Stellaris marauder missiles. Still learning combat and I thought I had decent missile defense. Stellaris marauder missiles

 
Still learning combat and I thought I had decent missile defenseStellaris marauder missiles  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

Yes, even player empires are given an AI personality, which mainly just has an effect on. S. Using missiles is a commitment: either you go out of your way to get. Starbase weapons. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). ) The best early-game fleet compositions and what weapons belong on them. Transgenic Crops. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. 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. Finally are the trade fleets that float around and try to make deals. 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. You need a strong economy to fuel the war against the Unbidden. Mass Drivers/Disruptors/Plasma are 20/30/40. Each of the sliders effects only its own category. Creating ships. 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。. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Best. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. #4. Yes, technically. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Viable for their purpose, yeah. 0 version now available Fixed Turrets 1. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. The designs are decaying mid-tech and brutalistic, but built using centuries of. Wormholes and L gates work for the Unbidden, and your gateways can be captured. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Content is available under Attribution-ShareAlike 3. Point Defense is 8/-/20. That's like 7. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 11 average damage and small disruptors do 4. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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. 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. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. C. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. The 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. Catteraine said: 5. - Swarmer Missiles: Range from T4 - 5. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. CryptoStellaris Mods Used: Extra Ship Components 3. In singleplayer you can just mass these, the AI will never counter them. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. 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. 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. 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. Getting traditions. 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 information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. Guardian Point Defense have +100% vs armor, but no hull multiplier. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). 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. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Magnetic Accelerator Cannon (M. They deal "better" damage than torpedoes (their. only in theory. 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. 077. ⚄ 🎁. 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. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If you don’t like the missile, then don’t use it. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. 10000. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). I was wrong. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. →. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. . . A new Stellaris update 3. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. As for Corvettes, I think you can just phase them out when you get Cruisers. Laser, disruptor, and missiles. RagingJaws Looter of Priceless Artifacts. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. In reality, some missiles will get shot down and most targets have armor, so it. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. I was wrong. You could use normal missiles for standard attacks. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. Still learning combat and I thought I had decent missile defense. 1. Missles have the biggest max reach in the game of all weapons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In general, missiles are risky as they are easily countered. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. . 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. 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. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. That said, Marauders waking up at 2300 is not impossible to beat. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. I stopped using whirlwind missiles because strike craft work better for the same purpose. ago. 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. 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. Things coming 3. and then spam devastated torpedoes and marauder missiles. 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. You'll want to max your. There are three weapons that seem to be doing best on Corvettes. I was wrong. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. moved to Stellaris . 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. This is the trigger block to decide if they'll hire a marauder fleet (i've skipped over a few other checks on marauder fleet states, only showing the pertinent bits). Stellaris has almost always had a rock/paper/scissors. Obviously the games where I got early missile #2 and #3 techs went that much smoother. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 3. I was wrong. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. 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. Torpedoes have 17. #1. 90 dmg. Thread starter Magnificent. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 2. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 6. The areas they start are resource rich, so they mostly likely migrated to that area. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 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. 0 version now available Fixed Turrets 1. If you keep a healthy stock of minerals/energy/food they can be easily bought off. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Maybe the lack of speed boosts for kiting has been my issue. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. If your concern is battleships and. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. 5 Average damage per cycle: 100 Average damage per unit time: 1. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. since they fire and fly. Swarmer missiles can. As a fan of missile weapons in Stellaris since, well, 1. iirc. But people still used torpedoes because they worked, because missiles are a "base" tech while torpedoes are an "advanced" tech, and it was what the used to use. Artillery computer. That's the cool thing about shield/armor bypassing weapons. A searchable list of all technology codes from Stellaris. 9. Stellaris Ship Design Guide 2023 [3. I'm wondering how to assess my fleets' performance in battle. . 0? And where do torpedoes fit in? Thx!Missiles might have range but that doesn't mean there aren't advantages to using them point blank. 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. One Marauder cruise have massive damage and a very good range for combat engagement. C. 99 Badges. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. Also, this is a mod made for personal use, so the specifications may change drastically from. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Archer Missile Pods: Small, Medium and Large modules. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I can design the defense platforms and pick what weapons they have, thats fine. This page was last edited on 6 August 2018, at 14:35. Hazard Feb 23, 2018 @ 7:02am. Normal missiles are to be used always. Showing 1 - 14 of 14 comments. Since 3. The go-to way to use Whirlwinds is part of a balanced Battleship build. There no realistic reason to ever switch to anything else. I tend to try and make them as split and even as possible across the board. 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. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. Paradox. were fair with missiles at all. It is under development and may have unknown bugs. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 0 unless otherwise noted. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Last edited by MP ; Sep 26, 2021 @ 11:51pm. I'm wondering how to assess my fleets' performance in battle. The "meta" was declared the first one though because people. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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 . Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. 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. 9. 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. So I decided to make the 4th Horde. Still learning combat and I thought I had decent missile defense. Embarrassingly, I'm still a hefty novice when it comes to ship design. Use swarm computer and Afterburner. And I outfitted all my bastions with full missile only weapons, then the A. But how do I decide if a given ship design is performing well? How do I. Hire their fleets (all three of them). Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. They will sometimes ask for tribute. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. You need a strong economy to fuel the war against the Unbidden. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. It has great range, and with 3 Afterburners can be reasonably quick. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. As long as you properly strategize your fleet, you can have alot of fun with this weapon. For the auxiliary slots i do afterburners. Still unsure how to fit it in my ship designs. Stellaris. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. Perfect schiffen for the how for the game. Not to mention you have far fewer missile slots than pre-2. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. So it's just a constant sink. Still learning combat and I thought I had decent missile defense. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. and have 30 range. Stellaris > General Discussions > Topic Details. Flak Batteries are used to fend off Strike Crafts. 6 also includes new galaxy shapes to explore, new story events, a new. Point. 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. If you have any questions or ideas, please feel free to leave a comment. I just can't see any practical reason to pick missiles, especially in. [deleted] • 6 yr. Disruptor or Missile Corvettes are the best. What is Stellaris mods? A mod (short for "modification") is an alteration where. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Secondly, wow, i really shouldn't had been using corvettes. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. I'm wondering how to assess my fleets' performance in battle. They also come with built in PD, which allows them to mitigate their torpedo weakness. Weapons at GameJunkie. (marauder missiles and disruptors). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. High evasion fleets neuter missile fleets compared to traditional weapons. First I'd like to commend the new Marauder missile system. Missiles are 26/36/46. . Stellaris Real-time strategy Strategy video game Gaming. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 18 votes, 13 comments. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Missile Defense. This is horrible, the unbidden crisis appeared. Rockets (Marauder Missiles or Nuclear Missiles etc. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. The range changes make mass drivers better than autocannons as well (assuming you start at range). since they fire and fly. Lots of sunlight speed bonuses. It is only visible to you. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Free to update or use in Stellaris by anyone. 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 . Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. 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 . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. The Great Whetstone. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 例如:“异种保护区”(建筑)的特殊说明请在. 3. There are three weapons that seem to be doing best on Corvettes. My. ) 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. None worth noting. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. Point Defense is used to fend off Rockets. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. 8 "Gemini" and Galactic Paragons. It is under development and may have unknown bugs. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0 changed missile slots, pre-2. Mid I usually go into missiles and fighters, with the remainder being autocannons. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Fuzati Intelligent Research Link • 6 yr. 0) 100: 25%: 14. Missiles could use a speed and range buff. 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. 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. 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? How do I. 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 :( ログイン ストアStill learning combat and I thought I had decent missile defense. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Paradox has basically removed all those stuff from the game. 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. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Go to Stellaris r/Stellaris. I just can't see any practical reason to pick missiles, especially in the late game :(Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I'm wondering how to assess my fleets' performance in battle. I get lasers and such via debris but don't care because I never use them anyway. 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. I was wrong. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Missiles have very long range compared to other weapons of similar size and ignore shields. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. point defense is so horribly broken that even T1 breaks missiles. 9. 8 (applies to 3. Stellaris has now only Armor and Missiles. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Marauder Missiles deal 14. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Giga Cannon/Tachyon, 3x Kinetic Artillery. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Zorro Nov 15, 2017 @ 6:06pm. Use swarm computer and Afterburner. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Pay especial attention to Moderation Posts in the colour yellow. Also, this is a mod made for personal use, so the specifications may change drastically from. Would outfitting some cruisers with Fighters and flak make a difference or just go with more.