stellaris marauder missiles. 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. stellaris marauder missiles

 
 a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditionsstellaris marauder missiles  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

Giga Cannon/Tachyon, 3x Kinetic Artillery. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Every type of weaponry is. I was wrong. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. C. All disrupters. EN-Torp Evasion tank, anti-shield. Farnsworth Mar 30, 2018 @ 5:44am. Scourge missiles are good against armor and hull and slightly better against point-defense. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. Stellaris’s ship design has undergone massive changes with patch 3. Viable for their purpose, yeah. 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. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). High evasion fleets neuter missile fleets compared to traditional weapons. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I'm wondering how to assess my fleets' performance in battle. 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. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. A searchable list of all technology codes from Stellaris. 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. Never publicly comment or answer to a moderation post. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 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. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. Toggle signature. A study on Missile/Hangars vs Point Defense/Flak in 3. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. 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. Fleet weapons in Stellaris. What is Stellaris mods? A mod (short for "modification") is an alteration where. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. ago. For the auxiliary slots i do afterburners. This ship design is very high value, and. 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. 9. But there are better ways to counter regular. 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 wrong. 10000. This part of the chapter contains detailed information on every type of weaponry available in game. 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. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. 7. The equipment itself is ok, offers a bit of variety. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. - Swarmer Missiles: Range from T4 - 5. *. Only in a truly dichotomic situation would most of the answers presented of what's optimal, would actually answer that swarmed missiles and torpedo are not viable because they are not optimal. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Disruptor or Missile Corvettes are the best. But how do I decide if a given ship design is performing well? How do I. 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. Go ham. 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. You go to ship customization and go to the tile to change its loadout. CryptoStellaris Mods Used: Extra Ship Components 3. And any destoyed FE ship is 1 less ship they field overal unless they Awake. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. You want cruisers with 3 aux slots, and fill all of them with afterburners. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. 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. 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 . 129. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. 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. 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. Instead it throws a mixture of every tech available to it on its ships. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris. Add a Comment. 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. Still learning combat and I thought I had decent missile defense. Marauder Missiles: tech_missiles_5. ago. 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. Torpedoes are slower than missiles and have worse range. 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。. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Weapons at GameJunkie. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. 35 DPS) and 65% of torps (5. I lost a lot of them and this actually made them very unsustainable. RagingJaws Looter of Priceless Artifacts. Missiles have very long range compared to other weapons of similar size and ignore shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. 1. 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 . Hell. They're looking to be the ultimate missile platform, out of all the hulls. This means that there's a 67% chance of the shot connecting and doing damage. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 0) 100: 25%: 14. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Report. I was wrong. Common May 9, 2018 @ 1:39am. 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. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. Use swarm computer and Afterburner. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. 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. 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 . 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. Finally are the trade fleets that float around and try to make deals. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. Corvettes: I would say that Marauder Missiles and Autocannons are also viable weapon choices here, although the Disruptor is definitely the most noteworthy stand-alone option. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I was wrong. 06 damage to hull. 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. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. 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. Still learning combat and I thought I had decent missile defense. 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. Still learning combat and I thought I had decent missile defense. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 0 unless otherwise noted. I just can't see any practical reason to pick missiles, especially in. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. I since switched to marauder missiles and had a much better time. Missiles are guaranteed damage against anyone with weak PD screen. Interceptors with. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. It's a really. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. That’s why nuclear warheads are the basic starting option. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I stopped using whirlwind missiles because strike craft work better for the same purpose. These missiles inflict decent damage to. That's the cool thing about shield/armor bypassing weapons. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. AnAngryYeti Mar 4, 2020 @ 2:03pm. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Zorro Nov 15, 2017 @ 6:06pm. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Laser, disruptor, and missiles. 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. 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. The Great Whetstone. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. Go to Stellaris r/Stellaris. Auto-best is not good, it frequently makes completely nonsensical design decisions. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 56 17. 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. And as part of Apocalypse, say hello to the Marauders. 0 is the starbase weapons. A marauder missile will be destroyed in 2 hits on average from PD. Max out speed and tailor your defences to your opponent. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. You chose to defend yourself against the raiders and weaken yourself as a result. Archer Missile Pods: Small, Medium and Large modules. Hull = 0 ---> destroyed. 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. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. 0 version now available Fixed Turrets 1. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. As a fan of missile weapons in Stellaris since, well, 1. 0 unless otherwise noted. 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. In singleplayer you can just mass these, the AI will never counter them. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. (marauder missiles and disruptors). Missiles could use a speed and range buff. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against), very fast fire rate (just slightly. I don't put any Shields on mine. Swarmer missiles imo are massively under rated. which ones are better a huge amount of defense platforms or a few Inon cannons. since they fire and fly. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Creating ships. So on my two latest games, spawned next to Marauder empires. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Marauder raid request always busy. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. moved to Stellaris . I was wrong. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I think it has to do with the missile's rate of fire and tracking. They activate during the mid game and begin to conquer everything they can. In reality, some missiles will get shot down and most targets have armor, so it. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Something that is puzzling me in 2. Hire their fleets (all three of them). Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. 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 . Fusion Missiles: tech_missiles_2. All types of planets. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. I was wrong. 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. A new Stellaris update 3. I think you can become their vassal if you don't have the power to fight them yet. 9. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Stellaris. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. Business, Economics, and Finance. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Still learning combat and I thought I had decent missile defense. You need a strong economy to fuel the war against the Unbidden. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. or before, I don't feel that the changes made in 2. I'm wondering how to assess my fleets' performance in battle. Stellaris Ship Design Guide 2023 [3. Still learning combat and I thought I had decent missile defense. Enclaves are more like a local feature than an empire and thus have no sliders. Missile 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. Are extremely powerful vs AI. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. Business, Economics, and Finance. Showing 1 - 14 of 14 comments. I was wrong. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. 110ish. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Ascension perks. Armor and shields don't matter if the hull is destroyed. In singleplayer you can just mass these, the AI will never counter them. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. Last edited by MP ; Sep 26, 2021 @ 11:51pm. But how do I decide if a given ship design is performing well? How do I. 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. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 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. Marauder missiles do 7. Devastator Torpedoes. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. Missles are ONLY bad because the god damn ships charge straight into close combat. Swarmer missiles can. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Point Defense is 8/-/20. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. 387K subscribers in the Stellaris community. iirc. 59 16. CryptoI'm wondering how to assess my fleets' performance in battle. R5: I’m glad we finally get to make a marauder empire. 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 with 2 Whirlwind Missiles. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ' (' )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 。. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. First I'd like to commend the new Marauder missile system. 9. FlatEarther98. Stellaris Mods Used: Extra Ship Components 3. 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. Nano-Missiles are only good in theory. Marauder Missiles. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. But that still means you need 14 PD shots to block a volley from a single Battleship. Reply . The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Khan can't hand kiting swarm missile cruisers. Caesitas Technological Ascendancy • 6 yr. . To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. C. 0. Embarrassingly, I'm still a hefty novice when it comes to ship design. Business, Economics, and Finance. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. The designs are decaying mid-tech and brutalistic, but built using centuries of. Stellaris has now only Armor and Missiles. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Missile torpedoes ignore shields. It is under development and may have unknown bugs. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. How do you use missiles in. This allows you to bring up cheats like max_resources, instant_build,. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The final essential module is the Combat Computer. Since 3. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. So pre 2. Shiva Class Nuclear Missiles: Small, Medium and Large modules. N. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Still learning combat and I thought I had decent missile defense. 285. Still learning combat and I thought I had decent missile defense. 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. Best. Darvin3 • 2 yr. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. 概览. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Incase missed stream here ya go. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 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. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. . M910. It's really strong, very generalist, and the AI absolutely does not know how to handle it. You could use normal missiles for standard attacks. SuperluminalSquid Technological Ascendancy • 3 mo. N. So it's just a constant sink. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. I just can't see any practical reason to pick missiles, especially in the late game :(XL Cruise Missiles For Stellaris. I'm wondering how to assess my fleets' performance in battle. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'm wondering how to assess my fleets' performance in battle. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 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). 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. There no realistic reason to ever switch to anything else. But how do I decide if a given ship design is performing well? How do I. Ex: the missile tiles spawn 2? missile batteries. 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. Stellaris Real-time strategy Strategy video game Gaming. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD.