This page was last edited on 6 August 2018, at 14:35. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Stellaris. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. Still learning combat and I thought I had decent missile defense. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Stellaris Wiki Active Wikis. So yes, Whirlwind Missiles definitely are too good. 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 . Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). All codes for the game: The main list. Darvin3 • 2 yr. You want cruisers with 3 aux slots, and fill all of them with afterburners. or before, I don't feel that the changes made in 2. 9% of fights in Stellaris aren't even close to even, so it barely matters. A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. The Great Whetstone. Swarming also works, though yields heavier losses . Perfect schiffen for the how for the game. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. May 10, 2016 790 1. I was wrong. Report. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Last edited by MP ; Sep 26, 2021 @ 11:51pm. 0 I remember missiles were pretty broken in general. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. 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. N. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Still learning combat and I thought I had decent missile defense. Torpedoes are. A secondary question is whether I should replace the disruptors on my. Ascension perks. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Learn more about U. Point. You go to ship customization and go to the tile to change its loadout. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). I was wrong. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. As a fan of missile weapons in Stellaris since, well, 1. C. Rockets (Marauder Missiles or Nuclear Missiles etc. 16. Business, Economics, and Finance. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Best. I'm wondering how to assess my fleets' performance in battle. 0 changed missile slots, pre-2. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. 0 version now available Fixed Turrets 1. Disruptor or Missile Corvettes are the best. So don't take an even fight there? 99. 6. Missiles feel really hit or miss. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. 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. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. You need a strong economy to fuel the war against the Unbidden. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. That's like 7. 9. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Even something fairly trivial like: - Missile (basic) -> extra damage to Destroyer, Cruiser, and Starbase - Torpedo -> extra damage to Cruiser, Battleship, and Titan - Swarmer -> extra damage to Corvette and. Computer should be swarm then picket once you can get 90%. 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. Marauder Missiles: tech_missiles_5. But how do I decide if a given ship design is performing well? How do I. The new tactic is a combo of combat AI, missiles, and movement speed. See moreThis page was last edited on 14 October 2017, at 11:01. Missile corvettes do amazing against unbidden. I'm wondering how to assess my fleets' performance in battle. Missiles are guaranteed damage against anyone with weak PD screen. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. ago. Hire their fleets (all three of them). I was wrong. Only has G slot chassis. Cruise missiles are. Go to Stellaris r/Stellaris. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. In 1. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. only in theory. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. As for Corvettes, I think you can just phase them out when you get Cruisers. 0 version now available Fixed Turrets 1. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. Point Defense is used to fend off Rockets. Auto-best is not good, it frequently makes completely nonsensical design decisions. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Good range too. 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 . The range changes make mass drivers better than autocannons as well (assuming you start at range). . 15 votes, 14 comments. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. 5x to Rare Techs is important to draw them early. 35 Devastator. 8 "Gemini" and Galactic Paragons. Swarmer missiles can. 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. They also ignore shields. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Flak Batteries are used to fend off Strike Crafts. 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. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Stellaris: Every Weapon Ranked in the 3. That said, Marauders waking up at 2300 is not impossible to beat. I was wrong. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. Plasma + autocannons. #4. I was raised by the civilized dwamaks, I. If it'd happened at, say, 2380, or even 2360, you'd have been fine. 8 (applies to 3. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. They have 100% accuracy and decent Tracking, but their projectiles. Stellaris. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 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. Still learning combat and I thought I had decent missile defense. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. . Armor and shields don't matter if the hull is destroyed. You should still be able to make it work, though. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. They have low base damage, but all. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. I just can't see any practical reason to pick missiles, especially in the late game :(XL Cruise Missiles For Stellaris. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. Notes: The table shows the default names/icons of techs. A. According to the official Stellaris 3. 9. I lost a lot of them and this actually made them very unsustainable. I was wrong. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. turn "Marauder empires" to off in the galaxy creation thing. 6 and some little future nuggets. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Business, Economics, and Finance. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. 9. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. High evasion fleets neuter missile fleets compared to traditional weapons. Secondly, wow, i really shouldn't had been using corvettes. 7 DPS and have +25% vs hull for a total of 18. List of resources. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Showing 1 - 14 of 14 comments. 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. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This is the trigger block to decide if they'll hire a marauder fleet (i've skipped over a few other checks on marauder fleet states, only showing the pertinent bits). I just can't see any practical reason to pick missiles, especially in. Stellaris: Our Ship. 0 is the starbase weapons. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. 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. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Viable for their purpose, yeah. What is Stellaris mods? A mod (short for "modification") is an alteration where. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. *. *. You need a strong economy to fuel the war against the Unbidden. 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. If you have any questions or ideas, please feel free to leave a comment. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This page was last edited on 6 August 2018, at 14:35. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Auto-best is not good, it frequently makes completely nonsensical design decisions. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. And if you are looking to. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. Marauder 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. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. My. ago. 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. 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 . 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 . It’s no longer about amassing Battleships; a mixture of ship classes is essential now. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. Nuclear Missiles: tech_missiles_1. N. Marauder Missiles: Average cycle time: 128. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. 报警机器人 于6年前 修改了 此页面。. ) Torpedos and missiles for every slot possible. While I don't like short-ranged weapons o A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). So it's just a constant sink. It's a really. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 6 also includes new galaxy shapes to explore, new story events, a new. 修改完毕后,请刷新上面的文本。 分类: . 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. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). I get lasers and such via debris but don't care because I never use them anyway. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. 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 . 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. I can't design the main station and pick what it uses beyond "adding two missile slots" -. Business, Economics, and Finance. A place to share content, ask questions and/or talk about the 4X grand strategy game. Defenses should be 1 shield, 2 armor with advanced afterburners. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Have there been improvements post 2. Missiles have very long range compared to other weapons of similar size and ignore shields. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Marauder Missiles----- 这些最尖端的导弹配备有限程度的人工智能导航,极大地提高导弹追踪目标的能力和表现。. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Normal missiles are to be used always. Mass Drivers/Disruptors/Plasma are 20/30/40. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. But there are better ways to counter regular. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. 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. I think it has to do with the missile's rate of fire and tracking. All disrupters. But how do I decide if a given ship design is performing well? How do I. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Early game I lean very heavy into missiles, with some anti missile screening. 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 . Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Normal missiles are to be used always. 1. 285. Weapons. [deleted] • 6 yr. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They activate during the mid game and begin to conquer everything they can. In times long past, 4. Marauder Missiles: 44 0. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. . 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. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. They deal "better" damage than torpedoes (their. Lasers are 15/25/35. Still learning combat and I thought I had decent missile defense. Checking AI fleet comp, and build there are 2 possibilities. Stellaris’s ship design has undergone massive changes with patch 3. 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. That's the cool thing about shield/armor bypassing weapons. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Still learning combat and I thought I had decent missile defense. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. If your concern is battleships and. 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. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. I was wrong. Magnetic Accelerator Cannon (M. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. They're not good for "tanking" PD away from your other missiles. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. 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. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Being that it is a missile, it can also be shot down by point defense. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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. 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 . Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I was wrong. The choice is obvious. Antimatter Missiles are Missiles T3. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. This meant the remaining missiles targeted on that ship were wasted. They will sometimes ask for tribute. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. I was wrong. 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. The khan fleets can't get close enough and just slowly die. 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. 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. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Stellaris > General Discussions > Topic Details. Stellaris Ship Design Guide 2023 [3. 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. Devastator Torpedoes. 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%. 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 . High evasion fleets neuter missile fleets compared to traditional weapons. Missile torpedoes ignore shields. A searchable list of all technology codes from Stellaris. have you tried the nano missiles? base damage 4. The kinetic kill missile was so fast it evaded point defense and was extremely fast. S. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. there are swarmer missiles and whirlwind missiles which help with that. 56 17. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Reply . hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. They are good at nullifying most attacks against stationary structures. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. In singleplayer you can just mass these, the AI will never counter them. If someone hires them and you can't counter them, you just have to take it on the nose. and then spam devastated torpedoes and marauder missiles. Use swarm computer and Afterburner. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. 34. Set your ship's computer to artillery and auxiliary slot to Afterburners. It is under development and may have unknown bugs. 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. Point Defense is used to fend off Rockets. Whirlwinds have 30 hull and 15 armor. A secondary question is whether I should replace the disruptors on my. C. 例如:“异种保护区”(建筑)的特殊说明请在. I honestly think they're ok. There no realistic reason to ever switch to anything else. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. But how do I decide if a given ship design is performing well? How do I. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles.