Marauder missiles stellaris. I was wrong. Marauder missiles stellaris

 
 I was wrongMarauder missiles stellaris  Would outfitting some cruisers with Fighters and flak make a difference or just go with more

For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. ) Torpedos and missiles for every slot possible. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Auto-best is not good, it frequently makes completely nonsensical design decisions. Hell. 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. Also, 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. 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。. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. ) from Halo. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Marauder Missiles: 22. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. 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. CryptoHow to Beat the Scavenger Bot in Stellaris. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Ryika (Banned) Sep 26, 2021 @ 11:58pm. A secondary question is whether I should replace the disruptors on my. 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. 0 unless otherwise noted. 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. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Still learning combat and I thought I had decent missile defense. ago. [deleted] • 6 yr. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 10000. Missiles have very long range compared to other weapons of. Reply . 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Hell. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 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 a really. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 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. In 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 . 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. Huge alloy production is a must to reinforce fleet casualties. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Content is available under Attribution-ShareAlike 3. C. 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. EN-Torp Evasion tank, anti-shield. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. But there are better ways to counter regular. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 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. Stellaris > General Discussions > Topic Details. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. X. No, not really. Embarrassingly, I'm still a hefty novice when it comes to ship design. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Still learning combat and I thought I had decent missile defense. Core components. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. 795 DPS), a small win for the missiles. Stellaris. 0. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. I was wrong. Energy torpedoes do not ignore shields. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder missile + autocannon/disrupter. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The only other ship i use is battleships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Video by Montu Plays. 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. 65: 26: 86-114 (100. Corvettes are quick, cheap to build, and smaller but have high evasion. Torpedoes are. Cruise missiles are. 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. 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 . Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. I think the new meta for ships makes battleships the best. I get lasers and such via debris but don't care because I never use them anyway. 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 . 34. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. 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. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against), very fast fire rate (just slightly. Stellaris fighting is a big RNG you can help by. Point. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. So it's just a constant sink. 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. 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 . Artillery Computer will let it use that speed to keep its distance. A place to share content, ask questions and/or talk about the 4X grand strategy…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. Nuclear Missiles: tech_missiles_1. if the enemy is strong just check their composition and counter. Missiles currently in my opinion are not up to par with kinetic and energy weapons. (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. There are three weapons that seem to be doing best on Corvettes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles have very long range compared to other weapons of similar size and ignore shields. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. 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). Defenses should be 1 shield, 2 armor with advanced afterburners. Missile torpedoes ignore shields. 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. I was wrong. Devastator Torpedoes. Point Defense is used to fend off Rockets. Zero point energy is a hard requirement as well. Now (3. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. Marauder missiles do 7. Embarrassingly, I'm still a hefty novice when it comes to ship design. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Still learning combat and I thought I had decent missile defense. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 500"? That's a requirement. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. In times long past, 4 Great Marauder Hordes reaved the stars. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. And as part of Apocalypse, say hello to the Marauders. They do +200% damage to shields. All disrupters. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. I was wrong. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. 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. Mass Drivers/Disruptors/Plasma are 20/30/40. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Missile Defense. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. It has great range, and with 3 Afterburners can be reasonably quick. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Weapon components. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 69 dmg @110 range vs Tachyon Lance 17. Even if. Still learning combat and I thought I had decent missile defense. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. . An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. The range changes make mass drivers better than autocannons as well (assuming you start at range). honestly youd probably get better missile results if you had a few whirlwinds mixed in. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. You could use normal missiles for standard attacks. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Still unsure how to fit it in my ship designs. #1. Normal missiles are to be used always. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile corvettes do amazing against unbidden. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Still learning combat and I thought I had decent missile defense. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. 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 . Stellaris Beating The Contingency Guide. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. I was wrong. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. capable of causing immense damage to the hull of enemy ships. Devastator torp + autocannon/disrupter. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. The Cruise Missiles tech is available right after Marauder Missiles. Engineering research#Marauder Missiles Tech. Point Defense is 8/-/20. 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. This article is for the PC version of Stellaris only. No, not really. Space Stations. 7 DPS and have +25% vs hull for a total of 18. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. Plasma + autocannons. Due to their low fire rate and worse AP, scourge missiles aren't really better than marauder missiles, even if they are a little better against PD. Select a single enemy fleet, then inspect the loadouts of their ship types. Marauder missiles and devastator torpedoes destroy everything. I just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. I. Redirect page. 375 DPS to hull. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. In singleplayer you can just mass these, the AI will never counter them. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 3. The "meta" was declared the first one though because people. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. I was wrong. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Ascension perks. Stellaris. But even single neighboring marauder systems have been ignored before by the FE AI before. Shiva Class Nuclear Missiles: Small, Medium and Large modules. 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. I was wrong. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. I run a general rule of 1 Swarmer for every 4 regular Missile. May 10, 2016 790 1. CryptoGo to Stellaris r/Stellaris. Compatible with Stellaris Ver. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. ago. Autocannons are 10/20/30. It has great range, and with 3 Afterburners can be reasonably quick. Space Torpedoes are Torpedoes T2. e) Battleship. 18 votes, 13 comments. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ago. Darvin3 • 2 yr. Rockets (Marauder Missiles or Nuclear Missiles etc. That'll get you the best fleet for killing things that aren't other corvettes. I was wrong. 例如:“异种保护区”(建筑)的特殊说明请在. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 387K subscribers in the Stellaris community. Are extremely powerful vs AI. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Consider checking out. Ship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I was wrong. 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. 90 dmg. Tier 0 is used for starting technologies. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. I was wrong. Marauders Caravaneers Available only with the Apocalypse DLC enabled. 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. They're looking to be the ultimate missile platform, out of all the hulls. 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. New Worlds (Starting). Also, A tachyon lance at the front is powerful. Corvettes: I would say that Marauder Missiles and Autocannons are also viable weapon choices here, although the Disruptor is definitely the most noteworthy stand-alone option. Still learning combat and I thought I had decent missile defense. 8 (applies to 3. ) 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. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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 AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. Viable for their purpose, yeah. I was wrong. Still learning combat and I thought I had decent missile defense. So far, in 1. 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. 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 have 50 destroyers fitted with flak turrets and that is my. Those are the main corvette weapon builds. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. Business, Economics, and Finance. 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 . Ships. since they fire and fly. . 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. VoiDSwarmer missiles imo are massively under rated. You should still be able to make it work, though. 6 combat rebalance against powerful torpedo and carrier f. Marauder Missiles (S slot) have 7 hull 7 armor. 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. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. That means to you can load up battleships with them. Each tactic also gives a small bonus to firing rate and one other stat. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. Professor H. N. C. 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. 077. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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. Stellaris Mods Used: Extra Ship Components 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 1. 15 votes, 14 comments. These missiles inflict decent damage to. Laser, disruptor, and missiles. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Plasma cannons used to be the best, but now after testing, gamma did much much better. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But I see so many people saying they're useless. In singleplayer you can just mass these, the AI will never counter them. I think the new meta for ships makes battleships the best. Mass Drivers/Disruptors/Plasma are 20/30/40. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All Discussions. Missiles are 26/36/46. All codes for the game: The main list. 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. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . I was wrong. I honestly think they're ok. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Computer should be swarm then picket once you can get 90%. 0 version now available Fixed Turrets 1. Wormholes and L gates work for the Unbidden, and your gateways can be captured. . 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 only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Still learning combat and I thought I had decent missile defense. Ship designer. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 2. 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. However any missiles or torps suddenly become effective if any amount of strike craft is involved. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I don't put any Shields on mine. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. so compared to other missiles, theyre strong but not outrageously so. I took the two best fleets built with even resources and tested. ⚄ 🎁. I get lasers and such via debris but don't care because I never use them anyway. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles.