The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Maybe the lack of speed boosts for kiting has been my issue. 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). Khan fleet uses a mix of lasers and kinetics as well as a mix of shields and armor so mixed, kinetic, or energy focused fleets will all perform roughly the same. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . This page was last edited on 14 October 2017, at 11:01. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). A new Stellaris update 3. Rockets (Marauder Missiles or Nuclear Missiles etc. Marauder Missiles----- 这些最尖端的导弹配备有限程度的人工智能导航,极大地提高导弹追踪目标的能力和表现。. The Cruise Missiles tech is available right after Marauder Missiles. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. 387K subscribers in the Stellaris community. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Checking AI fleet comp, and build there are 2 possibilities. 6 also includes new galaxy shapes to explore, new story events, a new. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. In singleplayer you can just mass these, the AI will never counter them. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Weapons at GameJunkie. Stellaris Real-time strategy Strategy video game Gaming. Paradox. Viable for their purpose, yeah. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. The farther the missile has to travel to its target the more time there is for it to get shot down. 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. Still learning combat and I thought I had decent missile defense. Interceptors with. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. In general, missiles are risky as they are easily countered. . ' (' )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 。. 11 average damage and small disruptors do 4. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Missles have the biggest max reach in the game of all weapons. If you don’t like the missile, then don’t use it. Accuracy describes how good the weapon is at firing at an enemy ship in general. But how do I decide if a given ship design is performing well? How do I. I was wrong. As a fan of missile weapons in Stellaris since, well, 1. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. Fusion Missiles: tech_missiles_2. S. The Great Whetstone. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. I was wrong. Still learning combat and I thought I had decent missile defense. Go ham. A. 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。. I was wrong. 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. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. 对该项目的细节说明请添加至相关页面. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ago. 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 . 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 . Stellaris’s ship design has undergone massive changes with patch 3. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Devastator Torpedoes. - 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. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. I'm wondering how to assess my fleets' performance in battle. PD/whirlwind corvettes should be given disrupters ideally. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Laser, disruptor, and missiles. You'll want to max your. 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. Artillery computer. Stellaris > General Discussions > Topic Details. I think it has to do with the missile's rate of fire and tracking. 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 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris Dev Diary #300 - Happy Anniversary! 3. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). But how do I decide if a given ship design is performing well? How do I. It has great range, and with 3 Afterburners can be reasonably quick. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Add a Comment. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. So yes, Whirlwind Missiles definitely are too good. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. Plasma + autocannons. 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 . Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. How do you use missiles in. Stellaris: Our Ship. It is only visible to you. 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. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. But how do I decide if a given ship design is performing well? How do I. FlatEarther98. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 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. I'm wondering how to assess my fleets' performance in battle. I think the new meta for ships makes battleships the best. Each tactic also gives a small bonus to firing rate and one other stat. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. It is under development and may have unknown bugs. 6. Missile Defense. Use swarm computer and Afterburner. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Just keep building more until you snowball right over them. If you have any questions or ideas, please feel free to leave a comment. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A. 0 version now available Fixed Turrets 1. Free to update or use in Stellaris by anyone. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Computer should be swarm then picket once you can get 90%. 9% of fights in Stellaris aren't even close to even, so it barely matters. Sliders of marauder strength (just as for other empire types) could solve the problem. They're not good for "tanking" PD away from your other missiles. And any destoyed FE ship is 1 less ship they field overal unless they Awake. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. On paper their weapon stats make them the best weapon in the game. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. . I can design the defense platforms and pick what weapons they have, thats fine. since they fire and fly. Regular missiles and torpedoes are so good now. 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. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. The Cruise Missiles tech is available right after Marauder Missiles. 8, missiles gained the ability to re-target if their original target died before impact. or before, I don't feel that the changes made in 2. Energy torpedoes do not ignore shields. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 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. Stellaris Mods Used: Extra Ship Components 3. Content is available under Attribution-ShareAlike 3. 110ish. This is horrible, the unbidden crisis appeared. Add a Comment. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. This is a large problem if 2 separate fleets come with slight delays to each others. A secondary question is whether I should replace the disruptors on my. ago. I'm wondering how to assess my fleets' performance in battle. As for Corvettes, I think you can just phase them out when you get Cruisers. Report. And if you are looking to. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 1. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris has now only Armor and Missiles. There are three weapons that seem to be doing best on Corvettes. Armor and shields don't matter if the hull is destroyed. point defense is so horribly broken that even T1 breaks missiles. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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. As long as you properly strategize your fleet, you can have alot of fun with this weapon. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 9. . As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Torpedoes have 17. 9. 修改完毕后,请刷新上面的文本。 分类: . The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. 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. Install Marauder Expanded: Dwamak Editions Mod via Steam. It's a really. I was wrong. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Enclaves are more like a local feature than an empire and thus have no sliders. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Catteraine said: 5. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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. Still learning combat and I thought I had decent missile defense. 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. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. . 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. You chose to defend yourself against the raiders and weaken yourself as a result. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Point Defense is used to fend off Rockets. 66 comments. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I just can't see any practical reason to pick missiles, especially in the late game :(Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 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. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. I'm wondering how to assess my fleets' performance in battle. R5: I’m glad we finally get to make a marauder empire. Still learning combat and I thought I had decent missile defense. Contents. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Since 3. Stellaris. 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. But how do I decide if a given ship design is performing well? How do I. And if spammed, point defense cannot even compete. Still learning combat and I thought I had decent missile defense. Showing 1 - 14 of 14 comments. 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. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. N. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. Rockets (Marauder Missiles or Nuclear Missiles etc. The equipment itself is ok, offers a bit of variety. 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 think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. . and then spam devastated torpedoes and marauder missiles. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Using missiles is a commitment: either you go out of your way to get. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Obviously the games where I got early missile #2 and #3 techs went that much smoother. All codes for the game: The main list. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. But speaking about evasion, a picket computer can go a long. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. First I'd like to commend the new Marauder missile system. 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. There are three weapons that seem to be doing best on Corvettes. In 1. Auto-best is not good, it frequently makes completely nonsensical design decisions. Reply . Nuclear Missiles: tech_missiles_1. *. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. I lost a lot of them and this actually made them very unsustainable. and marauder missiles in the rest (small slot only). Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Embarrassingly, I'm still a hefty novice when it comes to ship design. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Cloaking devices deactivate your shields. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. honestly youd probably get better missile results if you had a few whirlwinds mixed in. This means that there's a 67% chance of the shot connecting and doing damage. 9. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. This page was last edited on 6 August 2018, at 14:35. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. Stellaris: Bug Reports. 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). Cruise missiles are. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. 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. Still learning combat and I thought I had decent missile defense. Content is available under Attribution-ShareAlike 3. If you keep a healthy stock of minerals/energy/food they can be easily bought off. 0 unless otherwise noted. 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. Professor H. ) Torpedos and missiles for every slot possible. That'll get you the best fleet for killing things that aren't other corvettes. Stellaris Ship Design Guide 2023 [3. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Thoughts on 3. turn "Marauder empires" to off in the galaxy creation thing. Still learning combat and I thought I had decent missile defense. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. 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 was wrong. Flak Cannons:Missiles have much, much higher damage output than Disruptors. Torpedoes are slower than missiles and have worse range. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Stellaris. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. See moreThis page was last edited on 14 October 2017, at 11:01. 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. Still learning combat and I thought I had decent missile defense. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. 6 is now available on PC. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. RagingJaws Looter of Priceless Artifacts. List of resources. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. The end of my last game i had 550. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. I think you can become their vassal if you don't have the power to fight them yet. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Flak Batteries are used to fend off Strike Crafts. But how do I decide if a given ship design is performing well? How do I. 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 practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Stellaris Wiki Active Wikis. 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. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. 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 ♥♥. Related Topics. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. If your concern is battleships and. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have 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 . Giga Cannon/Tachyon, 3x Kinetic Artillery. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. That means to you can load up battleships with them. moved to Stellaris . (Marauder Missile): Fuck if I know. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. U. I'm wondering how to assess my fleets' performance in battle. 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. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. Fuzati Intelligent Research Link • 6 yr. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. 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. only in theory. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. Ascension perks. Marauder Missiles: Average cycle time: 128. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. They also ignore shields. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. 0 (Actual),. Never publicly comment or answer to a moderation post. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Quantum Missiles: tech_missiles_4. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. Incase missed stream here ya go. I was wrong. This meant the remaining missiles targeted on that ship were wasted. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. I don't put any Shields on mine. Magnetic Accelerator Cannon (M. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Decreased Missile Accuracy from 100% to. A study on Missile/Hangars vs Point Defense/Flak in 3. 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. I tend to try and make them as split and even as possible across the board. 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. 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'll have some larger fleets in their systems, but nothing near the level of the fallen empires. 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. In singleplayer you can just mass these, the AI will never counter them. I would generally avoid them except when you know your opponent does not have pd, and even then only against ai, as human opponents would quickly adopt of, and it is easier for them to add pd than for you to spec away from missiles. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Stellaris - Archeo-Engineering does not calculate effects in ship designer. 9. 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. Swarmer missiles can survive point-defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Learn more about U. Still learning combat and I thought I had decent missile defense. I can't design the main station and pick what it uses beyond "adding two missile slots" -. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. So on my two latest games, spawned next to Marauder empires.