marauder missiles stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. marauder missiles stellaris

 
 I have 50 destroyers fitted with flak turrets and that is my fleet’s only PDmarauder missiles stellaris  As long as you properly strategize your fleet, you can have alot of fun with this weapon

Yes, technically. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. Still learning combat and I thought I had decent missile defense. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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。. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. This is primarily due to replacing Giga Cannons with Tachyon Lances. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. I was wrong. 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. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. That means to you can load up battleships with 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 . This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Lasers are 15/25/35. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Swarm missiles are a bit more tanky but do very little damage. 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). Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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. e) Battleship. Stellaris Wiki Active Wikis. In singleplayer you can just mass these, the AI will never counter them. Also, A tachyon lance at the front is powerful. No, not really. 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. Stellaris. Creating ships. New Worlds Protocol. 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. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. 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. But I see so many people saying they're useless. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Go to Stellaris r/Stellaris. 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). - Torpedoes: Range from T2 - T4. R5: I’m glad we finally get to make a marauder empire. Stellaris > General Discussions > Topic Details. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 3. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. So it's just a constant sink. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. I think the new meta for ships makes battleships the best. Missiles may be fixed in the upcoming balance patch, but they are trash right now. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. In general, missiles are risky as they are easily countered. It has great range, and with 3 Afterburners can be reasonably quick. I was wrong. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. The Unbidden doesn't even have point defense, What. This is the one essential part where there is a meaningful choice between different options. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. 1. 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 . #1. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. 15 votes, 14 comments. That beast will wipe everything vanila AI capable to throw on you. Thread starter Keith_C;. Go ham. In singleplayer you can just mass these, the AI will never counter them. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. capable of causing immense damage to the hull of enemy ships. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. *. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. Enjoy the game!. I was wrong. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. were fair with missiles at all. A secondary question is whether I should replace the disruptors on my. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. 7, add 25% to hull and 33% from archaeo engineers. They also ignore shields. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. and have 30 range. In times long past, 4 Great Marauder Hordes reaved the stars. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. CryptoTorpedo Cruisers have been surprisingly effective for me as a missile empire. 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 . Best. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. 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. They're not good for "tanking" PD away from your other missiles. Point. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. There are three weapons that seem to be doing best on Corvettes. All Discussions. Fusion Missiles: tech_missiles_2. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. A. 8 "Gemini" and Galactic Paragons. 0 unless otherwise noted. Not everyone just sits back and turtles to T5. 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. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 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. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. This is a powerful combination of long. 0 changed missile slots, pre-2. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. RagingJaws Looter of Priceless Artifacts. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. Space Stations. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. I was wrong. 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 . List of resources. Marauder missiles and devastator torpedoes destroy everything. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. It's a really. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 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. Torpedoes have 17. Missiles have very long range compared to other weapons of similar size and ignore shields. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 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. 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. 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. 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. #3. Still learning combat and I thought I had decent missile defense. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Flak Artillery: tech_flak_batteries_3. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris. 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 . It's hilarious, really. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. 8 "Gemini" and Galactic Paragons. 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. The range changes make mass drivers better than autocannons as well (assuming you start at range). Stellaris, is a primary solo player game, yes you can do multiplayer, and its balanced enough, but Murauders are really meant to be an early game obstacle, Mid game tool, and late game doormat. On to utilities - you have a grand total of 10 Larges. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 65: 26: 86-114 (100. As for Corvettes, I think you can just phase them out when you get Cruisers. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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 . 4 damage, straight to the hull, with 100 range. Compatible with Stellaris Ver. All types of planets. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. So yes, Whirlwind Missiles definitely are too good. 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. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. only in theory. Professor H. Fuzati Intelligent Research Link • 6 yr. Ship. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The areas they start are resource rich, so they mostly likely migrated to that area. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 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. Still learning combat and I thought I had decent missile defense. For example, missiles/torps. None worth noting. Swarmer missiles can. SuperluminalSquid Technological Ascendancy • 3 mo. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Check out this mod and modify your Stellaris experience. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Artillery Computer will let it use that speed to keep its distance. The Cruise Missiles tech is available right after Marauder Missiles. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Archer Missile Pods: Small, Medium and Large modules. Video by Montu Plays. Ships. Laser, disruptor, and missiles. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. . Then find, take, and fortify a system with a neutron star. Hire their fleets (all three of them). since they fire and fly. 8 (applies to 3. Those are the main corvette weapon builds. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All disrupters. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 对该项目的细节说明请添加至相关页面. Stellaris. 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. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris Dev Diary #300 - Happy Anniversary! 3. Missiles are 26/36/46. . This mod adds some weapons used by the United Nations Space Command (U. ( stellaris noob) i dont have dlc so idk if that contributes. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. PD/whirlwind corvettes should be given disrupters ideally. U. 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. This page was last edited on 6 August 2018, at 14:35. Every type of weaponry is. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. To unlock any new tech tier, you need 8 techs researched of. Recently, I've been using a lot of missile fleets in Stellaris. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The equipment itself is ok, offers a bit of variety. 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. For the auxiliary slots i do afterburners. 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. Marauder missile + autocannon/disrupter. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against),. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Plasma + autocannons. 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. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Transgenic Crops. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You want cruisers with 3 aux slots, and fill all of them with afterburners. if the enemy is strong just check their composition and counter. 06 damage to hull. 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. All rights reserved. 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 . Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. I was wrong. Stellaris > General Discussions > Topic Details. 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. Think of corvettes as an expandable screen. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Tier 0 is used for starting technologies. I was wrong. Still learning combat and I thought I had decent missile defense. - Swarmer Missiles: Range from T4 - 5. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Nano-Missiles are only good in theory. Still learning combat and I thought I had decent missile defense. Thus, against corvettes, missiles will be 90% effective (13. . Embarrassingly, I'm still a hefty novice when it comes to ship design. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Stellaris has now only Armor and Missiles. I was wrong. I think the new meta for ships makes battleships the best. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I don't put any Shields on mine. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They do +200% damage to shields. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. e. 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. 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 . If you don't have shield hardener yet. 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 . This is horrible, the unbidden crisis appeared. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Point Defense is 8/-/20. ago. Stellaris’s ship design has undergone massive changes with patch 3. Business, Economics, and Finance. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . Cruise missiles are. Missiles fly faster, therefore, they are better at getting through point defence. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So far, in 1. Not to mention you have far fewer missile slots than pre-2. I want to have the weapons powerful but not game breaking. Autocannons are 10/20/30. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 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. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. 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. Adjusted the maximum range of all non-torpedo missiles. This part of the chapter contains detailed information on every type of weaponry available in game. If they mostly use plasma, go heavy on shields. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Maybe the lack of speed boosts for kiting has been my issue. © Valve Corporation. Still learning combat and I thought I had decent missile defense. Missile corvettes do amazing against unbidden. These IDs are usually used with the research_technology tech ID command. 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 . 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 have 50 destroyers fitted with flak turrets and that is my fleet’s. This page was last edited on 6 August 2018, at 14:35. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. that may appear when researching vanilla missile technologies (marauder missile, destructive. Check out this tech tree. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. These are also easily moddable via its file, see #Tiers . 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. 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. VoiDSwarmer missiles imo are massively under rated. or before, I don't feel that the changes made in 2. All Discussions. Weapons at GameJunkie. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. #footer_privacy_policy | #footer. Artillery Computer will let it use that speed to keep its distance. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. 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. Doctrine: Fluid Fleet Templates. 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 . 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. 90 dmg. Available only with the Apocalypse DLC enabled. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 23 DPS) and torps will be 75% effective (12. 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 . A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles are 26/36/46.