Stellaris marauder missiles. Missiles could use a speed and range buff. Stellaris marauder missiles

 
 Missiles could use a speed and range buffStellaris marauder missiles  This has a bit of issue

6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Marauders are not a threat unless you make them. Notes: The table shows the default names/icons of techs. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Stellaris > General Discussions > Topic Details. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. 7, add 25% to hull and 33% from archaeo engineers. 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. So I decided to make the 4th Horde. 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. 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 . If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. Marauder missiles and devastator torpedoes destroy everything. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm wondering how to assess my fleets' performance in battle. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. I was wrong. Have there been improvements post 2. S. I was wrong. which ones are better a huge amount of defense platforms or a few Inon cannons. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Ex: the missile tiles spawn 2? missile batteries. Business, Economics, and Finance. This is a losing exchange. or before, I don't feel that the changes made in 2. 129. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. [deleted] • 6 yr. This mod adds some weapons used by the United Nations Space Command (U. Weapons at GameJunkie. They're not good for "tanking" PD away from your other missiles. either they will annoy you until you finally take them out, or they will unite and take over the galaxy while you just sit there akwardly doing nothing. 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. Marauder Missiles: Average cycle time: 128. [deleted] • 6 yr. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. 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. Mid I usually go into missiles and fighters, with the remainder being autocannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. That's like 7. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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 . 9. Still learning combat and I thought I had decent missile defense. 18 votes, 13 comments. Early game I lean very heavy into missiles, with some anti missile screening. And I outfitted all my bastions with full missile only weapons, then the A. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. I tend to try and make them as split and even as possible across the board. 387K subscribers in the Stellaris community. I'm a veteran of Stellaris, playing since super early days. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. 69 dmg @110 range vs Tachyon Lance 17. 06 damage to hull. ) Torpedos and missiles for every slot possible. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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. I since switched to marauder missiles and had a much better time. Rockets (Marauder Missiles or Nuclear Missiles etc. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. Zorro Nov 15, 2017 @ 6:06pm. 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 . 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Scourge missiles are good against armor and hull and slightly better against point-defense. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Torpedoes are. Still learning combat and I thought I had decent missile defense. Using missiles is a commitment: either you go out of your way to get. They have low base damage, but all. Missile Defense. have you tried the nano missiles? base damage 4. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. Still learning combat and I thought I had decent missile defense. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Content is available under Attribution-ShareAlike 3. Marauder Missiles (S slot) have 7 hull 7 armor. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. turn "Marauder empires" to off in the galaxy creation thing. EN-Torp Evasion tank, anti-shield. Hell. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 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. I was wrong. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Information from today's Dev stream about 3. 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 . Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). That means to you can load up battleships with them. 6 Combat Re…Basic missiles have good damage, they can also retarget. So here we get a CtH of 75 - 8 = 67%. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Darvin3 • 2 yr. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. The choice is obvious. If you keep a healthy stock of minerals/energy/food they can be easily bought off. 11 average damage and small disruptors do 4. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Reply . 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. Content is available under Attribution-ShareAlike 3. 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. 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. 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. 16. 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. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. On paper their weapon stats make them the best weapon in the game. 0 unless otherwise noted. The designs are decaying mid-tech and brutalistic, but built using centuries of. Mining Drone Lasers are 20/15/-. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. 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. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 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. Finally are the trade fleets that float around and try to make deals. As a fan of missile weapons in Stellaris since, well, 1. Also, this is a mod made for personal use, so the specifications may change drastically from. . 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 . Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. There no realistic reason to ever switch to anything else. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. I was wrong. In my game they had multiple 15k fleets in their systems before even having the Khan event start. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Paradox has basically removed all those stuff from the game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Khan can't hand kiting swarm missile cruisers. Good range too. Checking AI fleet comp, and build there are 2 possibilities. Marauder missiles do 7. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. ago. Huge alloy production is a must to reinforce fleet casualties. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The "meta" was declared the first one though because people. Artillery computer. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. ago. This is the one essential part where there is a meaningful choice between different options. 6 is now available on PC. only in theory. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Not to mention you have far fewer missile slots than pre-2. I honestly think they're ok. if the enemy is strong just check their composition and counter. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. - Torpedoes: Range from T2 - T4. Still learning combat and I thought I had decent missile defense. Fuzati Intelligent Research Link • 6 yr. A new Stellaris update 3. Business, Economics, and Finance. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. [Late-game]. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Defenses should be 1 shield, 2 armor with advanced afterburners. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. 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. N. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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),. Free to update or use in Stellaris by anyone. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. A secondary question is whether I should replace the disruptors on my. ago. 8, missiles gained the ability to re-target if their original target died before impact. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. 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. They also come with built in PD, which allows them to mitigate their torpedo weakness. The go-to way to use Whirlwinds is part of a balanced Battleship build. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. They deal "better" damage than torpedoes (their. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. That said, Marauders waking up at 2300 is not impossible to beat. . ago. 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). Professor H. Since 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Being that it is a missile, it can also be shot down by point defense. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Enjoy the game!. 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. 舰船组件; 数据资料; 来自群星中文维基. 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. Interceptors with. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. 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. 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. 1. CryptoStellaris Mods Used: Extra Ship Components 3. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. 2. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. You could use normal missiles for standard attacks. 0 changed missile slots, pre-2. They do significantly more. The biggest gripe I had with combat in Stellaris at launch was the fact that your entire fleet always focused on the closest ship, regardless of what weapons they have. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. I think it has to do with the missile's rate of fire and tracking. The Cruise Missiles tech is available right after Marauder Missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. This is a large problem if 2 separate fleets come with slight delays to each others. 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 . Compatible with Stellaris Ver. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Toggle signature. CryptoI'm wondering how to assess my fleets' performance in battle. Missile corvettes do amazing against unbidden. 971 DPS), a clear win for the missiles. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. A place to share content, ask questions and/or talk about the 4X grand strategy game. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Content is available under Attribution-ShareAlike 3. 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. Just keep building more until you snowball right over them. 129. *. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I lost a lot of them and this actually made them very unsustainable. Reply . Even if the enemy has PD, with all those swarmer missiles you're breaking through it. I run a general rule of 1 Swarmer for every 4 regular Missile. Archer Missile Pods: Small, Medium and Large modules. 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% For example, missiles/torps. 0 version now available Fixed Turrets 1. Swarmer missiles imo are massively under rated. Still learning combat and I thought I had decent missile defense. Use PD, shield, and shield hardeners. 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. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Stellaris. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. 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. So on my two latest games, spawned next to Marauder empires. Flak Batteries are used to fend off Strike Crafts. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So yes, Whirlwind Missiles definitely are too good. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. No, not really. 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. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 0 is the starbase weapons. 0 version now available Fixed Turrets 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Still learning combat and I thought I had decent missile defense. Stellaris Ship Design Guide 2023 [3. Devastator Torpedoes. FlatEarther98. I'm wondering how to assess my fleets' performance in battle. I'm wondering how to assess my fleets' performance in battle. In singleplayer you can just mass these, the AI will never counter them. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. N. 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. Content is available under Attribution-ShareAlike 3. You should still be able to make it work, though. But how do I decide if a given ship design is performing well? How do I. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. If you have any questions or ideas, please feel free to leave a comment. As long as you properly strategize your fleet, you can have alot of fun with this weapon. You need a strong economy to fuel the war against the Unbidden. Showing 1 - 14 of 14 comments. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. This part of the chapter contains detailed information on every type of weaponry available in game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. In current iteration 2. 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. C. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 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 . For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Huge alloy production is a must to reinforce fleet casualties. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. The Great Whetstone. Missile Defense. Apart from this, Stellaris patch 3. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. I was wrong. Recently, I've been using a lot of missile fleets in Stellaris. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Content is available under Attribution-ShareAlike 3. It is only visible to you. 1. Embarrassingly, I'm still a hefty novice when it comes to ship design. Stellaris. 0. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. If you don’t like the missile, then don’t use it. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. You need a strong economy to fuel the war against the Unbidden. Whirlwinds have 30 hull and 15 armor. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. Their abilities have been tempered in battle, and our forces have even adopted several complex [marauder species name] combat maneuvers that will give them an edge in future conflicts. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Incase missed stream here ya go. ago. 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. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. If you don't have shield hardener yet. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris Mods Used: Extra Ship Components 3.