If the empire preferred. And I outfitted all my bastions with full missile only weapons, then the A. 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 . Now (3. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. 10000. 0 unless otherwise noted. Yes, even player empires are given an AI personality, which mainly just has an effect on. I'm wondering how to assess my fleets' performance in battle. S. 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. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. ago. Pay especial attention to Moderation Posts in the colour yellow. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Common May 9, 2018 @ 1:39am. They deal "better" damage than torpedoes (their. So yes, Whirlwind Missiles definitely are too good. Still learning combat and I thought I had decent missile defense. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Creating ships. Perfect schiffen for the how for the game. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. 8 (applies to 3. On to utilities - you have a grand total of 10 Larges. Business, Economics, and Finance. In singleplayer you can just mass these, the AI will never counter them. Defenses should be 1 shield, 2 armor with advanced afterburners. SuperluminalSquid Technological Ascendancy • 3 mo. Point Defense is 8/-/20. Reply . They also ignore shields. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. The Unbidden doesn't even have point defense, What. Stellaris. Using missiles is a commitment: either you go out of your way to get. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Also, this is a mod made for personal use, so the specifications may change. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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%. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Flak Cannons:Missiles have much, much higher damage output than Disruptors. Darvin3 • 2 yr. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm wondering how to assess my fleets' performance in battle. 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). Still learning combat and I thought I had decent missile defense. This mod adds some weapons used by the United Nations Space Command (U. N. 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. Add a Comment. 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 . 56 17. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. If your concern is battleships and. This page was last edited on 14 October 2017, at 11:01. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. 9. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. U. 7. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. I was wrong. Ryika (Banned) Sep 26, 2021 @ 11:58pm. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. It is under development and may have unknown bugs. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 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. My. Embarrassingly, I'm still a hefty novice when it comes to ship design. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. MelEkara • 8 mo. C. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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 deal 14. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. I gives the Bastions Whirlwind missiles rather than marauder missiles. Use PD, shield, and shield hardeners. In times long past, 4. Enjoy the game!. If you have any questions or ideas, please feel free to leave a comment. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. N. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. 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. 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. 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. ⚄ 🎁. Starbase weapons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 对该项目的细节说明请添加至相关页面. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. *. Point Defense is used to fend off Rockets. And if you are looking to. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. 8 (applies to 3. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. I was raised by the civilized dwamaks, I. 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. I was wrong. If you don’t like the missile, then don’t use it. List of resources. 概览. Thoughts on 3. ago. Stellaris: Bug Reports. Torpedo Cruisers have been surprisingly effective for me as a missile empire. A secondary question is whether I should replace the disruptors on my. 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 . They activate during the mid game and begin to conquer everything they can. 387K subscribers in the Stellaris community. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. 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. 16. Khan can't hand kiting swarm missile cruisers. Artillery computer. 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. Using missiles is a commitment: either you go out of your way to get. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The go-to way to use Whirlwinds is part of a balanced Battleship build. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. 2 shields, everything else in armor. 1. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Rockets (Marauder Missiles or Nuclear Missiles etc. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. This is a large problem if 2 separate fleets come with slight delays to each others. 6 and some little future nuggets. 90 dmg. Flak Artillery: tech_flak_batteries_3. Still learning combat and I thought I had decent missile defense. 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. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. Lots of sunlight speed bonuses. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). 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. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. Destroyers (~70 evasion) will dodge 30%. 6+) For those unaware, the "~" command will bring up the console. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. . This page was last edited on 6 August 2018, at 14:35. iirc. 077. Or torps. #4. I honestly think they're ok. ; About Stellaris Wiki; Mobile view Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I think it has to do with the missile's rate of fire and tracking. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 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. turn "Marauder empires" to off in the galaxy creation thing. Steam Workshop. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. 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. The fleet itself was fine but i kept needing to build reinforcements. Point. I lost a lot of them and this actually made them very unsustainable. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. 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. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Stellaris Wiki Active Wikis. You chose to defend yourself against the raiders and weaken yourself as a result. It is only visible to you. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Recently, I've been using a lot of missile fleets in Stellaris. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 报警机器人 于6年前 修改了 此页面。. 1. None worth noting. Have there been improvements post 2. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. Stellaris > General Discussions > Topic Details. And if spammed, point defense cannot even compete. But how do I decide if a given ship design is performing well? How do I. 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. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But Energy Torpedoes + Plasma is also a valid choice. 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. Still learning combat and I thought I had decent missile defense. 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. 7, add 25% to hull and 33% from archaeo engineers. 5 Average damage per cycle: 100 Average damage per unit time: 1. The "meta" was declared the first one though because people. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. . 0 unless otherwise noted. Not everyone just sits back and turtles to T5. You should still be able to make it work, though. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It has great range, and with 3 Afterburners can be reasonably quick. The biggest gripe I had with combat in Stellaris at launch was the fact that your entire fleet always focused on the closest ship, regardless of what weapons they have. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 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 . Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. And as part of Apocalypse, say hello to the Marauders. Stellaris. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. [deleted] • 6 yr. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Guardian Point Defense have +100% vs armor, but no hull multiplier. iirc. 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. 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 . Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Stellaris. . 0 changed missile slots, pre-2. which ones are better a huge amount of defense platforms or a few Inon cannons. 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 . 9. The Cruise Missiles tech is available right after Marauder Missiles. I was wrong. 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. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). . It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. I tend to try and make them as split and even as possible across the board. Report. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. 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. Torpedoes are. 0. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Toggle signature. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. But how do I decide if a given ship design is performing well? How do I. 0 version now available Fixed Turrets 1. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. But how do I decide if a given ship design is performing well? How do I. Enclaves are more like a local feature than an empire and thus have no sliders. So it's just a constant sink. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. ago. The new tactic is a combo of combat AI, missiles, and movement speed. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. The equipment itself is ok, offers a bit of variety. Reply. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Swarmer missiles can survive 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 . hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. It is under development and may have unknown bugs. Magnetic Accelerator Cannon (M. AnAngryYeti Mar 4, 2020 @ 2:03pm. Stellaris. These missiles inflict decent damage to. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. - Torpedoes: Range from T2 - T4. Enjoy! Toggle signature. 11 average damage and small disruptors do 4. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. C. Trash Start with full Small Missiles, upgrade to Swarms to help against enemy PD if you are determined to use the hull, Small missiles for anti-Corvette work. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Only has G slot chassis. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. I was wrong. 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. I was wrong. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill 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 . The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. They have 100% accuracy and decent Tracking, but their projectiles. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. A study on Missile/Hangars vs Point Defense/Flak in 3. I honestly think they're ok. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. 舰船组件; 数据资料; 来自群星中文维基. 12. Missiles are 26/36/46. Quantum Missiles: tech_missiles_4. I find it weird how missiles are treated in Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I was wrong. This means that there's a 67% chance of the shot connecting and doing damage. Nano-Missiles are only good in theory. 3. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. 6 is now available on PC. Reduced the range of torpedoes. Ascension perks. Huge alloy production is a must to reinforce fleet casualties. Cruise missiles are. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. 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. Rockets (Marauder Missiles or Nuclear Missiles etc. Stellaris’s ship design has undergone massive changes with patch 3. 例如:“异种保护区”(建筑)的特殊说明请在. Learn more about U. 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. 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. Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 285. Fleet weapons in Stellaris. if the enemy is strong just check their composition and counter. Related Topics. Mid I usually go into missiles and fighters, with the remainder being autocannons. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. The khan fleets can't get close enough and just slowly die. I'm wondering how to assess my fleets' performance in battle. For those unaware, the "~" command will bring up the console. Nuclear Missiles: tech_missiles_1. . CryptoI'm wondering how to assess my fleets' performance in battle. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. If it'd happened at, say, 2380, or even 2360, you'd have been fine. Mining Drone Lasers are 20/15/-. But how do I decide if a given ship design is performing well? How do I. But how do I decide if a given ship design is performing well? How do I. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Ex: the missile tiles spawn 2? missile batteries. Go ham. Still learning combat and I thought I had decent missile defense. Business, Economics, and Finance. There are three weapons that seem to be doing best on Corvettes. 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. Just keep building more until you snowball right over them. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Swarmer missiles imo are massively under rated.