Those are the main corvette weapon builds. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 7 DPS and have +25% vs hull for a total of 18. I was wrong. 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. For the auxiliary slots i do afterburners. filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). Also, this is a mod made for personal use, so the specifications may change drastically from. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Ship designer. 7 DPS and have +25% vs hull for a total of 18. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I was wrong. 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. Also, A tachyon lance at the front is powerful. It was my understanding that…Stellaris. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. You could use normal missiles for standard attacks. Notes: The table shows the default names/icons of techs. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Maybe the lack of speed boosts for kiting has been my issue. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. This ship design is very high value, and. ) from Halo. 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). ⚄ 🎁. I was wrong. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 11 average damage and small disruptors do 4. 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. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Marauder Missiles deal 14. Scourge missiles are good against armor and hull and slightly better against point-defense. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. I was wrong. Using missiles is a commitment: either you go out of your way to get. 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. That'll get you the best fleet for killing things that aren't other corvettes. Still learning combat and I thought I had decent missile defense. Scourge missiles are good against armor and hull and slightly better against point-defense. A secondary question is whether I should replace the disruptors on my. Computer should be swarm then picket once you can get 90%. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . SuperluminalSquid Technological Ascendancy • 3 mo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Still unsure how to fit it in my ship designs. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 2 shields, everything else in armor. 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. (Ship count, as distinct from fleet power. So I decided to make the 4th Horde. have you tried the nano missiles? base damage 4. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. Engineering research#Marauder Missiles Tech. #4. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It has great range, and with 3 Afterburners can be reasonably quick. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. They can beat anything except missile corvettes and couple destroyer variants. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. This mod adds some weapons used by the United Nations Space Command (U. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Wiki Active Wikis. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Stellaris Dev Diary #300 - Happy Anniversary! 3. Flak Artillery: tech_flak_batteries_3. Cruise missiles are. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. Plasma cannons used to be the best, but now after testing, gamma did much much better. [Late-game]. 8 (applies to 3. Fusion Missiles: tech_missiles_2. Stellaris - Archeo-Engineering does not calculate effects in ship designer. 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 . . Stellaris’s ship design has undergone massive changes with patch 3. Every type of weaponry is. since they fire and fly. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Plasma cannons used to be the best, but now after testing, gamma did much much better. ; About Stellaris Wiki; Mobile viewHangars 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. 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. Ship. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Marauder Missiles: 22. I don't fully understand it either, and that's after 150 hours of play. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. Sounds like you need to up the crisis strength modifier. iirc. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Learn more about U. PD/whirlwind corvettes should be given disrupters ideally. You should still be able to make it work, though. Still learning combat and I thought I had decent missile defense. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Still learning combat and I thought I had decent missile defense. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. I was wrong. A study on Missile/Hangars vs Point Defense/Flak in 3. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. . A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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 . 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. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 例如:“异种保护区”(建筑)的特殊说明请在. All disrupters. 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% The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. Still learning combat and I thought I had decent missile defense. devastators one of the best things you can put on a corvette Swarmers are specifically for keeping enemy point defense busy whie your other missiles and strikecraft get through. capable of causing immense damage to the hull of enemy ships. Go to Stellaris r/Stellaris. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. Darvin3 • 2 yr. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. Still learning combat and I thought I had decent missile defense. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. Marauder Missiles (S slot) have 7 hull 7 armor. Checking AI fleet comp, and build there are 2 possibilities. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. I was wrong. Viable for their purpose, yeah. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. It's. It's one step. #3. 0 unless otherwise noted. For the auxiliary slots i do afterburners. Decreased Missile Accuracy from 100% to. That's like 7. On a nice advice, never fight FE ships from long range, they will out damage you. 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. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. 15 votes, 14 comments. 8, missiles gained the ability to re-target if their original target died before impact. For example, I can. The equipment itself is ok, offers a bit of variety. With maxxed out tactics and gunnery, the chance for. Stellaris’s ship design has undergone massive changes with patch 3. These IDs are usually used with the research_technology tech ID command. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. Torpedoes are. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . 0. The "meta" was declared the first one though because people. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Mass Drivers/Disruptors/Plasma are 20/30/40. Marauder Missiles (S slot) have 7 hull 7 armor. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Reduced the range of torpedoes. How to Beat the Scavenger Bot in Stellaris. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 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. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. Rockets (Marauder Missiles or Nuclear Missiles etc. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 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. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. C. 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 . 5. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). I was wrong. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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 . Defenses should be 1 shield, 2 armor with advanced afterburners. 11 average damage and small disruptors do 4. CryptoHow to Beat the Scavenger Bot in Stellaris. Stellaris Ship Design Guide 2023 [3. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. or before, I don't feel that the changes made in 2. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Swarmer missiles imo are massively under rated. In singleplayer you can just mass these, the AI will never counter them. I was wrong. ) 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. 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 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. This is a searchable and complete list of Stellaris technologies and their IDs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use PD, shield, and shield hardeners. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Marauder missiles do 7. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. Still learning combat and I thought I had decent missile defense. 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. Summoning events. In times long past, 4. Ascension perks. It's quite effective against large targets and. I was wrong. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 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. Are extremely powerful vs AI. But Energy Torpedoes + Plasma is also a valid choice. 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. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Now (3. Each of the sliders effects only its own category. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. Select a single enemy fleet, then inspect the loadouts of their ship types. Doctrine: Fluid Fleet Templates. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. I honestly think they're ok. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. You should still be able to make it work, though. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Mass driver Corvettes beat missile Corvettes without pd (it is not even close). On paper their weapon stats make them the best weapon in the 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 . Missile Defense. RagingJaws Looter of Priceless Artifacts. Content is available under Attribution-ShareAlike 3. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. Stellaris. Quantum Missiles: tech_missiles_4. Missiles fly faster, therefore, they are better at getting through point defence. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I have 50 destroyers fitted with flak turrets and that is my. No, not really. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Recently, I've been using a lot of missile fleets in Stellaris. I was wrong. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I. 1. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. . 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. 65: 26: 86-114 (100. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Marauder Missiles deal 14. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 99 Badges. *. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 66 comments. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. I was wrong. Mass Drivers/Disruptors/Plasma are 20/30/40. 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. well missiles are kinda just the baseline I guess. 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 gives the Bastions Whirlwind missiles rather than marauder missiles. In singleplayer you can just mass these, the AI will never counter them. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. And if spammed, point defense cannot even compete. Many. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. The unbidden are here! My corvettes vanish like flies and I don't see the point in build corvettes every two battlesThe equipment itself is ok, offers a bit of variety. Also, this is a mod made for personal use, so the specifications may change drastically from. 3. So I decided to make the 4th Horde. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. M910. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. ago. That's like 7. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles may be fixed in the upcoming balance patch, but they are trash right now. . Still learning combat and I thought I had decent missile defense. Torpedoes have 17. I stopped using whirlwind missiles because strike craft work better for the same purpose. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris. Missiles are good against small agile targets, Torpedoes are good against big slow ones. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. 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. ago. 06 damage to hull. Free to update or use in Stellaris by anyone. 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,. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. So it's just a constant sink. Mining Drone Lasers are 20/15/-. I was wrong. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Still learning combat and I thought I had decent missile defense. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Probably artillery is better. Point Defense is 8/-/20. Fleet weapons in Stellaris. But there are better ways to counter regular. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. 70: 10: 40% Scourge Missiles [edit source]Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . VoiDSwarmer missiles imo are massively under rated. 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. 0 version now available Fixed Turrets 1. The reason is that Called Shot boost. Artillery Computer will let it use that speed to keep its distance. 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 . Compatible with Stellaris Ver. These missiles inflict decent damage to. Use swarm computer and Afterburner. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. EN-Torp Evasion tank, anti-shield. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This is primarily due to replacing Giga Cannons with Tachyon Lances. They're not good for "tanking" PD away from your other missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 06 damage to hull. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. No custom sounds or projectiles (yet?) as I have no idea how to. iirc. Enjoy the game!. Yes, technically. 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. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. 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. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. There no realistic reason to ever switch to anything else. A marauder missile will be destroyed in 2 hits on average from PD. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. That beast will wipe everything vanila AI capable to throw on you. X. Not to mention you have far fewer missile slots than pre-2. But I see so many people saying they're useless. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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 . Or torps. Missiles could use a speed and range buff. 18 votes, 13 comments. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. 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 . 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. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers.