Still learning combat and I thought I had decent missile defense. Every type of weaponry is. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 8 "Gemini" and Galactic Paragons. So I decided to make the 4th Horde. But I see so many people saying they're useless. Marauders Caravaneers Available only with the Apocalypse DLC enabled. I was wrong. 375 DPS to hull. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. CryptoTorpedo Cruisers have been surprisingly effective for me as a missile empire. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Engineering research#Marauder Missiles Tech. 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 . On paper their weapon stats make them the best weapon in the game. Normal missiles are to be used always. 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). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. I was wrong. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. 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. Instead it throws a mixture of every tech available to it on its ships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. 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 . Think of corvettes as an expandable screen. #4. 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. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Alright, so I've been really having fun with the changes to missile mechanics. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Creating ships. 9. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. Plasma cannons used to be the best, but now after testing, gamma did much much better. However there is a new classification for specifically “torpedo” weapons which battleships do not have. MelEkara • 8 mo. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ; 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. Missiles are 26/36/46. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. If you don't have shield hardener yet. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 65: 26: 86-114 (100. Energy torpedoes do not ignore shields. 2 Whirlwinds, and 2 Marauder Missiles which adds up to a little over 4 times the damage of 4 Cloud Lightning. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0. 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. I was wrong. Go to Stellaris r/Stellaris. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. 例如:“异种保护区”(建筑)的特殊说明请在. 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 . Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. e. Lasers are 15/25/35. A secondary question is whether I should replace the disruptors on my. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. I want to have the weapons powerful but not game breaking. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. I was wrong. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I get lasers and such via debris but don't care because I never use them anyway. Marauder Missiles Tech. I was wrong. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. 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. Marauder Missiles (S slot) have 7 hull 7 armor. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. New Worlds Protocol. RickusRollus • 9 mo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris technology list and IDs cheat. Still learning combat and I thought I had decent missile defense. On to utilities - you have a grand total of 10 Larges. Swarmer missiles imo are massively under rated. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. The Great Whetstone. there are swarmer missiles and whirlwind missiles which help with that. No, not really. This is a powerful combination of long. The AI has a lot of trouble handling this design since it's reasonably well-balanced so nothing counters it super hard. 1. Thread starter Keith_C;. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. But I research one of everything before I really focus on repeatables for my weapon type, the diminishing returns hits hard and all those useless techs are fast to do. This is due to target switching from one strike craft flyer to another prevents PD from being useful against 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. 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. The areas they start are resource rich, so they mostly likely migrated to that area. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. In singleplayer you can just mass these, the AI will never counter them. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris’s ship design has undergone massive changes with patch 3. Reply. There no realistic reason to ever switch to anything else. Content is available under Attribution-ShareAlike 3. Check out this mod and modify your Stellaris experience. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Not everyone just sits back and turtles to T5. Point. Stellaris. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. 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 . #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 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 think the new meta for ships makes battleships the best. Marauders are always hostile, but will generally not attack empires unless they. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Flak Batteries are used to fend off Strike Crafts. 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. 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. 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 . 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。. great range, good dmg. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. I was wrong. Paradox has basically removed all those stuff from the game. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). I think the new meta for ships makes battleships the best. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The torpedos are very high dmg, and have some anti-armor capability. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Defenses should be 1 shield, 2 armor with advanced afterburners. Devastator Torpedoes. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. And I outfitted all my bastions with full missile only weapons, then the A. Archer Missile Pods: Small, Medium and Large modules. and have 30 range. Their. This is so effective that ~40k fleets 1:2 destro/cruiser. Content is available under Attribution-ShareAlike 3. (marauder missiles and disruptors). I was wrong. Still learning combat and I thought I had decent missile defense. So yes, Whirlwind Missiles definitely are too good. 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 . ) Torpedos and missiles for every slot possible. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. EN-Torp Evasion tank, anti-shield. All disrupters. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Swarmer missiles can survive point-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). May 10, 2016 790 1. Still learning combat and I thought I had decent missile defense. 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 . For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. Pyrosauria. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 23 DPS) and torps will be 75% effective (12. 5. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Fuzati Intelligent Research Link • 6 yr. It's quite effective against large targets and. 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. 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. Through analysis, we found that this weapon can not only penetrate your shield and armour but also has additional hull damage, and the S-slot weapon does not even need to be carried by the battleship. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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 . Right now in Stellaris ship combat is a rock paper scissors game (missiles, lasers/guns, PD) where you doom stack all your ships together and the bigger number generally wins. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Those are the main corvette weapon builds. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Marauder missiles are currently the best non-crsis guided slot weapon in the game. And as part of Apocalypse, say hello to the Marauders. And any destoyed FE ship is 1 less ship they field overal unless they Awake. 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. 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. They can beat anything except missile corvettes and couple destroyer variants. Space Torpedoes are Torpedoes T2. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. Stellaris cheats and commands. were fair with missiles at all. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. *. Adjusted the maximum range of all non-torpedo missiles. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. 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 . 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. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Scourge missiles are good against armor and hull and slightly better against point-defense. 11 average damage and small disruptors do 4. These are also easily moddable via its file, see #Tiers . 795 DPS), a small win for the missiles. The end of my last game i had 550. 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. Business, Economics, and Finance. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. 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. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Stellaris Marauder Shipset Mod. I was wrong. Last edited by MP ; Sep 26, 2021 @ 11:51pm. #1. if the enemy is strong just check their composition and counter. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Huge alloy production is a must to reinforce fleet casualties. Many. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I just can't see any practical reason to pick missiles, especially in the late game :Still learning combat and I thought I had decent missile defense. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A searchable list of all technology codes from Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A. 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 . Ryika (Banned) Sep 26, 2021 @ 11:58pm. It's one step. 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. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Hire their fleets (all three of them). Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. . Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Select a single enemy fleet, then inspect the loadouts of their ship types. 10000. Still learning combat and I thought I had decent missile defense. 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. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. I was wrong. Still learning combat and I thought I had decent missile defense. 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. 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). Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 99 Badges. With maxxed out tactics and gunnery, the chance for. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. As a fan of missile weapons in Stellaris since, well, 1. 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. R5: I’m glad we finally get to make a marauder empire. It has great range, and with 3 Afterburners can be reasonably quick. EN-Torp Evasion tank, anti-shield. Compatible with Stellaris Ver. Weapons. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Still learning combat and I thought I had decent missile defense. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 5. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. In general, missiles are risky as they are easily countered. I just can't see any practical reason to pick missiles, especially in the late game :Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I took the two best fleets built with even resources and tested. You should still be able to make it work, though. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. The final essential module is the Combat Computer. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Mass Drivers/Disruptors/Plasma are 20/30/40. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. 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. They're not good for "tanking" PD away from your other missiles. Professor H. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. You could use normal missiles for standard attacks. Missiles fly faster, therefore, they are better at getting through point defence. Ship designer. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. if the enemy is strong just check their composition and counter. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. Plasma + autocannons. S. C. . The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. 10000. 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 has now only Armor and Missiles. I have 50 destroyers fitted with flak turrets and that is. Stellaris. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. They really have a place in the game now. Shiva Class Nuclear Missiles: Small, Medium and Large modules. [deleted] • 6 yr. Space Stations. Still learning combat and I thought I had decent missile defense. All codes for the game: The main list. or before, I don't feel that the changes made in 2. Probably artillery is better. That'll get you the best fleet for killing things that aren't other corvettes. None of the Menacing ships cost additional resources for its weapons, which makes it easy for Crisis players to use massive amounts of the Ancient Nano Missile Cloud Launcher, tearing the entire galaxy. ⚄ 🎁. 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. Nov 9, 2023Darvin3 • 2 yr. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . All types of planets. Efficient, decent range for me, and damage. Enclaves are more like a local feature than an empire and thus have no sliders. Computer should be swarm then picket once you can get 90%. 18 votes, 13 comments. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 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),. But I see so many people saying they're useless. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. . 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). The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. 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. ago. 8 (applies to 3. This ship design is very high value, and. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. None worth noting. Interceptors with. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Missiles may be fixed in the upcoming balance patch, but they are trash right now. 0) 100: 25%: 14. It has great range, and with 3 Afterburners can be reasonably quick. I was wrong. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Ryika (Banned) Sep 26, 2021 @ 11:58pm. 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. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Antimatter Missiles are Missiles T3. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. The equipment itself is ok, offers a bit of variety. 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. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 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. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Consider checking out. Summoning events. 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. so compared to other missiles, theyre strong but not outrageously so. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. I was wrong. Marauder Missiles: tech_missiles_5. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Now (3. Guardian Point Defense have +100% vs armor, but no hull multiplier. Artillery Computer will let it use that speed to keep its distance. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. This is primarily due to replacing Giga Cannons with Tachyon Lances. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. You chose to defend yourself against the raiders and weaken yourself as a result. Still learning combat and I thought I had decent missile defense. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. R5: I’m glad we finally get to make a marauder empire. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They deal "better" damage than torpedoes (their. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. RagingJaws Looter of Priceless Artifacts. Recently, I've been using a lot of missile fleets in Stellaris. e) Battleship. Stellaris.