Marauder missiles stellaris. Core components. Marauder missiles stellaris

 
 Core componentsMarauder missiles stellaris  None worth noting

I was wrong. © Valve Corporation. 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 . A searchable list of all technology codes from Stellaris. Still learning combat and I thought I had decent missile defense. That'll get you the best fleet for killing things that aren't other corvettes. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 66 comments. 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. The choice is obvious. 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. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. There are three weapons that seem to be doing best on Corvettes. [Late-game]. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Autocannons are 10/20/30. 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 . only in theory. filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). However any missiles or torps suddenly become effective if any amount of strike craft is involved. #3. I was wrong. 4 damage, straight to the hull, with 100 range. Engineering research#Marauder Missiles Tech. Artillery Computer will let it use that speed to keep its distance. See moreMarauder Missiles Tech. 7 DPS and have +25% vs hull for a total of 18. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder Missiles: 44 0. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. (marauder missiles and disruptors). VoiDSwarmer missiles imo are massively under rated. 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 . 1. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. Still learning combat and I thought I had decent missile defense. It is under development and may have unknown bugs. 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. On to utilities - you have a grand total of 10 Larges. 1. In times long past, 4 Great Marauder Hordes reaved the stars. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. ; About Stellaris Wiki; Mobile view Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. CryptoHow to Beat the Scavenger Bot in Stellaris. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. 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. ago. Marauder Missiles: 22. Business, Economics, and Finance. R5: I’m glad we finally get to make a marauder empire. Go to Stellaris r/Stellaris. Efficient, decent range for me, and damage. It has great range, and with 3 Afterburners can be reasonably quick. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. #4. New Worlds Protocol. I was wrong. Those are the main corvette weapon builds. 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. Lasers are 15/25/35. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Wormholes and L gates work for the Unbidden, and your gateways can be captured. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. 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. M910. It has great range, and with 3 Afterburners can be reasonably quick. I was wrong. 7, add 25% to hull and 33% from archaeo engineers. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Checking AI fleet comp, and build there are 2 possibilities. But there are better ways to counter regular. 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. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. All rights reserved. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Stellaris Marauder Shipset Mod. 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. Doctrine: Fluid Fleet Templates. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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). Torpedoes have 17. That means to you can load up battleships with them. 23 DPS) and torps will be 75% effective (12. Devastator torp + autocannon/disrupter. 2. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 8 "Gemini" and Galactic Paragons. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. Sounds like you need to up the crisis strength modifier. Corvettes are quick, cheap to build, and smaller but have high evasion. Computer should be swarm then picket once you can get 90%. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Autocannons are 10/20/30. No custom sounds or projectiles (yet?) as I have no idea how to. Marauder missile + autocannon/disrupter. I was wrong. I was wrong. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Still unsure how to fit it in my ship designs. 0) 100: 25%: 14. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . So far, in 1. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). R5: I’m glad we finally get to make a marauder empire. Redirect page. 0 unless otherwise noted. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while countering all ship classes, it. 2x small Marauder Missiles 2x medium Marauder Missiles Guardian Class Battleships - 194 1x Tachyon Lance 4x large Marauder Missiles Flagship - Dreadnaught My fleet strength had dropped even further after the refit despite having more ships than before. The Cruise Missiles tech is available right after Marauder Missiles. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Free to update or use in Stellaris by anyone. 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. Last edited by MP ; Sep 26, 2021 @ 11:51pm. For example, I can. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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. 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. Engineering research#Marauder Missiles Tech. C. All Discussions. I was wrong. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Artillery Computer will let it use that speed to keep its distance. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 387K subscribers in the Stellaris community. And I outfitted all my bastions with full missile only weapons, then the A. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. That means to you can load up battleships with them. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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。. These missiles inflict decent damage to. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. I don't fully understand it either, and that's after 150 hours of play. No, not really. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Laser, disruptor, and missiles. Probably artillery is better. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Each of the sliders effects only its own category. It has great range, and with 3 Afterburners can be reasonably quick. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. ) from Halo. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 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. I was wrong. Stellaris. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my fleet whittle down to. 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. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 70: 10: 40% Scourge Missiles [edit source]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 . To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Marauder missile + autocannon/disrupter. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. How to Beat the Scavenger Bot in Stellaris. Now (3. RickusRollus • 9 mo. 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 . Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Mining Drone Lasers are 20/15/-. Plasma cannons used to be the best, but now after testing, gamma did much much better. I was wrong. But I see so many people saying they're useless. ago. Go to Stellaris r/Stellaris. Ryika (Banned) Sep 26, 2021 @ 11:58pm. since they fire and fly. 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. Thus, against corvettes, missiles will be 90% effective (13. Ex: the missile tiles spawn 2? missile batteries. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. 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。. In general, missiles are risky as they are easily countered. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Scourge missiles are good against armor and hull and slightly better against point-defense. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. Are extremely powerful vs AI. 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. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. All disrupters. Then provoke a doom stack to. A marauder missile will be destroyed in 2 hits on average from PD. 3. 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3. or before, I don't feel that the changes made in 2. ago. Still learning combat and I thought I had decent missile defense. So I decided to make the 4th Horde. Still learning combat and I thought I had decent missile defense. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . . They're not good for "tanking" PD away from your other missiles. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Stellaris. 4 damage, straight to the hull, with 100 range. Stellaris > General Discussions > Topic Details. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. I don't put any Shields on mine. Cruiser VS Battleship. Zorro Nov 15, 2017 @ 6:06pm. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Notes: The table shows the default names/icons of techs. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. They're not good for "tanking" PD away from your other missiles. Stellaris Dev Diary #300 - Happy Anniversary! 3. Swarm missiles are a bit more tanky but do very little damage. There no realistic reason to ever switch to anything else. 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 . Reduced the range of torpedoes. Compatible with Stellaris Ver. They also ignore shields. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . 10000. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Stellaris Beating The Contingency Guide. A. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Still learning combat and I thought I had decent missile defense. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Against destroyers,. 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. Transgenic Crops. *. Adjusted the maximum range of all non-torpedo missiles. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). SuperluminalSquid Technological Ascendancy • 3 mo. Marauder Missiles deal 14. Business, Economics, and Finance. Still learning combat and I thought I had decent missile defense. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. Professor H. 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. Still learning combat and I thought I had decent missile defense. There no realistic reason to ever switch to anything else. 15 votes, 14 comments. Still learning combat and I thought I had decent missile defense. 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 . great range, good dmg. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Marauder Missiles: Average cycle time: 128. Stellaris cheats and commands. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still learning combat and I thought I had decent missile defense. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). S. The areas they start are resource rich, so they mostly likely migrated to that area. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. 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. Stellaris Real-time strategy Strategy video game Gaming. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 06 damage to hull. Even if. Nano-Missiles are only good in theory. All types of planets. For example, missiles/torps. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Ascension perks. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. You could use normal missiles for standard attacks. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . Weapons. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 9. So it's just a constant sink. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Business, Economics, and Finance. Missiles have very long range compared to other weapons of. What is Stellaris mods? A mod (short for "modification") is an alteration where. The unbidden are here! My corvettes vanish like flies and I don't see the point in build corvettes every two battlesThe equipment itself is ok, offers a bit of variety. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Devastator torp + autocannon/disrupter. Plasma cannons used to be the best, but now after testing, gamma did much much better. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I was wrong. Space Torpedoes are Torpedoes T2. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 2 shields, everything else in armor. It's one step. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. ago. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. 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. 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. Add a Comment. Pyrosauria. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. Every type of weaponry is. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Auto-best is not good, it frequently makes completely nonsensical design decisions. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. In singleplayer you can just mass these, the AI will never counter them. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. For example, missiles/torps. Ship designer. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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 . Reply . Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. Compatible with Stellaris Ver. Stellaris fighting is a big RNG you can help by. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 5. I was wrong. Maybe the lack of speed boosts for kiting has been my issue. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 8 "Gemini" and Galactic Paragons. 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. It was my understanding that…Stellaris. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. iirc. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. They also come with built in PD, which allows them to mitigate their torpedo weakness. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3.