2:03pm. 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. 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. Reduced the range of torpedoes. 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. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 35 DPS) and 65% of torps (5. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Using missiles is a commitment: either you go out of your way to get. 9. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. I'm wondering how to assess my fleets' performance in battle. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. 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 information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Marauder missiles and devastator torpedoes destroy everything. Steam Workshop. If you keep a healthy stock of minerals/energy/food they can be easily bought off. And if you are looking to. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They do +200% damage to shields. They activate during the mid game and begin to conquer everything they can. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. I'm wondering how to assess my fleets' performance in battle. 3. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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. 90 dmg. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. I was wrong. This is horrible, the unbidden crisis appeared. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Also, this is a mod made for personal use, so the specifications may change drastically from. 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. 6. First I'd like to commend the new Marauder missile system. I was raised by the civilized dwamaks, I. I was wrong. have you tried the nano missiles? base damage 4. This is primarily due to replacing Giga Cannons with Tachyon Lances. A new Stellaris update 3. 6 and some little future nuggets. 16. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. 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 . 56 17. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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. Getting traditions. only in theory. Khan can't hand kiting swarm missile cruisers. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). What is Stellaris mods? A mod (short for "modification") is an alteration where. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Being that it is a missile, it can also be shot down by point defense. It's a really. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 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. Weapons at GameJunkie. Guardian Point Defense have +100% vs armor, but no hull multiplier. List of resources. Missile Defense. [Late-game]. You go to ship customization and go to the tile to change its loadout. 5. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. I get lasers and such via debris but don't care because I never use them anyway. Paradox has basically removed all those stuff from the game. Still learning combat and I thought I had decent missile defense. ) 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. But how do I decide if a given ship design is performing well? How do I. 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. Archer Missile Pods: Small, Medium and Large modules. Caesitas Technological Ascendancy • 6 yr. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 2 shields, everything else in armor. How does it perform in battle vs regular marauder missiles? 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. Marauder Missiles: Average cycle time: 128. You need a strong economy to fuel the war against the Unbidden. Business, Economics, and Finance. Accuracy describes how good the weapon is at firing at an enemy ship in general. You chose to defend yourself against the raiders and weaken yourself as a result. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. 5x to Rare Techs is important to draw them early. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. In singleplayer you can just mass these, the AI will never counter them. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. 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. Swarmer missiles imo are massively under rated. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. C. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. Stellaris Ship Design Guide 2023 [3. 9. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A study on Missile/Hangars vs Point Defense/Flak in 3. Summoning events. C. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. I was playing a game of Stellaris with two friends. 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. Last edited by MP ; Sep 26, 2021 @ 11:51pm. e) Battleship.