- Swarmer Missiles: Range from T4 - 5. There are three weapons that seem to be doing best on Corvettes. and marauder missiles in the rest (small slot only). They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. 2. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. But how do I decide if a given ship design is performing well? How do I. The Cruise Missiles tech is available right after Marauder Missiles. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Wormholes and L gates work for the Unbidden, and your gateways can be captured. The coilgun has an accuracy of 75%. Point Defense is used to fend off Rockets. Plasma cannons used to be the best, but now after testing, gamma did much much better. This is primarily due to replacing Giga Cannons with Tachyon Lances. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Rockets (Marauder Missiles or Nuclear Missiles etc. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. I'm wondering how to assess my fleets' performance in battle. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Huge alloy production is a must to reinforce fleet casualties. So it's just a constant sink. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Compatible with Stellaris Ver. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I'm wondering how to assess my fleets' performance in battle. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. [Late-game]. . The fleet itself was fine but i kept needing to build reinforcements. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Missiles have a very long range, and out-range most weapons early on. Enjoy the game!. I was wrong. Khan fleet uses a mix of lasers and kinetics as well as a mix of shields and armor so mixed, kinetic, or energy focused fleets will all perform roughly the same. High evasion fleets neuter missile fleets compared to traditional weapons. The areas they start are resource rich, so they mostly likely migrated to that area. Stellaris has now only Armor and Missiles. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. So yes, Whirlwind Missiles definitely are too good. 90 dmg. Point. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Using missiles is a commitment: either you go out of your way to get. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. 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. This page was last edited on 14 October 2017, at 11:01. - Torpedoes: Range from T2 - T4. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Swarmer missiles can. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Compatible with Stellaris Ver. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. ) Torpedos and missiles for every slot possible. Still learning combat and I thought I had decent missile defense. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. Best. Steam Workshop. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. That said, Marauders waking up at 2300 is not impossible to beat. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ago. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They will sometimes ask for tribute. I was wrong. The choice is obvious. You need a strong economy to fuel the war against the Unbidden. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 077. 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. 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. Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. ago. Missiles have very long range compared to other weapons of similar size and ignore shields. If you don’t like the missile, then don’t use it. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. Darvin3 • 2 yr. The final essential module is the Combat Computer. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. The new tactic is a combo of combat AI, missiles, and movement speed. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. I don't fully understand it either, and that's after 150 hours of play. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 35 DPS) and 65% of torps (5. Content is available under Attribution-ShareAlike 3. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. For the auxiliary slots i do afterburners. Content is available under Attribution-ShareAlike 3. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. I since switched to marauder missiles and had a much better time. Still learning combat and I thought I had decent missile defense. Swarmer missiles can survive point-defense. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. I have played. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. ago. I run a general rule of 1 Swarmer for every 4 regular Missile. Thread starter Keith_C;. I was wrong. Normal missiles are to be used always. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This meant the remaining missiles targeted on that ship were wasted. According to the official Stellaris 3. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. 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. Also, this is a mod made for personal use, so the specifications may change drastically from. 0 unless otherwise noted. I gives the Bastions Whirlwind missiles rather than marauder missiles. I was wrong. And if spammed, point defense cannot even compete. Antimatter Missiles are Missiles T3. Use swarm computer and Afterburner. 110ish. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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. Defenses should be 1 shield, 2 armor with advanced afterburners. ; About Stellaris Wiki; Mobile view Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Auto-best is not good, it frequently makes completely nonsensical design decisions. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. I think the new meta for ships makes battleships the best. 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. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Stellaris. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Point Defense is 8/-/20. Archer Missile Pods: Small, Medium and Large modules. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 4 damage, straight to the hull, with 100 range. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. They do +200% damage to shields. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. I get lasers and such via debris but don't care because I never use them anyway. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 6 Combat Re…Basic missiles have good damage, they can also retarget. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. But I see so many people saying they're useless. 8 (applies to 3. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. S. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 1. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. 375 DPS to hull. Information from today's Dev stream about 3. You want cruisers with 3 aux slots, and fill all of them with afterburners. High evasion fleets neuter missile fleets compared to traditional weapons. Swarming also works, though yields heavier losses . It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Missile Defense. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. Stellaris has now only Armor and Missiles. I was wrong. We don’t want the best missiles getting shot by. But how do I decide if a given ship design is performing well? How do I. This page was last edited on 6 August 2018, at 14:35. This is horrible, the unbidden crisis appeared. S. Flak Artillery: tech_flak_batteries_3. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 5 Average damage per cycle: 100 Average damage per unit time: 1. RickusRollus • 9 mo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. have you tried the nano missiles? base damage 4. Torpedo Cruisers have been surprisingly effective for me as a missile empire. Sliders of marauder strength (just as for other empire types) could solve the problem. Space Torpedoes are Torpedoes T2. The Cruise Missiles tech is available right after Marauder Missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. 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. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 18 votes, 13 comments. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. So pre 2. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. ) from Halo. CryptoI'm wondering how to assess my fleets' performance in battle. Reply . They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. If you don't have shield hardener yet. Marauder missiles and devastator torpedoes destroy everything. . Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. As long as you properly strategize your fleet, you can have alot of fun with this weapon. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. 387K subscribers in the Stellaris community. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Destroyers (~70 evasion) will dodge 30%. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. I find it weird how missiles are treated in Stellaris. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. I was wrong. 6+) For those unaware, the "~" command will bring up the console. Never publicly comment or answer to a moderation post. I was wrong. 0) 100: 25%: 14. 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 . ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. EN-Torp Evasion tank, anti-shield. It's one step. Missiles are guaranteed damage against anyone with weak PD screen. Apart from this, Stellaris patch 3. 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. This page was last edited on 6 August 2018, at 14:35. Regular missiles and torpedoes are so good now. Embarrassingly, I'm still a hefty novice when it comes to ship design. Stellaris > General Discussions > Topic Details. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. all eggs in one basket is always the way to go in stellaris, you can then dock on a 6 shipyards station and quickly and cheaply change the. Still learning combat and I thought I had decent missile defense. SuperluminalSquid Technological Ascendancy • 3 mo. 1. Last edited by MP ; Sep 26, 2021 @ 11:51pm. I just can't see any practical reason to pick missiles, especially in. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. . 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'm wondering how to assess my fleets' performance in battle. But how do I decide if a given ship design is performing well? How do I. M910. If the empire preferred. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Hull = 0 ---> destroyed. Computer should be swarm then picket once you can get 90%. They have 100% accuracy and decent Tracking, but their projectiles. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Still learning combat and I thought I had decent missile defense. Just keep building more until you snowball right over them. 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. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. moved to Stellaris . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A new Stellaris update 3. Cruise missiles are. They deal "better" damage than torpedoes (their. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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,. 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. 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. 3. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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. 9% of fights in Stellaris aren't even close to even, so it barely matters. . 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. 6 also includes new galaxy shapes to explore, new story events, a new. But how do I decide if a given ship design is performing well? How do I. They do significantly more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Whirlwinds have 30 hull and 15 armor. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. Still learning combat and I thought I had decent missile defense. Stellaris > General Discussions > Topic Details. 5. Stellaris: Our Ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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). 修改完毕后,请刷新上面的文本。 分类: . Lots of sunlight speed bonuses. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Magnetic Accelerator Cannon (M. . But there are better ways to counter regular. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. But I see so many people saying they're useless. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. It is under development and may have unknown bugs. 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. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Paradox has basically removed all those stuff from the game. If you can land the shots, Marauder Missiles are almost always more damage than any other weapon in the game by a landslide, even against AE battleships. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. 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. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Farnsworth Mar 30, 2018 @ 5:44am. A study on Missile/Hangars vs Point Defense/Flak in 3. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. Using missiles is a commitment: either you go out of your way to get. Only has G slot chassis. Contents. 11 average damage and small disruptors do 4. 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). I was playing a game of Stellaris with two friends. 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. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. . Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. It is under development and may have unknown bugs. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. . Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Add a Comment. As a fan of missile weapons in Stellaris since, well, 1. 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. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Max out speed and tailor your defences to your opponent. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Swarm missiles are a bit more tanky but do very little damage. Torpedoes have 17. The end of my last game i had 550. It has great range, and with 3 Afterburners can be reasonably quick. C. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy.