Checking AI fleet comp, and build there are 2 possibilities. Video by Montu Plays. A searchable list of all technology codes from Stellaris. Still learning combat and I thought I had decent missile defense. Stellaris technology list and IDs cheat. 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. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. I was wrong. Content is available under Attribution-ShareAlike 3. You should still be able to make it work, though. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my. New Worlds Protocol. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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. R5: I’m glad we finally get to make a marauder empire. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Now (3. Go to Stellaris r/Stellaris. Still learning combat and I thought I had decent missile defense. Missiles have very long range compared to other weapons of. 65: 26: 86-114 (100. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. S. Business, Economics, and Finance. Paradox has basically removed all those stuff from the game. Still learning combat and I thought I had decent missile defense. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. 4 damage, straight to the hull, with 100 range. CryptoGo to Stellaris r/Stellaris. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Maybe the lack of speed boosts for kiting has been my issue. Use PD, shield, and shield hardeners. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Reply . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Plasma + autocannons. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. 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。. I was wrong. 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. 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 . The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 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. This article is for the PC version of Stellaris only. Reply replyhave you tried the nano missiles? base damage 4. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. On to utilities - you have a grand total of 10 Larges. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. Decreased Missile Accuracy from 100% to. 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. filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). Swarm missiles are a bit more tanky but do very little damage. What is Stellaris mods? A mod (short for "modification") is an alteration where. 0. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Embarrassingly, I'm still a hefty novice when it comes to ship design. There no realistic reason to ever switch to anything else. EN-Torp Evasion tank, anti-shield. Stellaris Beating The Contingency Guide. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. Those are the main corvette weapon builds. 9. 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 . Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Use swarm computer and Afterburner. 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 honestly think they're ok. 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 . Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. In 1. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. This page was last edited on 6 August 2018, at 14:35. Tier 0 is used for starting technologies. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Every type of weaponry is. 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. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. All rights reserved. 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. This is so effective that ~40k fleets 1:2 destro/cruiser. These are also easily moddable via its file, see #Tiers . a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Still 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. The Great Whetstone. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. But Energy Torpedoes + Plasma is also a valid choice. Still learning combat and I thought I had decent missile defense. 7 DPS and have +25% vs hull for a total of 18. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Still learning combat and I thought I had decent missile defense. 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. Missiles fly faster, therefore, they are better at getting through point defence. Many. And as part of Apocalypse, say hello to the Marauders. Autocannons are 10/20/30. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Plasma cannons used to be the best, but now after testing, gamma did much much better. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Computer should be swarm then picket once you can get 90%. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. Also, A tachyon lance at the front is powerful. You should still be able to make it work, though. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 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. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. . Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. That's like 7. Still learning combat and I thought I had decent missile defense. 2 Whirlwinds, and 2 Marauder Missiles which adds up to a little over 4 times the damage of 4 Cloud Lightning. Are extremely powerful vs AI. Last edited by MP ; Sep 26, 2021 @ 11:51pm. . 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. This has a bit of issue. I don't put any Shields on mine. 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). 8 "Gemini" and Galactic Paragons. So far, in 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. They also come with built in PD, which allows them to mitigate their torpedo weakness. You need a strong economy to fuel the war against the Unbidden. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. 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. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris. But there are better ways to counter regular. 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. 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. I tend to try and make them as split and even as possible across the board. Guardian Point Defense have +100% vs armor, but no hull multiplier. Missile torpedoes ignore shields. The go-to way to use Whirlwinds is part of a balanced Battleship build. This is a losing exchange. Fuzati Intelligent Research Link • 6 yr. Efficient, decent range for me, and damage. 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 fleet whittle down to. have you tried the nano missiles? base damage 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. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 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 . C. 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. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. 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). Ryika (Banned) Sep 26, 2021 @ 11:58pm. It's one step. 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 deal "better" damage than torpedoes (their. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Still learning combat and I thought I had decent missile defense. I was wrong. 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. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. EN-Torp Evasion tank, anti-shield. Laser, disruptor, and missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In singleplayer you can just mass these, the AI will never counter them. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. ⚄ 🎁. 6+) For those unaware, the "~" command will bring up the console. 对该项目的细节说明请添加至相关页面. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. 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 . Zero point energy is a hard requirement as well. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . A marauder missile will be destroyed in 2 hits on average from PD. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. I was wrong. 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. Swarmer missiles can. 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. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They also ignore shields. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A study on Missile/Hangars vs Point Defense/Flak in 3. Sounds like you need to up the crisis strength modifier. Not to mention you have far fewer missile slots than pre-2. That means to you can load up battleships with them. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 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. [Late-game]. Also, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. #4. Yes, technically. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. I was wrong. Stellaris > General Discussions > Topic Details. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Nov 9, 2023Darvin3 • 2 yr. . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All disrupters. Whirlwinds have 30 hull and 15 armor. 1. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. [deleted] • 6 yr. 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. Artillery Computer will let it use that speed to keep its distance. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Still learning combat and I thought I had decent missile defense. Compatible with Stellaris Ver. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The "meta" was declared the first one though because people. Stellaris Mods Used: Extra Ship Components 3. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Marauder missile + autocannon/disrupter. 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. Ship designer. 500"? That's a requirement. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Missiles are good against small agile targets, Torpedoes are good against big slow ones. 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 . Marauders Caravaneers Available only with the Apocalypse DLC enabled. Auto-best is not good, it frequently makes completely nonsensical design decisions. So yes, Whirlwind Missiles definitely are too good. 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. Stellaris Dev Diary #300 - Happy Anniversary! 3. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. It has great range, and with 3 Afterburners can be reasonably quick. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. It's hilarious, really. Stellaris - Archeo-Engineering does not calculate effects in ship designer. 7 DPS and have +25% vs hull for a total of 18. I'm a veteran of Stellaris, playing since super early days. 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. 10000. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Still learning combat and I thought I had decent missile defense. Ex: the missile tiles spawn 2? missile batteries. 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. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 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). 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. Mining Drone Lasers are 20/15/-. Missiles are 26/36/46. ago. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Missile corvettes do amazing against unbidden. I was wrong. N. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. ago. It's a really. Content is available under Attribution-ShareAlike 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. The choice is obvious. 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 . That means to you can load up battleships with them. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Lasers are 15/25/35. ( stellaris noob) i dont have dlc so idk if that contributes. 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 . 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. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Still learning combat and I thought I had decent missile defense. Best. ago. Devastator torp + autocannon/disrupter. Marauder Missiles deal 14. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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. 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. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. U. Swarmer missiles imo are massively under rated. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Still unsure how to fit it in my ship designs. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I was wrong. Stellaris Ship Design Guide 2023 [3. 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。. Weapon components. Fallen Empires tend to focus on one or two weapon types, capitalize on that. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Farnsworth Mar 30, 2018 @ 5:44am. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Pyrosauria. Nano-Missiles are only good in theory. 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. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. 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. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. 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). I was wrong. Redirect page. Stellaris Wiki Active Wikis. so compared to other missiles, theyre strong but not outrageously so. Thread starter Keith_C;. 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. 4. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. In singleplayer you can just mass these, the AI will never counter them.