marauder missiles stellaris. So it's just a constant sink. marauder missiles stellaris

 
 So it's just a constant sinkmarauder missiles stellaris  One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots

Marauders Caravaneers Available only with the Apocalypse DLC enabled. S. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Using missiles is a commitment: either you go out of your way to get. 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'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. The Cruise Missiles tech is available right after Marauder Missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 7 DPS and have +25% vs hull for a total of 18. 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. I was wrong. Mining Drone Lasers are 20/15/-. I was wrong. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Let me know what you think. The Great Whetstone. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . Hire their fleets (all three of them). It's one step. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Point Defense is 8/-/20. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. In singleplayer you can just mass these, the AI will never counter them. 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 . Corvettes are quick, cheap to build, and smaller but have high evasion. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. ) from Halo. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. No, not really. 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. [deleted] • 6 yr. You should still be able to make it work, though. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Also, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. 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 . This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. These are also easily moddable via its file, see #Tiers . Torpedoes are. Yes, Arcane Deciphering is very good. So yes, Whirlwind Missiles definitely are too good. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. I'm a veteran of Stellaris, playing since super early days. 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 . 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. For example, missiles/torps. Business, Economics, and Finance. Ship. Computer should be swarm then picket once you can get 90%. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. ; 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. It's one step. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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. 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). Marauder missiles are currently the best non-crsis guided slot weapon in the game. I was wrong. That's like 7. Still learning combat and I thought I had decent missile defense. 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. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I think the new meta for ships makes battleships the best. 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. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Yes, technically. iirc. . 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Stellaris Dev Diary #300 - Happy Anniversary! 3. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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. Hell. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Scourge missiles are good against armor and hull and slightly better against point-defense. Reduced the range of torpedoes. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Marauder Missiles (S slot) have 7 hull 7 armor. The areas they start are resource rich, so they mostly likely migrated to that area. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. only in theory. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. That beast will wipe everything vanila AI capable to throw on you. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. 0 unless otherwise noted. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Stellaris has almost always had a rock/paper/scissors. Marauder missile + autocannon/disrupter. 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。. But Energy Torpedoes + Plasma is also a valid choice. 23 DPS) and torps will be 75% effective (12. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Lasers are 15/25/35. capable of causing immense damage to the hull of enemy ships. Swarmer missiles can. Devastator Torpedoes. 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. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torpedoes are. Redirect page. 3. They do +200% damage to shields. e. No, not really. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. #3. Free to update or use in Stellaris by anyone. Marauders are always hostile, but will generally not attack empires unless they. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 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. In general, missiles are risky as they are easily countered. In singleplayer you can just mass these, the AI will never counter them. 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. . 15 votes, 14 comments. With maxxed out tactics and gunnery, the chance for. Alright, so I've been really having fun with the changes to missile mechanics. ) 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. Computer should be swarm then picket once you can get 90%. Missiles should be the longest-range weapons. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. 5 Average damage per cycle: 100 Average damage per unit time: 1. 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. You need a strong economy to fuel the war against the Unbidden. N. Missiles have very long range compared to other weapons of. 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. They have very low DPS. 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. I want to have the weapons powerful but not game breaking. Each tactic also gives a small bonus to firing rate and one other stat. Also, this is a mod made for personal use, so the specifications may change drastically from. All Discussions. 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. So I decided to make the 4th Horde. Decreased Missile Accuracy from 100% to. Recently, I've been using a lot of missile fleets in Stellaris. 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,. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. The go-to way to use Whirlwinds is part of a balanced Battleship build. Plasma + autocannons. 34. This page was last edited on 6 August 2018, at 14:35. 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. Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. 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 . Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Lasers are 15/25/35. 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. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Still learning combat and I thought I had decent missile defense. The equipment itself is ok, offers a bit of variety. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. I was wrong. PD/whirlwind corvettes should be given disrupters ideally. 387K subscribers in the Stellaris community. 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. and have 30 range. 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 . Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. if the enemy is strong just check their composition and counter. On paper their weapon stats make them the best weapon in the game. 5. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Guardian Point Defense have +100% vs armor, but no hull multiplier. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Rockets (Marauder Missiles or Nuclear Missiles etc. 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 . XL Cruise Missiles For Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. 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. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. 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. 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 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. 3. Still learning combat and I thought I had decent missile defense. #footer_privacy_policy | #footer. 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 . Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I don't fully understand it either, and that's after 150 hours of play. Stellaris. S. Still learning combat and I thought I had decent missile defense. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. This is primarily due to replacing Giga Cannons with Tachyon Lances. 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 . You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. 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 missiles do 7. Pyrosauria. #4. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Plasma cannons used to be the best, but now after testing, gamma did much much better. Still learning combat and I thought I had decent missile defense. There no realistic reason to ever switch to anything else. 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 . Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. I was wrong. I think the new meta for ships makes battleships the best. This ship design is very high value, and. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This is a powerful combination of long. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 06 damage to hull. It's really strong, very generalist, and the AI absolutely does not know how to handle it. I was wrong. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Still learning combat and I thought I had decent missile defense. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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 . Reply . Swarm missiles are a bit more tanky but do very little damage. 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. were fair with missiles at all. 3. This page was last edited on 6 August 2018, at 14:35. 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. 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. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. great range, good dmg. Antimatter Missiles are Missiles T3. Pyrosauria. Stellaris. Doctrine: Fluid Fleet Templates. A marauder missile will be destroyed in 2 hits on average from PD. MelEkara • 8 mo. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. In times long past, 4. 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 . 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. Probably artillery is better. 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 . 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 . They can beat anything except missile corvettes and couple destroyer variants. Use swarm computer and Afterburner. So I decided to make the 4th Horde. 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 . 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. This is a searchable and complete list of Stellaris technologies and their IDs. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Antimatter Missiles: tech_missiles_3. 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. All codes for the game: The main list. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. 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. Marauder missiles do 7. Stellaris. 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. ): Small, Medium and Large modules. Missile corvettes do amazing against unbidden. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I. (Ship count, as distinct from fleet power. 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 . This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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. 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. 11 average damage and small disruptors do 4. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Weapons. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Each of the sliders effects only its own category. Also, this is a mod made for personal use, so the specifications may change drastically from. 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. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . On a nice advice, never fight FE ships from long range, they will out damage you. Darvin3 • 2 yr. Content is available under Attribution-ShareAlike 3. Stellaris Ship Design Guide 2023 [3. 285. - Torpedoes: Range from T2 - T4. 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. 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. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. I run a general rule of 1 Swarmer for every 4 regular Missile. 8 (applies to 3. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. Still learning combat and I thought I had decent missile defense. Go to Stellaris r/Stellaris. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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. Stellaris Real-time strategy Strategy video game Gaming. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 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. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Stellaris. Torpedoes have 17. 3. 6 combat rebalance against powerful torpedo and carrier f. On to utilities - you have a grand total of 10 Larges. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. These missiles inflict decent damage to. Still learning combat and I thought I had decent missile defense. C.