(Marauder Missile): Fuck if I know. Autocannons are 10/20/30. 12. 3. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. It's a really. - 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. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. 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. since they fire and fly. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. 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 . I think you can become their vassal if you don't have the power to fight them yet. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. 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. 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. 129. Destroyers (~70 evasion) will dodge 30%. Swarmer missiles can. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. You chose to defend yourself against the raiders and weaken yourself as a result. 修改完毕后,请刷新上面的文本。 分类: . They're looking to be the ultimate missile platform, out of all the hulls. Weapons at GameJunkie. Business, Economics, and Finance. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. This mod adds some weapons used by the United Nations Space Command (U. ago. I just can't see any practical reason to pick missiles, especially in. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. 110ish. 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. That’s why nuclear warheads are the basic starting option. There no realistic reason to ever switch to anything else. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. 0 (Actual),. I was wrong. Missiles have a very long range, and out-range most weapons early on. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. High evasion fleets neuter missile fleets compared to traditional weapons. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Being that it is a missile, it can also be shot down by point defense. 对该项目的细节说明请添加至相关页面. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. Perfect schiffen for the how for the game. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 9. A marauder missile will be destroyed in 2 hits on average from PD. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Laser, disruptor, and missiles. Business, Economics, and Finance. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. See moreThis page was last edited on 14 October 2017, at 11:01. 8 (applies to 3. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. The Cruise Missiles tech is available right after Marauder Missiles. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. Good range too. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. It is only visible to you. Stellaris has almost always had a rock/paper/scissors. S. But there are better ways to counter regular. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. I think the new meta for ships makes battleships the best. Since 3. Still learning combat and I thought I had decent missile defense. Secondly, wow, i really shouldn't had been using corvettes. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. FlatEarther98. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern. Sliders of marauder strength (just as for other empire types) could solve the problem. You'll want to max your. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 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. RagingJaws Looter of Priceless Artifacts. I was wrong. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. Content is available under Attribution-ShareAlike 3. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Missiles are 26/36/46. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . In general, missiles are risky as they are easily countered. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 1. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). I was wrong. Point Defense is 8/-/20. 1. And as part of Apocalypse, say hello to the Marauders. Missiles currently in my opinion are not up to par with kinetic and energy weapons. M910. point defense is so horribly broken that even T1 breaks missiles. Learn more about U. I was wrong. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Starbase weapons. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. ago. A place to share content, ask questions and/or talk about the 4X grand strategy game. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Marauders are not a threat unless you make them. Scourge missiles are good against armor and hull and slightly better against point-defense. . Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Autocannons are good when combined with Carriers, since Strike Craft. That'll get you the best fleet for killing things that aren't other corvettes. Free to update or use in Stellaris by anyone. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. The areas they start are resource rich, so they mostly likely migrated to that area. 69 dmg @110 range vs Tachyon Lance 17. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. r/Stellaris • Idea: missile fleets. . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If it'd happened at, say, 2380, or even 2360, you'd have been fine. But how do I decide if a given ship design is performing well? How do I. Direct Download: Download. EN-Torp Evasion tank, anti-shield. 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. There are three weapons that seem to be doing best on Corvettes. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. Content is available under Attribution-ShareAlike 3. 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. Use swarm computer and Afterburner. Thoughts on 3. In times long past, 4. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. If you keep a healthy stock of minerals/energy/food they can be easily bought off. Torpedo Cruisers have been surprisingly effective for me as a missile empire. We don’t want the best missiles getting shot by. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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 in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Still learning combat and I thought I had decent missile defense. 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. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. I was wrong. This page was last edited on 6 August 2018, at 14:35. 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. 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. But how do I decide if a given ship design is performing well? How do I. Guardian Point Defense have +100% vs armor, but no hull multiplier. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. Missiles could use a speed and range buff. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They're not good for "tanking" PD away from your other missiles. Missiles feel really hit or miss. *. Nano-Missiles are only good in theory. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. This is so effective that ~40k fleets 1:2 destro/cruiser. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. since they fire and fly. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 2. Go to Stellaris r/Stellaris. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. 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. . 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. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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 . Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. I was playing a game of Stellaris with two friends. Decreased Missile Accuracy from 100% to. Paradox. 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 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. Missile Defense. The khan himself, though, will warp out as soon as his armor is depleted every time. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. 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. But that still means you need 14 PD shots to block a volley from a single Battleship. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). The only advantages that Marauder Missiles have is slightly more range, more evasion, and slightly more tracking. Reduced the range of torpedoes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. →. I'm wondering how to assess my fleets' performance in battle. 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. This is a large problem if 2 separate fleets come with slight delays to each others. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. Space Torpedoes are Torpedoes T2. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Devastator Torpedoes. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). Torpedoes are. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. A study on Missile/Hangars vs Point Defense/Flak in 3. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. Content is available under Attribution-ShareAlike 3. 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. Stellaris. I was wrong. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Nuclear Missiles: tech_missiles_1. I have 50 destroyers fitted with flak turrets and that is my. 1. 129. Pay especial attention to Moderation Posts in the colour yellow. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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). They are good at nullifying most attacks against stationary structures. You want cruisers with 3 aux slots, and fill all of them with afterburners. Stellaris Dev Diary #300 - Happy Anniversary! 3. 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 . 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. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris has now only Armor and Missiles. Stellaris. Missile corvettes do amazing against unbidden. C. This ship design is very high value, and. I think the new meta for ships makes battleships the best. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. turn "Marauder empires" to off in the galaxy creation thing. The Cruise Missiles tech is available right after Marauder Missiles. I get lasers and such via debris but don't care because I never use them anyway. Creating ships. 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. Enjoy! Toggle signature. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I honestly think they're ok. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. And I outfitted all my bastions with full missile only weapons, then the A. Showing 1 - 14 of 14 comments. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Space Stations. 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. And maybe worth running 1 bank of large Marauder Missiles so it is still capable of hitting small targets like Corvettes. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. PD/whirlwind corvettes should be given disrupters ideally. This allows you to bring up cheats like max_resources, instant_build,. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Still learning combat and I thought I had decent missile defense. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. I was wrong. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. 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. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Cloaking devices deactivate your shields. Compatible with Stellaris Ver. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. Stellaris > General Discussions > Topic Details. This part of the chapter contains detailed information on every type of weaponry available in game. But how do I decide if a given ship design is performing well? How do I. 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). Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing 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. I'm wondering how to assess my fleets' performance in battle. . 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. all eggs in one basket is always the way to go in stellaris, you can then dock on a 6 shipyards station and quickly and cheaply change the. The Cruise Missiles tech is available right after Marauder 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 . Recently, I've been using a lot of missile fleets in Stellaris. That means to you can load up battleships with them. 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. 10000. The Unbidden doesn't even have point defense, What. I can design the defense platforms and pick what weapons they have, thats fine. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Normal missiles are to be used always. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. . They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Reply . Marauder Missiles: 44 0. Lasers are 15/25/35. For the auxiliary slots i do afterburners. The designs are decaying mid-tech and brutalistic, but built using centuries of. 概览. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. AnAngryYeti Mar 4, 2020 @ 2:03pm. 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. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. [deleted] • 6 yr. 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),. I was wrong. 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. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. Hull = 0 ---> destroyed. 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. 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 enemy's point-defense capabilities. Something that is puzzling me in 2. Or torps. You should still be able to make it work, though. If you have any questions or ideas, please feel free to leave a comment. 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. It is under development and may have unknown bugs. Stellaris - Archeo-Engineering does not calculate effects in ship designer. [Late-game]. In singleplayer you can just mass these, the AI will never counter them. It is under development and may have unknown bugs. Magnetic Accelerator Cannon (M. They have 100% accuracy and decent Tracking, but their projectiles. I've found having a balanced fleet comp works best. SuperluminalSquid Technological Ascendancy • 3 mo. As for Corvettes, I think you can just phase them out when you get Cruisers. A. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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 . Stellaris > General Discussions > Topic Details. 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. Marauder Missiles (S slot) have 7 hull 7 armor. Missile Defense. That's like 7. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. I'm wondering how to assess my fleets' performance in battle. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. ) from Halo. . Huge alloy production is a must to reinforce fleet casualties. Plasma + autocannons. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. ago. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Farnsworth Mar 30, 2018 @ 5:44am. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 11 average damage and small disruptors do 4. Stellaris > General Discussions > Topic Details. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. 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. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. The fleet itself was fine but i kept needing to build reinforcements. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. 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% For example, missiles/torps. 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. 4 damage, straight to the hull, with 100 range. 5 Average damage per cycle: 100 Average damage per unit time: 1. 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,. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 387K subscribers in the Stellaris community. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Ex: the missile tiles spawn 2? missile batteries. Add a Comment. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. iirc. 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. I lost a lot of them and this actually made them very unsustainable. Devastator torp + autocannon/disrupter.