For example, missiles/torps. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. Thus, against corvettes, missiles will be 90% effective (13. [deleted] • 6 yr. 4 damage, straight to the hull, with 100 range. 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. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Missiles are 26/36/46. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). ago. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. The Cruise Missiles tech is available right after Marauder Missiles. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. Alright, so I've been really having fun with the changes to missile mechanics. Marauder missiles do 7. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Still learning combat and I thought I had decent missile defense. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. 387K subscribers in the Stellaris community. Instead it throws a mixture of every tech available to it on its ships. 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. I'm a veteran of Stellaris, playing since super early days. Still learning combat and I thought I had decent missile defense. I was wrong. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. Still learning combat and I thought I had decent missile defense. Viable for their purpose, yeah. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Stellaris. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. All Discussions. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All types of planets. 0 unless otherwise noted. Getting traditions. Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. RagingJaws Looter of Priceless Artifacts. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Zero point energy is a hard requirement as well. They can beat anything except missile corvettes and couple destroyer variants. Stellaris - Archeo-Engineering does not calculate effects in ship designer. So yes, Whirlwind Missiles definitely are too good. Use swarm computer and Afterburner. have you tried the nano missiles? base damage 4. Decreased Missile Accuracy from 100% to. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. For the auxiliary slots i do afterburners. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. Plasma + autocannons. e. 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. Those are the main corvette weapon builds. As for Corvettes, I think you can just phase them out when you get Cruisers. Stellaris > General Discussions > Topic Details. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. This ship design is very high value, and. May 10, 2016 790 1. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Are extremely powerful vs AI. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. Pyrosauria. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. That'll get you the best fleet for killing things that aren't other corvettes. Then provoke a doom stack to. N. 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 . 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. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. 2. 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. 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. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. S. 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 . Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The torpedos are very high dmg, and have some anti-armor capability. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Those are the main corvette weapon builds. I just can't see any practical reason to pick missiles, especially in the late game :(Belépés Áruház Közösség. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 10000. 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 . Darvin3 • 2 yr. 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 5. 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 . 11 average damage and small disruptors do 4. 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. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Ship. I was wrong. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Professor H. 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 . Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. [Late-game]. Still unsure how to fit it in my ship designs. 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 . filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Recently, I've been using a lot of missile fleets in Stellaris. Ex: the missile tiles spawn 2? missile batteries. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Stellaris has now only Armor and Missiles. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Check out this tech tree. Marauders Caravaneers Available only with the Apocalypse DLC enabled. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. On to utilities - you have a grand total of 10 Larges. 概览. - Swarmer Missiles: Range from T4 - 5. I honestly think they're ok. - Torpedoes: Range from T2 - T4. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. 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. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. In singleplayer you can just mass these, the AI will never counter them. Stellaris fighting is a big RNG you can help by. Normal missiles are to be used always. 90 dmg. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. 例如:“异种保护区”(建筑)的特殊说明请在. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. and have 30 range. The designs are decaying mid-tech and brutalistic, but built using centuries of. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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). Torpedoes are. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Missiles are good against small agile targets, Torpedoes are good against big slow ones. Plasma cannons used to be the best, but now after testing, gamma did much much better. Thread starter Keith_C;. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Many. Marauder missiles are currently the best non-crsis guided slot weapon in the game. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. I was wrong. 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. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. 11 average damage and small disruptors do 4. 0. And if spammed, point defense cannot even compete. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. You should still be able to make it work, though. ) from Halo. On a nice advice, never fight FE ships from long range, they will out damage you. SuperluminalSquid Technological Ascendancy • 3 mo. There are three weapons that seem to be doing best on Corvettes. 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 . Interceptors with. They're not good for "tanking" PD away from your other missiles. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. This article is for the PC version of Stellaris only. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Stellaris has almost always had a rock/paper/scissors. In times long past, 4 Great Marauder Hordes reaved the stars. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. Missiles could use a speed and range buff. 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. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. 3. 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. N. 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 marauder missile will be destroyed in 2 hits on average from PD. Still learning combat and I thought I had decent missile defense. ago. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. 7 DPS and have +25% vs hull for a total of 18. 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. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. I was wrong. The range changes make mass drivers better than autocannons as well (assuming you start at range). I was wrong. You chose to defend yourself against the raiders and weaken yourself as a result. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 9. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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). Farnsworth Mar 30, 2018 @ 5:44am. And I outfitted all my bastions with full missile only weapons, then the A. As long as you properly strategize your fleet, you can have alot of fun with this weapon. I honestly think they're ok. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. I think the new meta for ships makes battleships the best. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. 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). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Enjoy the game!. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. That means to you can load up battleships with them. only in theory. Checking AI fleet comp, and build there are 2 possibilities. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. It is under development and may have unknown bugs. Nano-Missiles are only good in theory. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. (Ship count, as distinct from fleet power. I was wrong. I don't fully understand it either, and that's after 150 hours of play. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. 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. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 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 . 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. Content is available under Attribution-ShareAlike 3. It's one step. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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% The 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. But I see so many people saying they're useless. They have very low DPS. →. 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). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Missile Defense. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. 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. Lasers are 15/25/35. The choice is obvious. I get lasers and such via debris but don't care because I never use them anyway. The Unbidden doesn't even have point defense, What. Now (3. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Common May 9, 2018 @ 1:39am. ): Small, Medium and Large modules. well missiles are kinda just the baseline I guess. VoiDSwarmer missiles imo are massively under rated. Compatible with Stellaris Ver. I tend to try and make them as split and even as possible across the board. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. The equipment itself is ok, offers a bit of variety. 8 "Gemini" and Galactic Paragons. Go ham. 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. Still learning combat and I thought I had decent missile defense. Use swarm computer and Afterburner. 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. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. See moreMarauder Missiles Tech. Add a Comment. Learn more about U. Not everyone just sits back and turtles to T5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Yes, technically. 15 votes, 14 comments. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 0 unless otherwise noted. This page was last edited on 6 August 2018, at 14:35. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. It has great range, and with 3 Afterburners can be reasonably quick. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I tend to try and make them as split and even as possible across the board. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Still learning combat and I thought I had decent missile defense. 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 does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Select a single enemy fleet, then inspect the loadouts of their ship types. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Mining Drone Lasers are 20/15/-. 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 . Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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. I was wrong. Not to mention you have far fewer missile slots than pre-2. Flak Artillery: tech_flak_batteries_3. This is a losing exchange. Paradox has basically removed all those stuff from the game. Stellaris > General Discussions > Topic Details. A. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. No, not really. Plasma cannons used to be the best, but now after testing, gamma did much much better. Adjusted the maximum range of all non-torpedo missiles. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Still learning combat and I thought I had decent missile defense. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. For example, missiles/torps. U. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 69 dmg @110 range vs Tachyon Lance 17. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. There no realistic reason to ever switch to anything else. CryptoHow to Beat the Scavenger Bot in Stellaris. 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. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. Consider checking out. For the auxiliary slots i do afterburners. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Go to Stellaris r/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 . Let me know what you think. 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. . 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. 99 Badges. . Fuzati Intelligent Research Link • 6 yr. They deal "better" damage than torpedoes (their. Hell. All trademarks are property of their respective owners in the US and other countries. I took the two best fleets built with even resources and tested. 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 . All disrupters. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Ascension perks. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Doctrine: Fluid Fleet Templates. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern.