Marauder missiles stellaris. Plasma + autocannons. Marauder missiles stellaris

 
 Plasma + autocannonsMarauder missiles stellaris 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。

Energy torpedoes do not ignore shields. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In singleplayer you can just mass these, the AI will never counter them. Marauder missiles do 7. 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 . New Worlds (Starting). There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. Swarmer missiles can. I gives the Bastions Whirlwind missiles rather than marauder missiles. 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. Missile torpedoes ignore shields. 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. Marauder missile + autocannon/disrupter. 3. Ex: the missile tiles spawn 2? missile batteries. 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. Still learning combat and I thought I had decent missile defense. I was wrong. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 was wrong. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. 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. 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. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Ship. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 3. They can beat anything except missile corvettes and couple destroyer variants. ): Small, Medium and Large modules. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Interceptors with. I was wrong. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. I want to have the weapons powerful but not game breaking. 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). 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. 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. I stopped using whirlwind missiles because strike craft work better for the same purpose. 69 dmg @110 range vs Tachyon Lance 17. Thus, against corvettes, missiles will be 90% effective (13. Business, Economics, and Finance. Against destroyers,. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Space Torpedoes are Torpedoes T2. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. I was wrong. Still learning combat and I thought I had decent missile defense. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Recently, I've been using a lot of missile fleets in Stellaris. Magnetic Accelerator Cannon (M. #3. only in theory. 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. Fallen Empires tend to focus on one or two weapon types, capitalize on that. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Weapons. They deal "better" damage than torpedoes (their. 2 Whirlwinds, and 2 Marauder Missiles which adds up to a little over 4 times the damage of 4 Cloud Lightning. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. The Cruise Missiles tech is available right after Marauder Missiles. You need a strong economy to fuel the war against the Unbidden. 概览. I was wrong. . 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. I was wrong. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. This is primarily due to replacing Giga Cannons with Tachyon Lances. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 5. . Regular missiles and torpedoes are so good now. Huge alloy production is a must to reinforce fleet casualties. They really have a place in the game now. ) 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Yes, Arcane Deciphering is very good. 15 votes, 14 comments. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Nano-Missiles are only good in theory. 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. If you don't have shield hardener yet. 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. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. XL Cruise Missiles For Stellaris. I don't fully understand it either, and that's after 150 hours of play. Those are the main corvette weapon builds. 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 . Lasers are 15/25/35. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. The Cruise Missiles tech is available right after Marauder Missiles. You could use normal missiles for standard attacks. To unlock any new tech tier, you need 8 techs researched of. A marauder missile will be destroyed in 2 hits on average from PD. 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Point Defense is 8/-/20. You could use normal missiles for standard attacks. 06 damage to hull. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. 0 changed missile slots, pre-2. A. ⚄ 🎁. Tier 0 is used for starting technologies. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . e) Battleship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still unsure how to fit it in my ship designs. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. No, not really. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 1. Hell. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Defenses should be 1 shield, 2 armor with advanced afterburners. 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 . Summoning events. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. SuperluminalSquid Technological Ascendancy • 3 mo. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. 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. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. 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. 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. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. 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). Stellaris has now only Armor and Missiles. 7, add 25% to hull and 33% from archaeo engineers. Consider checking out. Missiles should be the longest-range weapons. 10000. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. I honestly think they're ok. 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. Best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Flak Artillery: tech_flak_batteries_3. ago. I get lasers and such via debris but don't care because I never use them anyway. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Are extremely powerful vs AI. 3. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my fleet whittle down to. capable of causing immense damage to the hull of enemy ships. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Their. 18 votes, 13 comments. Still learning combat and I thought I had decent missile defense. Defenses should be 1 shield, 2 armor with advanced afterburners. These missiles inflict decent damage to. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Plasma cannons used to be the best, but now after testing, gamma did much much better. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. You go to ship customization and go to the tile to change its loadout. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. That beast will wipe everything vanila AI capable to throw on you. Still learning combat and I thought I had decent missile defense. This has a bit of issue. I was wrong. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Learn more about U. I was wrong. 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. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. R5: I’m glad we finally get to make a marauder empire. Cruiser VS Battleship. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. N. Auto-best is not good, it frequently makes completely nonsensical design decisions. That'll get you the best fleet for killing things that aren't other corvettes. I think the new meta for ships makes battleships the best. Using missiles is a commitment: either you go out of your way to get. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Cruise missiles are. Or torps. Marauder Missiles deal 14. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. It's one step. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. On to utilities - you have a grand total of 10 Larges. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Nano-Missiles are only good in theory. #footer_privacy_policy | #footer. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I took the two best fleets built with even resources and tested. 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 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 . Plasma cannons used to be the best, but now after testing, gamma did much much better. How to Beat the Scavenger Bot in Stellaris. Point Defense is 8/-/20. 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. The "meta" was declared the first one though because people. I was wrong. I was wrong. 0 unless otherwise noted. It has great range, and with 3 Afterburners can be reasonably quick. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. C. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They're not good for "tanking" PD away from your other missiles. Fuzati Intelligent Research Link • 6 yr. And I outfitted all my bastions with full missile only weapons, then the A. Probably artillery is better. 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. These missiles inflict decent damage to. Checking AI fleet comp, and build there are 2 possibilities. In times long past, 4 Great Marauder Hordes reaved the stars. 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. Select a single enemy fleet, then inspect the loadouts of their ship types. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. A study on Missile/Hangars vs Point Defense/Flak in 3. C. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In singleplayer you can just mass these, the AI will never counter them. You should still be able to make it work, though. FlatEarther98. 65: 26: 86-114 (100. Still learning combat and I thought I had decent missile defense. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 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 . 4. Autocannons are 10/20/30. Marauder missiles and devastator torpedoes destroy everything. Marauder Missiles (S slot) have 7 hull 7 armor. 0) 100: 25%: 14. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. Giga Cannon + Kinetic Batteries on an all big gun battleship is also effective against the unbidden and will get the first strike (but has to get through their shields), Carrier or Missile spam variants ignore shields (Marauder missiles do more vs hull). Computer should be swarm then picket once you can get 90%. Wormholes and L gates work for the Unbidden, and your gateways can be captured. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. 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 . Paradox has basically removed all those stuff from the game. iirc. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. I was wrong. 90 dmg. Archer Missile Pods: Small, Medium and Large modules. 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. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Still learning combat and I thought I had decent missile defense. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Marauders are always hostile, but will generally not attack empires unless they. 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. . But I see so many people saying they're useless. Those are the main corvette weapon builds. Since 3. Still learning combat and I thought I had decent missile defense. This mod adds some weapons used by the United Nations Space Command (U. The Unbidden doesn't even have point defense, What. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). 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. ago. Stellaris Mods Used: Extra Ship Components 3. 66 comments. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Contents. 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 was wrong. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Stellaris > General Discussions > Topic Details. EN-Torp Evasion tank, anti-shield. May 10, 2016 790 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). ago. This page was last edited on 6 August 2018, at 14:35. I was wrong. Laser, disruptor, and missiles. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Stellaris cheats and commands. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. I think the new meta for ships makes battleships the best. 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. Still learning combat and I thought I had decent missile defense. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. 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. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. Swarmer missiles imo are massively under rated. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Corvettes are quick, cheap to build, and smaller but have high evasion. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. since they fire and fly. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Ships. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Stellaris. Embarrassingly, I'm still a hefty novice when it comes to ship design. I'm a veteran of Stellaris, playing since super early days. I was wrong. The torpedos are very high dmg, and have some anti-armor capability. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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. All disrupters. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 500"? That's a requirement. This is primarily due to replacing Giga Cannons with Tachyon Lances. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mass Drivers/Disruptors/Plasma are 20/30/40. 12. There no realistic reason to ever switch to anything else. 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 . Guardian Point Defense have +100% vs armor, but no hull multiplier. Fusion Missiles are Missiles T2. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. well missiles are kinda just the baseline I guess. But there are better ways to counter regular. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:.