Marauder missiles stellaris. I don't put any Shields on mine. Marauder missiles stellaris

 
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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 . Adjusted the maximum range of all non-torpedo missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Fusion Missiles: tech_missiles_2. 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. 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. Artillery computer. e) Battleship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Thus, against corvettes, missiles will be 90% effective (13. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. . The unbidden are here! My corvettes vanish like flies and I don't see the point in build corvettes every two battlesThe equipment itself is ok, offers a bit of variety. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Missile torpedoes ignore shields. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. 0. Depending on your combat computer, your ship will use different tactics and stay at different ranges. The torpedos are very high dmg, and have some anti-armor capability. 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. 1. Stellaris Beating The Contingency Guide. 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. - 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. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. FlatEarther98. 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 . A secondary question is whether I should replace the disruptors on my. ago. All trademarks are property of their respective owners in the US and other countries. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris cheats and commands. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Nov 9, 2023Darvin3 • 2 yr. 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. point defense is so horribly broken that even T1 breaks missiles. I took the two best fleets built with even resources and tested. It is under development and may have unknown bugs. 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). Marauders are always hostile, but will generally not attack empires unless they. I was wrong. Engineering research#Marauder Missiles Tech. As a fan of missile weapons in Stellaris since, well, 1. 18 votes, 13 comments. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But I see so many people saying they're useless. Marauder Missiles: 22. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Zorro Nov 15, 2017 @ 6:06pm. They're not good for "tanking" PD away from your other missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. In singleplayer you can just mass these, the AI will never counter them. Cruiser VS Battleship. 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. Business, Economics, and Finance. Missiles could use a speed and range buff. 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. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Ex: the missile tiles spawn 2? missile batteries. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Ascension perks. That'll get you the best fleet for killing things that aren't other corvettes. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Stellaris Dev Diary #300 - Happy Anniversary! 3. Stellaris Ship Design Guide 2023 [3. Scourge missiles are good against armor and hull and slightly better against point-defense. Marauder Missiles deal 14. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 06 damage to hull. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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. 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. 0 changed missile slots, pre-2. Devastator Torpedoes. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. 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,. Also, this is a mod made for personal use, so the specifications may change drastically from. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. 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. 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. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Marauder Missiles: Average cycle time: 128. 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. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 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. 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. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. In singleplayer you can just mass these, the AI will never counter them. 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 . Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. 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 . Marauder missiles and devastator torpedoes destroy everything. EN-Torp Evasion tank, anti-shield. 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. Still learning combat and I thought I had decent missile defense. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Torpedoes are. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 3. Swarmer missiles can. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 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 . This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. A. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 3. You go to ship customization and go to the tile to change its loadout. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris > General Discussions > Topic Details. I get lasers and such via debris but don't care because I never use them anyway. This is horrible, the unbidden crisis appeared. 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Stellaris fighting is a big RNG you can help by. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). So yes, Whirlwind Missiles definitely are too good. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. And if spammed, point defense cannot even compete. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. 0) 100: 25%: 14. S. Missile Defense. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. However any missiles or torps suddenly become effective if any amount of strike craft is involved. Content is available under Attribution-ShareAlike 3. Still learning combat and I thought I had decent missile defense. Mass Drivers/Disruptors/Plasma are 20/30/40. Mining Drone Lasers are 20/15/-. Getting traditions. 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. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I think the new meta for ships makes battleships the best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 285. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. 6 combat rebalance against powerful torpedo and carrier f. The Great Whetstone. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Scourge missiles are good against armor and hull and slightly better against point-defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. However there is a new classification for specifically “torpedo” weapons which battleships do not have. CryptoHow to Beat the Scavenger Bot in Stellaris. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. ago. The reason is that Called Shot boost. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. It's one step. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. It's hilarious, really. There no realistic reason to ever switch to anything else. 9. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Still learning combat and I thought I had decent missile defense. . or before, I don't feel that the changes made in 2. Sounds like you need to up the crisis strength modifier. 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. Since 3. #3. 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. 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). Still learning combat and I thought I had decent missile 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 . I was wrong. Stellaris Mods Used: Extra Ship Components 3. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Zorro Nov 15, 2017 @ 6:06pm. This is a powerful combination of long. Stellaris Marauder Shipset Mod. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Plasma + autocannons. I was wrong. These missiles inflict decent damage to. Reduced the range of torpedoes. Still learning combat and I thought I had decent missile defense. 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. 7 DPS and have +25% vs hull for a total of 18. Still learning combat and I thought I had decent missile defense. Then provoke a doom stack to. 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。. Pyrosauria. 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. PD/whirlwind corvettes should be given disrupters ideally. This page was last edited on 6 August 2018, at 14:35. Stellaris > General Discussions > Topic Details. Check out this mod and modify your Stellaris experience. 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. Nano-Missiles are only good in theory. 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). . They're not good for "tanking" PD away from your other missiles. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. I was wrong. Mass Drivers/Disruptors/Plasma are 20/30/40. Torpedoes are. 例如:“异种保护区”(建筑)的特殊说明请在. Point Defense is used to fend off Rockets. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. 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 . since they fire and fly. 2 shields, everything else in armor. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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 . Notes: The table shows the default names/icons of techs. 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 on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Still learning combat and I thought I had decent missile defense. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 795 DPS), a small win for the missiles. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. only in theory. I don't put any Shields on mine. This part of the chapter contains detailed information on every type of weaponry available in game. ) Torpedos and missiles for every slot possible. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Video by Montu Plays. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In times long past, 4. Archer Missile Pods: Small, Medium and Large modules. A secondary question is whether I should replace the disruptors on my. The equipment itself is ok, offers a bit of variety. 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 . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I get lasers and such via debris but don't care because I never use them anyway. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. For the auxiliary slots i do afterburners. 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. On paper their weapon stats make them the best weapon in the game. 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. Missiles have very long range compared to other weapons of. R5: I’m glad we finally get to make a marauder empire. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 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 . ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Each of the sliders effects only its own category. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Use swarm computer and Afterburner. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 077. 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. Missiles are 26/36/46. Point. Stellaris. Flak Artillery: tech_flak_batteries_3. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Not to mention you have far fewer missile slots than pre-2. 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. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. 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. I was wrong. and have 30 range. Still learning combat and I thought I had decent missile defense. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Ship. 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. May 10, 2016 790 1. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. #4. In general, missiles are risky as they are easily countered. if the enemy is strong just check their composition and counter. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. 3. Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Paradox has basically removed all those stuff from the game. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. N. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Hell. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It has great range, and with 3 Afterburners can be reasonably quick. capable of causing immense damage to the hull of enemy ships. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. were fair with missiles at all. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. *. Plasma + autocannons. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. With maxxed out tactics and gunnery, the chance for. All types of planets. This has a bit of issue. CryptoTorpedo Cruisers have been surprisingly effective for me as a missile empire. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. ( stellaris noob) i dont have dlc so idk if that contributes. 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. That means to you can load up battleships with them. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. These IDs are usually used with the research_technology tech ID command. I want to have the weapons powerful but not game breaking. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Point Defense is 8/-/20. iirc. All Discussions. 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. I was wrong. Lasers are 15/25/35. Still learning combat and I thought I had decent missile defense.