marauder missiles stellaris. 0 unless otherwise noted. marauder missiles stellaris

 
0 unless otherwise notedmarauder missiles stellaris Fleet weapons in Stellaris

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. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. This is a losing exchange. ago. 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. Professor H. I gives the Bastions Whirlwind missiles rather than marauder missiles. Still learning combat and I thought I had decent missile defense. Their abilities have been tempered in battle, and our forces have even adopted several complex [marauder species name] combat maneuvers that will give them an edge in future conflicts. I was wrong. Computer should be swarm then picket once you can get 90%. ) Torpedos and missiles for every slot possible. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. which ones are better a huge amount of defense platforms or a few Inon cannons. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. Now (3. 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. Defenses should be 1 shield, 2 armor with advanced afterburners. - Torpedoes: Range from T2 - T4. 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. Probably artillery is better. I was wrong. Computer should be swarm then picket once you can get 90%. →. Pyrosauria. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Space Stations. devastators one of the best things you can put on a corvette Swarmers are specifically for keeping enemy point defense busy whie your other missiles and strikecraft get through. That's like 7. Pyrosauria. Through analysis, we found that this weapon can not only penetrate your shield and armour but also has additional hull damage, and the S-slot weapon does not even need to be carried by the battleship. - Swarmer Missiles: Range from T4 - 5. I was wrong. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. That's like 7. Nov 9, 2023Darvin3 • 2 yr. Compatible with Stellaris Ver. Nuclear Missiles: tech_missiles_1. 90 dmg. Still learning combat and I thought I had decent missile defense. I honestly think they're ok. [deleted] • 6 yr. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Core components. 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. Quantum Missiles: tech_missiles_4. Content is available under Attribution-ShareAlike 3. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Stellaris technology list and IDs cheat. Still learning combat and I thought I had decent missile defense. Redirect page. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. This is a powerful combination of long. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Maybe the lack of speed boosts for kiting has been my issue. RickusRollus • 9 mo. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. In times long past, 4. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. capable of causing immense damage to the hull of enemy ships. Still learning combat and I thought I had decent missile defense. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. Report. 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 . Reply . I was wrong. 387K subscribers in the Stellaris community. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. Still learning combat and I thought I had decent missile defense. Missiles are good against small agile targets, Torpedoes are good against big slow ones. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Swarmer missiles can survive point-defense. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This is due to target switching from one strike craft flyer to another prevents PD from being useful against 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 . 7 DPS and have +25% vs hull for a total of 18. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. I get lasers and such via debris but don't care because I never use them anyway. Stellaris Dev Diary #300 - Happy Anniversary! 3. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Efficient, decent range for me, and damage. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Scourge missiles are good against armor and hull and slightly better against point-defense. 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 . It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In general, missiles are risky as they are easily countered. 9. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Also, this is a mod made for personal use, so the specifications may change drastically from. Stellaris has now only Armor and Missiles. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I was wrong. or before, I don't feel that the changes made in 2. 0 unless otherwise noted. Point Defense is 8/-/20. 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. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. Marauder missiles do 7. 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. Marauder missiles and devastator torpedoes destroy everything. 34. . Marauders are always hostile, but will generally not attack empires unless they. On a nice advice, never fight FE ships from long range, they will out damage you. 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. But I research one of everything before I really focus on repeatables for my weapon type, the diminishing returns hits hard and all those useless techs are fast to do. and have 30 range. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. 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. Instead it throws a mixture of every tech available to it on its ships. Doctrine: Fluid Fleet Templates. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris. I just can't see any practical reason to pick missiles, especially in. 4 damage, straight to the hull, with 100 range. You go to ship customization and go to the tile to change its loadout. Think of corvettes as an expandable screen. 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. No, not really. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Corvettes are quick, cheap to build, and smaller but have high evasion. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. there are swarmer missiles and whirlwind missiles which help with that. Transgenic Crops. great range, good dmg. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. . I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. They're looking to be the ultimate missile platform, out of all the hulls. ) Torpedos and missiles for every slot possible. In singleplayer you can just mass these, the AI will never counter them. Antimatter Missiles: tech_missiles_3. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). These include Amor Alveo, Wenkwort, the Caravaneer capital, and. 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. Missiles fly faster, therefore, they are better at getting through point defence. 5. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. They do +200% damage to shields. Darvin3 • 2 yr. Stellaris Beating The Contingency Guide. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. So it's just a constant sink. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Ex: the missile tiles spawn 2? missile batteries. 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). R5: I’m glad we finally get to make a marauder empire. 15 votes, 14 comments. 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 . 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 noob) i dont have dlc so idk if that contributes. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. In singleplayer you can just mass these, the AI will never counter them. 3. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Point. Marauder missile + autocannon/disrupter. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 9. 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. 1. ⚄ 🎁. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Missiles are 26/36/46. . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 3. ago. I was wrong. Published Jan 21, 2021. and have 30 range. Adjusted the maximum range of all non-torpedo missiles. But Energy Torpedoes + Plasma is also a valid choice. 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. Zorro Nov 15, 2017 @ 6:06pm. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. I was wrong. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. 0 version now available Fixed Turrets 1. ): Small, Medium and Large modules. 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 . Still unsure how to fit it in my ship designs. 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. 6 combat rebalance against powerful torpedo and carrier f. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles currently in my opinion are not up to par with kinetic and energy weapons. 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 Ship Design Guide 2023 [3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. M910. Devastator Torpedoes. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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. 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. [deleted] • 6 yr. 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. e) Battleship. Giga Cannon + Kinetic Batteries on an all big gun battleship is also effective against the unbidden and will get the first strike (but has to get through their shields), Carrier or Missile spam variants ignore shields (Marauder missiles do more vs hull). Marauder missiles are currently the best non-crsis guided slot weapon in the game. Still learning combat and I thought I had decent missile defense. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. Archer Missile Pods: Small, Medium and Large modules. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. U. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. MelEkara • 8 mo. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 8, missiles gained the ability to re-target if their original target died before impact. 7, add 25% to hull and 33% from archaeo engineers. 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 . Best. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Free to update or use in Stellaris by anyone. 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. 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. 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 . #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 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 . Mining Drone Lasers are 20/15/-. Fuzati Intelligent Research Link • 6 yr. 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. *. *. Zorro Nov 15, 2017 @ 6:06pm. Stellaris has almost always had a rock/paper/scissors. Marauder Missiles (S slot) have 7 hull 7 armor. Still learning combat and I thought I had decent missile defense. A marauder missile will be destroyed in 2 hits on average from PD. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Getting traditions. I just can't see any practical reason to pick missiles, especially in the late game :Still learning combat and I thought I had decent missile defense. I. Missiles have very long range compared to other weapons of similar size and ignore shields. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. S. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. The Great Whetstone. 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. Learn more about U. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. Stellaris. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. And as part of Apocalypse, say hello to the Marauders. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Marauder Missiles (S slot) have 7 hull 7 armor. I honestly think they're ok. Many. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 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 . Cruiser VS Battleship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Regular missiles and torpedoes are so good now. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my. I don't put any Shields on mine. Select a single enemy fleet, then inspect the loadouts of their ship types. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Consider checking out. This ship design is very high value, and. 2 shields, everything else in armor. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. 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. Creating ships. 18 votes, 13 comments. To unlock any new tech tier, you need 8 techs researched of. I was wrong. Redirect page. I was wrong. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. 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. 15 votes, 14 comments. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Marauder Missiles: tech_missiles_5. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 0) 100: 25%: 14. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 23 DPS) and torps will be 75% effective (12. The choice is obvious. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. All disrupters. Missiles will almost never achieve this; it takes huge damage bonuses for a marauder missile to reach 250 hull damage, half the hull of a late-game corvette. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. ago. Common May 9, 2018 @ 1:39am. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. #footer_privacy_policy | #footer. Still learning combat and I thought I had decent missile defense. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Zero point energy is a hard requirement as well. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 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. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. since they fire and fly. 8 (applies to 3. 4. 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. 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. 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. 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. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Plasma cannons used to be the best, but now after testing, gamma did much much better. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Depending on your combat computer, your ship will use different tactics and stay at different ranges. Yes, technically. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. ago. So I decided to make the 4th Horde. 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. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. And I outfitted all my bastions with full missile only weapons, then the A. ) from Halo. if the enemy is strong just check their composition and counter. It has great range, and with 3 Afterburners can be reasonably quick. A searchable list of all technology codes from Stellaris. A secondary question is whether I should replace the disruptors on my. Not everyone just sits back and turtles to T5. 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. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Reply. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. All trademarks are property of their respective owners in the US and other countries. 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. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. 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. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research.