stellaris marauder missiles. High evasion fleets neuter missile fleets compared to traditional weapons. stellaris marauder missiles

 
 High evasion fleets neuter missile fleets compared to traditional weaponsstellaris marauder missiles Armies don't get a lot of love in Stellaris, which is fair because its not an army game

Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. 15 votes, 14 comments. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. This means that there's a 67% chance of the shot connecting and doing damage. 285. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 90 dmg. Still learning combat and I thought I had decent missile defense. Cruise missiles are. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Stellaris > General Discussions > Topic Details. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. I was wrong. This page was last edited on 14 October 2017, at 11:01. 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. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. 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. 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. In singleplayer you can just mass these, the AI will never counter them. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 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. 69 dmg @110 range vs Tachyon Lance 17. For the auxiliary slots i do afterburners. Scourge missiles are good against armor and hull and slightly better against point-defense. 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. In singleplayer you can just mass these, the AI will never counter them. Yes, even player empires are given an AI personality, which mainly just has an effect on. ; About Stellaris Wiki; Mobile view Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. So yes, Whirlwind Missiles definitely are too good. As a fan of missile weapons in Stellaris since, well, 1. Being that it is a missile, it can also be shot down by point defense. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. 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. Fuzati Intelligent Research Link • 6 yr. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Content is available under Attribution-ShareAlike 3. Thread starter Magnificent. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Use swarm computer and Afterburner. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. They will sometimes ask for tribute. Huge alloy production is a must to reinforce fleet casualties. Since 3. 4 damage, straight to the hull, with 100 range. Swarming also works, though yields heavier losses . Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. ago. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. Related Topics. M910. As long as you properly strategize your fleet, you can have alot of fun with this weapon. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Their abilities have been tempered in battle, and our forces have even adopted several complex [marauder species name] combat maneuvers that will give them an edge in future conflicts. I was wrong. 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. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90%. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. 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. Not to mention you have far fewer missile slots than pre-2. Magnetic Accelerator Cannon (M. Caesitas Technological Ascendancy • 6 yr. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Still learning combat and I thought I had decent missile defense. There are three weapons that seem to be doing best on Corvettes. 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. 6 Combat Re…Basic missiles have good damage, they can also retarget. Space Torpedoes are Torpedoes T2. See moreThis page was last edited on 14 October 2017, at 11:01. iirc. It is only visible to you. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I'm wondering how to assess my fleets' performance in battle. But I see so many people saying they're useless. CryptoI'm wondering how to assess my fleets' performance in battle. This is primarily due to replacing Giga Cannons with Tachyon Lances. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. I was wrong. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. It is under development and may have unknown bugs. ago. 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. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Now (3. 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. 11 average damage and small disruptors do 4. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Missles have the biggest max reach in the game of all weapons. Stellaris > General Discussions > Topic Details. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Paradox has basically removed all those stuff from the game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile Defense. Missiles have very long range compared to other weapons of similar size and ignore shields. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. U. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. Stellaris. 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. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Showing 1 - 14 of 14 comments. 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. 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. 129. 129. 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. Ex: the missile tiles spawn 2? missile batteries. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. However there is a new classification for specifically “torpedo” weapons which battleships do not have. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. This mod adds some weapons used by the United Nations Space Command (U. Enjoy the game!. I have 50 destroyers fitted with flak turrets and that is my. But Energy Torpedoes + Plasma is also a valid choice. 9. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. Sliders of marauder strength (just as for other empire types) could solve the problem. 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. Those are the main corvette weapon builds. They activate during the mid game and begin to conquer everything they can. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Enclaves are more like a local feature than an empire and thus have no sliders. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. High evasion fleets neuter missile fleets compared to traditional weapons. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. I can design the defense platforms and pick what weapons they have, thats fine. On a nice advice, never fight FE ships from long range, they will out damage you. ago. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. A new Stellaris update 3. FlatEarther98. Business, Economics, and Finance. 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. That's the cool thing about shield/armor bypassing weapons. . Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Still learning combat and I thought I had decent missile defense. point defense is so horribly broken that even T1 breaks 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. So don't take an even fight there? 99. We don’t want the best missiles getting shot by. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Compatible with Stellaris Ver. (Ship count, as distinct from fleet power. 9. Giga Cannon/Tachyon, 3x Kinetic Artillery. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. Stellaris has almost always had a rock/paper/scissors. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Missiles have a very long range, and out-range most weapons early on. 56 17. It's one step. Using missiles is a commitment: either you go out of your way to get. 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. Add a Comment. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. 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 is so effective that ~40k fleets 1:2 destro/cruiser. 65: 26: 86-114 (100. 2. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. I was wrong. Stellaris. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 077. First I'd like to commend the new Marauder missile system. Still learning combat and I thought I had decent missile defense. Stellaris Ship Design Guide 2023 [3. Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. [Late-game]. 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. 报警机器人 于6年前 修改了 此页面。. 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. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Stellaris Wiki Active Wikis. 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. Destroyers (~70 evasion) will dodge 30%. If you keep a healthy stock of minerals/energy/food they can be easily bought off. As for Corvettes, I think you can just phase them out when you get Cruisers. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Fusion Missiles: tech_missiles_2. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Flak Batteries are used to fend off Strike Crafts. 1. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Go to Stellaris r/Stellaris. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. Or torps. 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. Hell. I've found having a balanced fleet comp works best. 35 DPS) and 65% of torps (5. EN-Torp Evasion tank, anti-shield. 0 version now available Fixed Turrets 1. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. 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. They have very low DPS. Nano-Missiles are only good in theory. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. Also, this is a mod made for personal use, so the specifications may change. If you have any questions or ideas, please feel free to leave a comment. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. 3. Point. Still learning combat and I thought I had decent missile defense. Content is available under Attribution-ShareAlike 3. or before, I don't feel that the changes made in 2. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. Normal missiles are to be used always. Torpedoes have 17. Set your ship's computer to artillery and auxiliary slot to Afterburners. 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Rockets (Marauder Missiles or Nuclear Missiles etc. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. Using missiles is a commitment: either you go out of your way to get. - Torpedoes: Range from T2 - T4. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. 1. 0 unless otherwise noted. and marauder missiles in the rest (small slot only). 修改完毕后,请刷新上面的文本。 分类: . 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. Guardian Point Defense have +100% vs armor, but no hull multiplier. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. 387K subscribers in the Stellaris community. (marauder missiles and disruptors). Ballistic: With introduction of UAC, Ballistic is the best weapon as of. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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). 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. turn "Marauder empires" to off in the galaxy creation thing. This page was last edited on 6 August 2018, at 14:35. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. which ones are better a huge amount of defense platforms or a few Inon cannons. 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. 0 unless otherwise noted. On to utilities - you have a grand total of 10 Larges. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. 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. Missiles feel really hit or miss. Plasma cannons used to be the best, but now after testing, gamma did much much better. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 35 Devastator. Compatible with Stellaris Ver. 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. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. #1. It's hilarious, really. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Best. 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). They do significantly more. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. I was playing a game of Stellaris with two friends. Starbase weapons. 6+) For those unaware, the "~" command will bring up the console. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. since they fire and fly. There are three weapons that seem to be doing best on Corvettes. 3. It has great range, and with 3 Afterburners can be reasonably quick. 6 is now available on PC. 971 DPS), a clear win for the missiles. Archer Missile Pods: Small, Medium and Large modules. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. These missiles inflict decent damage to. I run a general rule of 1 Swarmer for every 4 regular Missile. Also, this is a mod made for personal use, so the specifications may change drastically from. Recently, I've been using a lot of missile fleets in Stellaris. Missiles are 26/36/46. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. 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 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 . Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. AnAngryYeti Mar 4, 2020 @ 2:03pm. Stellaris: Our Ship. Toggle signature. Use PD, shield, and shield hardeners. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. 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. New Worlds (Starting). Swarm missiles are a bit more tanky but do very little damage. I think it has to do with the missile's rate of fire and tracking. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Marauder Missiles: Average cycle time: 128. Missiles fly faster, therefore, they are better at getting through point defence. only in theory. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 5 Average damage per cycle: 100 Average damage per unit time: 1. But I see so many people saying they're useless. 例如:“异种保护区”(建筑)的特殊说明请在. Still learning combat and I thought I had decent missile defense. C. A. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. ago. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. I was wrong. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. This ship design is very high value, and. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 8 "Gemini" and Galactic Paragons. I don't fully understand it either, and that's after 150 hours of play. 对该项目的细节说明请添加至相关页面. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Armor and shields don't matter if the hull is destroyed. and have 30 range. 5. 12. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris has now only Armor and Missiles. 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. In general, missiles are risky as they are easily countered. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. 7, add 25% to hull and 33% from archaeo engineers. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris > General Discussions > Topic Details. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. 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. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. . (Marauder Missile): Fuck if I know.