stellaris marauder missiles. 8, missiles gained the ability to re-target if their original target died before impact. stellaris marauder missiles

 
8, missiles gained the ability to re-target if their original target died before impactstellaris marauder missiles  Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large

Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. AnAngryYeti Mar 4, 2020 @ 2:03pm. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. I was wrong. If it'd happened at, say, 2380, or even 2360, you'd have been fine. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. So on my two latest games, spawned next to Marauder empires. Stellaris has almost always had a rock/paper/scissors. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Lots of sunlight speed bonuses. A. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. 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。. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Missiles could use a speed and range buff. 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. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. ago. If you don’t like the missile, then don’t use it. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Things coming 3. This is primarily due to replacing Giga Cannons with Tachyon Lances. Best. Max out speed and tailor your defences to your opponent. Marauder Missiles: tech_missiles_5. 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 . AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Normal missiles are to be used always. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. It is under development and may have unknown bugs. Reply. 报警机器人 于6年前 修改了 此页面。. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. have you tried the nano missiles? base damage 4. This has a bit of issue. May 10, 2016 790 1. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. ago. Hazard Feb 23, 2018 @ 7:02am. 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. 对该项目的细节说明请添加至相关页面. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Huge alloy production is a must to reinforce fleet casualties. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. . and have 30 range. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. FlatEarther98. Missiles are 26/36/46. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Whirlwinds have 30 hull and 15 armor. 06 damage to hull. 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. Common May 9, 2018 @ 1:39am. Install Marauder Expanded: Dwamak Editions Mod via Steam. 0 changed missile slots, pre-2. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Using missiles is a commitment: either you go out of your way to get. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Stellaris. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. Still learning combat and I thought I had decent missile defense. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Incase missed stream here ya go. Best. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. In singleplayer you can just mass these, the AI will never counter them. Autocannons are good when combined with Carriers, since Strike Craft. But how do I decide if a given ship design is performing well? How do I. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 7 DPS and have +25% vs hull for a total of 18. If you keep a healthy stock of minerals/energy/food they can be easily bought off. A searchable list of all technology codes from Stellaris. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. 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. That means to you can load up battleships with them. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. I've found having a balanced fleet comp works best. If you have any questions or ideas, please feel free to leave a comment. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. . Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. So I decided to make the 4th Horde. If someone hires them and you can't counter them, you just have to take it on the nose. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 375 DPS to hull. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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 . 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. ago. 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,. 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 . 0 unless otherwise noted. 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). 35 DPS) and 65% of torps (5. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Disruptor or Missile Corvettes are the best. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Even if you can't imagine any of the events or situations which could be built on the interactions between those three types, it should be obvious that. Torpedoes have 17. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. I'm wondering how to assess my fleets' performance in battle. I was wrong. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). C. 65: 26: 86-114 (100. 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. 舰船组件; 数据资料; 来自群星中文维基. 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). This is horrible, the unbidden crisis appeared. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Compatible with Stellaris Ver. And if spammed, point defense cannot even compete. I was wrong. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Just keep building more until you snowball right over them. Starbase weapons. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. SuperluminalSquid Technological Ascendancy • 3 mo. 0 (Actual),. 10000. 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. Cruise missiles are. In singleplayer you can just mass these, the AI will never counter them. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. iirc. Stellaris has now only Armor and Missiles. 18 votes, 13 comments. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. 0 version now available Fixed Turrets 1. 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. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. I'm a veteran of Stellaris, playing since super early days. 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. On paper their weapon stats make them the best weapon in the game. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. In general, missiles are risky as they are easily countered. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. . It is under development and may have unknown bugs. New Worlds (Starting). iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Also, this is a mod made for personal use, so the specifications may change drastically from. 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. 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%. 3. How does it perform in battle vs regular marauder missiles? 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. Learn more about U. Professor H. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Apart from this, Stellaris patch 3. 90 dmg. That's like 7. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missiles (S slot) have 7 hull 7 armor. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. However any missiles or torps suddenly become effective if any amount of strike craft is involved. Even something fairly trivial like: - Missile (basic) -> extra damage to Destroyer, Cruiser, and Starbase - Torpedo -> extra damage to Cruiser, Battleship, and Titan - Swarmer -> extra damage to Corvette and. The end of my last game i had 550. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. N. Swarm missiles are a bit more tanky but do very little damage. 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. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. point defense is so horribly broken that even T1 breaks missiles. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. N. ): Small, Medium and Large modules. Regular missiles and torpedoes are so good now. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. They are good at nullifying most attacks against stationary structures. - Swarmer Missiles: Range from T4 - 5. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ; About Stellaris Wiki; Mobile view Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I find it weird how missiles are treated in Stellaris. 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. Antimatter Missiles: tech_missiles_3. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. Viable for their purpose, yeah. You go to ship customization and go to the tile to change its loadout. 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. Rockets (Marauder Missiles or Nuclear Missiles etc. 12. This is so effective that ~40k fleets 1:2 destro/cruiser. Marauder Missiles: 44 0. 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 . Hell. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. I was raised by the civilized dwamaks, I. Stellaris. High evasion fleets neuter missile fleets compared to traditional weapons. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Missiles should be the longest-range weapons. 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. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Yes, even player empires are given an AI personality, which mainly just has an effect on. EN-Torp Evasion tank, anti-shield. You should still be able to make it work, though. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. The Great Whetstone. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 0 changed missile slots, pre-2. I was wrong. And if you are looking to. 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. Reduced the range of torpedoes. List of resources. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. That’s why nuclear warheads are the basic starting option. It has great range, and with 3 Afterburners can be reasonably quick. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Still learning combat and I thought I had decent missile defense. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Steam Workshop. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Thread starter Keith_C;. 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 . 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 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. Paradox has basically removed all those stuff from the game. It's one step. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. Business, Economics, and Finance. Destroyers (~70 evasion) will dodge 30%. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. SuperluminalSquid Technological Ascendancy • 3 mo. Archer Missile Pods: Small, Medium and Large modules. 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. But Energy Torpedoes + Plasma is also a valid choice. That'll get you the best fleet for killing things that aren't other corvettes. Last edited by MP ; Sep 26, 2021 @ 11:51pm. 35 Devastator. [deleted] • 6 yr. RagingJaws Looter of Priceless Artifacts. 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 . Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Every type of weaponry is. 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 . 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. Still learning combat and I thought I had decent missile defense. 9. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. But how do I decide if a given ship design is performing well? How do I. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Stellaris: Our Ship. Compatible with Stellaris Ver. As for Corvettes, I think you can just phase them out when you get Cruisers. Content is available under Attribution-ShareAlike 3. Checking AI fleet comp, and build there are 2 possibilities. 5. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. 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. 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. Catteraine said: 5. So don't take an even fight there? 99. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. 4. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Stellaris. Depending on your combat computer, your ship will use different tactics and stay at different ranges. I would generally avoid them except when you know your opponent does not have pd, and even then only against ai, as human opponents would quickly adopt of, and it is easier for them to add pd than for you to spec away from missiles. I 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. Missiles are guaranteed damage against anyone with weak PD screen. *. On to utilities - you have a grand total of 10 Larges. Toggle signature. 0 unless otherwise noted. #1. 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. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). RickusRollus • 9 mo. 0 is the starbase weapons. Since 3. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. 7. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). 6. Zorro Nov 15, 2017 @ 6:06pm. 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. Khan fleet uses a mix of lasers and kinetics as well as a mix of shields and armor so mixed, kinetic, or energy focused fleets will all perform roughly the same. I was wrong. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. You chose to defend yourself against the raiders and weaken yourself as a result. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. (marauder missiles and disruptors). Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. 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. But how do I decide if a given ship design is performing well? How do I. 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. Stellaris > General Discussions > Topic Details. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Information from today's Dev stream about 3. which ones are better a huge amount of defense platforms or a few Inon cannons. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Fusion Missiles: tech_missiles_2. Devastator Torpedoes. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Transgenic Crops. 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. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Recently, I've been using a lot of missile fleets in Stellaris. 2. 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. Decreased Missile Accuracy from 100% to. Still learning combat and I thought I had decent missile defense. Lasers are 15/25/35. So it's just a constant sink. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. My. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. turn "Marauder empires" to off in the galaxy creation thing. It's a really. All disrupters. But speaking about evasion, a picket computer can go a long. CryptoStellaris Mods Used: Extra Ship Components 3. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. S. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . I'm wondering how to assess my fleets' performance in battle. Marauder missiles and devastator torpedoes destroy everything. 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.