On paper their weapon stats make them the best weapon in the game. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. This is primarily due to replacing Giga Cannons with Tachyon Lances. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. I was wrong. 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 just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Also, this is a mod made for personal use, so the specifications may change drastically from. ⚄ 🎁. 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 . so compared to other missiles, theyre strong but not outrageously so. C. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The Cruise Missiles tech is available right after Marauder Missiles. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. These IDs are usually used with the research_technology tech ID command. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Stellaris. Plasma + autocannons. Whirlwinds have 30 hull and 15 armor. 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. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Check out this tech tree. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Still learning combat and I thought I had decent missile defense. They really have a place in the game now. and have 30 range. 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. Torpedoes have 17. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 0) 100: 25%: 14. 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. Marauder Missiles: 22. Normal missiles are to be used always. I just can't see any practical reason to pick missiles, especially in. Stellaris. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). 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. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. 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. 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. #3. 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. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Scourge missiles are good against armor and hull and slightly better against point-defense. Lasers are 15/25/35. 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. Best. 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. Now (3. On paper their weapon stats make them the best weapon in the game. Missiles are 26/36/46. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Depending on your combat computer, your ship will use different tactics and stay at different ranges. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This is the one essential part where there is a meaningful choice between different options. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Computer should be swarm then picket once you can get 90%. 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 viewThe 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. 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. In 1. 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 game Stellaris by. 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. A. M910. Laser, disruptor, and missiles. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 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. Tier 0 is used for starting technologies. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Redirect page. List of resources. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 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. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. I think the new meta for ships makes battleships the best. That'll get you the best fleet for killing things that aren't other corvettes. Missiles should be the longest-range weapons. 387K subscribers in the Stellaris community. PD/whirlwind corvettes should be given disrupters ideally. 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 . Are extremely powerful vs AI. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. 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. 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. and have 30 range. May 10, 2016 790 1. I was wrong. Also, this is a mod made for personal use, so the specifications may change drastically from. Ascension perks. Compatible with Stellaris Ver. All weapon slots added by Gun Batteries and the station itself is "M" slot weapons which should be able to equip swarmer/whirlwind missiles but the station will prioritize lower tier energy/kinetic weapons over the missiles. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Marauder missile + autocannon/disrupter. 8 "Gemini" and Galactic Paragons. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. Mining Drone Lasers are 20/15/-. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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. New Worlds Protocol. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. 285. Or torps. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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. Still learning combat and I thought I had decent missile defense. However there is a new classification for specifically “torpedo” weapons which battleships do not have. That means to you can load up battleships with them. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Mass Drivers/Disruptors/Plasma are 20/30/40. - 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. I was wrong. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 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. Plasma + autocannons. Probably artillery is better. . 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. Still learning combat and I thought I had decent missile defense. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. 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. Space Torpedoes are Torpedoes T2. I. 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. 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 . have you tried the nano missiles? base damage 4. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. [deleted] • 6 yr. I have 50 destroyers fitted with flak turrets and that is. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Still learning combat and I thought I had decent missile defense. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Nov 9, 2023Darvin3 • 2 yr. Go to Stellaris r/Stellaris. 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. So yes, Whirlwind Missiles definitely are too good. Stellaris. Swarmer missiles can. I was wrong. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Stellaris has now only Armor and Missiles. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Marauder missiles and devastator torpedoes destroy everything. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Yes, technically. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. For the auxiliary slots i do afterburners. 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 . 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 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. *. Instead it throws a mixture of every tech available to it on its ships. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. S. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. 23 DPS) and torps will be 75% effective (12. ago. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. ) 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Fleet weapons in Stellaris. 12. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. U. 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 . Even if. I was wrong. Thread starter Keith_C;. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This is primarily due to replacing Giga Cannons with Tachyon Lances. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. A study on Missile/Hangars vs Point Defense/Flak in 3. Fusion Missiles are Missiles T2. Stellaris > General Discussions > Topic Details. #4. A searchable list of all technology codes from Stellaris. 8 (applies to 3. Stellaris has now only Armor and Missiles. There no realistic reason to ever switch to anything else. 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. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Point Defense is 8/-/20. RickusRollus • 9 mo. I tend to try and make them as split and even as possible across the board. 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The Great Whetstone. 5. But I see so many people saying they're useless. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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 . 500"? That's a requirement. Notes: The table shows the default names/icons of techs. That's like 7. RagingJaws Looter of Priceless Artifacts. . 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. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. This page was last edited on 6 August 2018, at 14:35. Report. There no realistic reason to ever switch to anything else. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. Decreased Missile Accuracy from 100% to. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Go ham. well missiles are kinda just the baseline I guess. 5 Average damage per cycle: 100 Average damage per unit time: 1. In singleplayer you can just mass these, the AI will never counter them. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Learn more about U. Business, Economics, and Finance. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. 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. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 8 "Gemini" and Galactic Paragons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). . 90 dmg. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 129. Missiles may be fixed in the upcoming balance patch, but they are trash right now. That'll get you the best fleet for killing things that aren't other corvettes. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Recently, I've been using a lot of missile fleets in Stellaris. 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. I get lasers and such via debris but don't care because I never use them anyway. Each of the sliders effects only its own category. 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. 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. Video by Montu Plays. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Select a single enemy fleet, then inspect the loadouts of their ship types. I don't fully understand it either, and that's after 150 hours of play. 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. Stellaris technology list and IDs cheat. However any missiles or torps suddenly become effective if any amount of strike craft is involved. All rights reserved. ago. How do you use missiles in. 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. 9. It has great range, and with 3 Afterburners can be reasonably quick. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. I was wrong. 0 unless otherwise noted. Marauder Missiles Tech. Embarrassingly, I'm still a hefty novice when it comes to ship design. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. This part of the chapter contains detailed information on every type of weaponry available in game. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. © Valve Corporation. Alright, so I've been really having fun with the changes to missile mechanics. Marauder missile + autocannon/disrupter. Interceptors with. 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. Transgenic Crops. So it's just a constant sink. point defense is so horribly broken that even T1 breaks 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 . It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. 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. I stopped using whirlwind missiles because strike craft work better for the same purpose. You need a strong economy to fuel the war against the Unbidden. The Unbidden doesn't even have point defense, What. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 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. A. Ship. In times long past, 4 Great Marauder Hordes reaved the stars. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 7 DPS and have +25% vs hull for a total of 18. Quantum Missiles: tech_missiles_4. 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 . Farnsworth Mar 30, 2018 @ 5:44am. Redirect page. 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. Content is available under Attribution-ShareAlike 3. Reply replyhave you tried the nano missiles? base damage 4. 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. 7, add 25% to hull and 33% from archaeo engineers. 2. Using missiles is a commitment: either you go out of your way to get. Reduced the range of torpedoes. Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. 06 damage to hull. 0 unless otherwise noted. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile corvettes do amazing against unbidden. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. As a fan of missile weapons in Stellaris since, well, 1. I was wrong. Hell. This has a bit of issue. ) Torpedos and missiles for every slot possible. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Ships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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 > General Discussions > Topic Details. And as part of Apocalypse, say hello to the Marauders. They have very low DPS. 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 . Zorro Nov 15, 2017 @ 6:06pm. 077. 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 . Darvin3 • 2 yr.