Stellaris marauder missiles. Missiles are guaranteed damage against anyone with weak PD screen. Stellaris marauder missiles

 
Missiles are guaranteed damage against anyone with weak PD screenStellaris marauder missiles  Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons

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). 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. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Devastator Torpedoes. Stellaris. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. You'll want to max your. Marauder Missiles deal 14. 129. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Enjoy the game!. Check out this mod and modify your Stellaris experience. I'm wondering how to assess my fleets' performance in battle. Plasma + autocannons. moved to Stellaris . ago. Interceptors with. Torpedoes are slower than missiles and have worse range. And as part of Apocalypse, say hello to the Marauders. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Stellaris, is a primary solo player game, yes you can do multiplayer, and its balanced enough, but Murauders are really meant to be an early game obstacle, Mid game tool, and late game doormat. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Still learning combat and I thought I had decent missile defense. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. I was wrong. I'm a veteran of Stellaris, playing since super early days. Not to mention you have far fewer missile slots than pre-2. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. I don't fully understand it either, and that's after 150 hours of play. Flak Artillery: tech_flak_batteries_3. High evasion fleets neuter missile fleets compared to traditional weapons. 99 Badges. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. ago. SuperluminalSquid Technological Ascendancy • 3 mo. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. 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. Use PD, shield, and shield hardeners. 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. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. But how do I decide if a given ship design is performing well? How do I. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Cloaking devices deactivate your shields. 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 enemy's point-defense capabilities. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. Missiles have a very long range, and out-range most weapons early on. 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. It is under development and may have unknown bugs. They also come with built in PD, which allows them to mitigate their torpedo weakness. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 3. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. 10000. Normal missiles are to be used always. Missles are ONLY bad because the god damn ships charge straight into close combat. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. PD/whirlwind corvettes should be given disrupters ideally. Missiles will almost never achieve this; it takes huge damage bonuses for a marauder missile to reach 250 hull damage, half the hull of a late-game corvette. S. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. This mod adds some weapons used by the United Nations Space Command (U. On paper their weapon stats make them the best weapon in the game. C. I was wrong. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Yes, even player empires are given an AI personality, which mainly just has an effect on. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Auto-best is not good, it frequently makes completely nonsensical design decisions. The areas they start are resource rich, so they mostly likely migrated to that area. It's hilarious, really. It has great range, and with 3 Afterburners can be reasonably quick. Embarrassingly, I'm still a hefty novice when it comes to ship design. Whirlwinds have 30 hull and 15 armor. Not everyone just sits back and turtles to T5. But how do I decide if a given ship design is performing well? How do I. That's the cool thing about shield/armor bypassing weapons. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Still learning combat and I thought I had decent missile defense. I run a general rule of 1 Swarmer for every 4 regular Missile. Destroyers (~70 evasion) will dodge 30%. 2 shields, everything else in armor. I was wrong. Best. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. That's like 7. Being that it is a missile, it can also be shot down by point defense. This is a losing exchange. 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 provide a. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. This is a large problem if 2 separate fleets come with slight delays to each others. Now (3. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. How to Beat the Scavenger Bot in Stellaris. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 6 and some little future nuggets. Still learning combat and I thought I had decent missile defense. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Using missiles is a commitment: either you go out of your way to get. 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 . There no realistic reason to ever switch to anything else. 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. 报警机器人 于6年前 修改了 此页面。. N. ago. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Darvin3 • 2 yr. 对该项目的细节说明请添加至相关页面. Auto-best is not good, it frequently makes completely nonsensical design decisions. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. . Torpedo Cruisers have been surprisingly effective for me as a missile empire. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 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. I'm wondering how to assess my fleets' performance in battle. . To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Fleet weapons in Stellaris. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 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 wondering how to assess my fleets' performance in battle. Flak Cannons:Missiles have much, much higher damage output than Disruptors. Content is available under Attribution-ShareAlike 3. 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. I'm wondering how to assess my fleets' performance in battle. So yes, Whirlwind Missiles definitely are too good. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. They're not good for "tanking" PD away from your other missiles. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. So I decided to make the 4th Horde. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Since 3. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. This page was last edited on 6 August 2018, at 14:35. A secondary question is whether I should replace the disruptors on my. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Business, Economics, and Finance. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. The coilgun has an accuracy of 75%. Torpedoes are. Stellaris Mods Used: Extra Ship Components 3. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. 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. Notes: The table shows the default names/icons of techs. For those unaware, the "~" command will bring up the console. Missiles feel really hit or miss. Mass Drivers/Disruptors/Plasma are 20/30/40. Missles have the biggest max reach in the game of all weapons. Ex: the missile tiles spawn 2? missile batteries. . I was wrong. Obviously the games where I got early missile #2 and #3 techs went that much smoother. Farnsworth Mar 30, 2018 @ 5:44am. Swarming also works, though yields heavier losses . 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. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 3. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles are 26/36/46. Thoughts on 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You need a strong economy to fuel the war against the Unbidden. 9. Still learning combat and I thought I had decent missile defense. 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. wrist or shoulder mounted variants of the shrunken down marauder missiles, the plasma lance, a weapon that can fire sustained beams of plasma at the risk of overheating. On a nice advice, never fight FE ships from long range, they will out damage you. 3. They do +200% damage to shields. Still learning combat and I thought I had decent missile defense. There are three weapons that seem to be doing best on Corvettes. 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. 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 get lasers and such via debris but don't care because I never use them anyway. 5. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Install Marauder Expanded: Dwamak Editions Mod via Steam. This page was last edited on 14 October 2017, at 11:01. Still learning combat and I thought I had decent missile defense. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Computer should be swarm then picket once you can get 90%. Weapons at GameJunkie. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. In singleplayer you can just mass these, the AI will never counter them. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Compatible with Stellaris Ver. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. ) Torpedos and missiles for every slot possible. Never publicly comment or answer to a moderation post. Add a Comment. 59 16. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. 285. 34. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Stellaris > General Discussions > Topic Details. But that still means you need 14 PD shots to block a volley from a single Battleship. I think the new meta for ships makes battleships the best. I'm wondering how to assess my fleets' performance in battle. Magnetic Accelerator Cannon (M. Stellaris. 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. Armor and shields don't matter if the hull is destroyed. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. which ones are better a huge amount of defense platforms or a few Inon cannons. This is so effective that ~40k fleets 1:2 destro/cruiser. AnAngryYeti Mar 4, 2020 @ 2:03pm. Still learning combat and I thought I had decent missile defense. Hell. RagingJaws Looter of Priceless Artifacts. This page was last edited on 6 August 2018, at 14:35. Autocannons are 10/20/30. The go-to way to use Whirlwinds is part of a balanced Battleship build. This meant the remaining missiles targeted on that ship were wasted. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Marauder missiles do 7. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 65: 26: 86-114 (100. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. 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. However there is a new classification for specifically “torpedo” weapons which battleships do not have. It has great range, and with 3 Afterburners can be reasonably quick. Stellaris’s ship design has undergone massive changes with patch 3. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. Since 3. r/Stellaris • Idea: missile fleets. I honestly think they're ok. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. I stopped using whirlwind missiles because strike craft work better for the same purpose. But how do I decide if a given ship design is performing well? How do I. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. That said, Marauders waking up at 2300 is not impossible to beat. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Also, this is a mod made for personal use, so the specifications may change drastically from. I think the new meta for ships makes battleships the best. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. But speaking about evasion, a picket computer can go a long. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. 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. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. A study on Missile/Hangars vs Point Defense/Flak in 3. 7 DPS and have +25% vs hull for a total of 18. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. I was wrong. But Energy Torpedoes + Plasma is also a valid choice. For the auxiliary slots i do afterburners. Missiles should be the longest-range weapons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Lots of sunlight speed bonuses. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. 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. Disruptor or Missile Corvettes are the best. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. Summoning events. Reduced the range of torpedoes. Pay especial attention to Moderation Posts in the colour yellow. only in theory. 3. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Defenses should be 1 shield, 2 armor with advanced afterburners. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. I gives the Bastions Whirlwind missiles rather than marauder missiles. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. In singleplayer you can just mass these, the AI will never counter them. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. I was wrong. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Still learning combat and I thought I had decent missile defense. These missiles inflict decent damage to. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. 69 dmg @110 range vs Tachyon Lance 17. Enjoy! Toggle signature. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 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 . This ship design is very high value, and. So on my two latest games, spawned next to Marauder empires. No, not really. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. 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. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Regular missiles and torpedoes are so good now. I think it has to do with the missile's rate of fire and tracking. Transgenic Crops. Showing 1 - 14 of 14 comments. I honestly think they're ok. honestly youd probably get better missile results if you had a few whirlwinds mixed in. A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. I was wrong. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. A. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. have you tried the nano missiles? base damage 4. 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. Huge alloy production is a must to reinforce fleet casualties. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. C. Cheats. 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 . Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Reply. Stellaris > General Discussions > Topic Details. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I was wrong. . Now (3. 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. Stellaris. 375 DPS to hull. I since switched to marauder missiles and had a much better time. 6. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. Best. 8 (applies to 3. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. But how do I decide if a given ship design is performing well? How do I. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. RickusRollus • 9 mo. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. 387K subscribers in the Stellaris community. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Decreased Missile Accuracy from 100% to. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Scourge missiles are good against armor and hull and slightly better against point-defense. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Set your ship's computer to artillery and auxiliary slot to Afterburners.