Stellaris Beating The Contingency Guide. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Use swarm computer and Afterburner. and have 30 range. Marauder missile + autocannon/disrupter. You want cruisers with 3 aux slots, and fill all of them with afterburners. 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. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They can beat anything except missile corvettes and couple destroyer variants. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I was wrong. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. It's one step. All rights reserved. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. Business, Economics, and Finance. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. It is under development and may have unknown bugs. 34. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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,. 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. Content is available under Attribution-ShareAlike 3. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. This is a powerful combination of long. 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. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. 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. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0 version now available Fixed Turrets 1. This page was last edited on 6 August 2018, at 14:35. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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 . [deleted] • 6 yr. They have very low DPS. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So yes, Whirlwind Missiles definitely are too good. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . They can beat anything except missile corvettes and couple destroyer variants. Still learning combat and I thought I had decent missile defense. 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. I want to have the weapons powerful but not game breaking. N. Point Defense is 8/-/20. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 2. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. [Late-game]. Antimatter Missiles are Missiles T3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. ; About Stellaris Wiki; Mobile viewThe meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. Computer should be swarm then picket once you can get 90%. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. capable of causing immense damage to the hull of enemy ships. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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. Devastator torp + autocannon/disrupter. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. That's like 7. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think the new meta for ships makes battleships the best. . Flavor entry isStill learning combat and I thought I had decent missile defense. I was wrong. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. I tend to try and make them as split and even as possible across the board. All codes for the game: The main list. filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). 15 votes, 14 comments. Defenses should be 1 shield, 2 armor with advanced afterburners. 18 votes, 13 comments. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. PD/whirlwind corvettes should be given disrupters ideally. Stellaris. Business, Economics, and Finance. 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. Adjusted the maximum range of all non-torpedo missiles. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. VoiDSwarmer missiles imo are massively under rated. 3. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. C. Still learning combat and I thought I had decent missile defense. Whirlwinds have 30 hull and 15 armor. Still learning combat and I thought I had decent missile defense. Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Missiles could use a speed and range buff. 0 changed missile slots, pre-2. CryptoGo to Stellaris r/Stellaris. Business, Economics, and Finance. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. You chose to defend yourself against the raiders and weaken yourself as a result. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A. This mod adds some weapons used by the United Nations Space Command (U. I was wrong. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. The areas they start are resource rich, so they mostly likely migrated to that area. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Sounds like you need to up the crisis strength modifier. And I outfitted all my bastions with full missile only weapons, then the A. 7 DPS and have +25% vs hull for a total of 18. Plasma cannons used to be the best, but now after testing, gamma did much much better. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. . No custom sounds or projectiles (yet?) as I have no idea how to. This ship design is very high value, and. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. List of resources. Hell. EN-Torp Evasion tank, anti-shield. point defense is so horribly broken that even T1 breaks missiles. In general, missiles are risky as they are easily countered. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 795 DPS), a small win for the missiles. The reason is that Called Shot boost. Whirlwinds have 30 hull and 15 armor. But I see so many people saying they're useless. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauders are always hostile, but will generally not attack empires unless they. So I decided to make the 4th Horde. And if spammed, point defense cannot even compete. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I think the new meta for ships makes battleships the best. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Viable for their purpose, yeah. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 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. Zorro Nov 15, 2017 @ 6:06pm. - 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. I was wrong. The designs are decaying mid-tech and brutalistic, but built using centuries of. A searchable list of all technology codes from Stellaris. ) from Halo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. All disrupters. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. For example, missiles/torps. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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 Real-time strategy Strategy video game Gaming. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Even if. I was wrong. 7, add 25% to hull and 33% from archaeo engineers. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. so compared to other missiles, theyre strong but not outrageously so. Missile corvettes do amazing against unbidden. I was wrong. 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. 4 damage, straight to the hull, with 100 range. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Common May 9, 2018 @ 1:39am. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. So I decided to make the 4th Horde. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder missiles do 7. It has great range, and with 3 Afterburners can be reasonably quick. Mass Drivers/Disruptors/Plasma are 20/30/40. Content is available under Attribution-ShareAlike 3. I just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Due to their low fire rate and worse AP, scourge missiles aren't really better than marauder missiles, even if they are a little better against PD. Weapons. 5. Plasma cannons used to be the best, but now after testing, gamma did much much better. Compatible with Stellaris Ver. 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. 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. Stellaris. ago. That'll get you the best fleet for killing things that aren't other corvettes. It has great range, and with 3 Afterburners can be reasonably quick. ; About Stellaris Wiki; Mobile viewHangars 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. 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. Laser, disruptor, and missiles. Yes, technically. Autocannons are 10/20/30. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Nano-Missiles are only good in theory. To unlock any new tech tier, you need 8 techs researched of. It's one step. Marauder missiles and devastator torpedoes destroy everything. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I'm a veteran of Stellaris, playing since super early days. ago. FlatEarther98. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. 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. Missile Defense. N. For the auxiliary slots i do afterburners. . 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), very fast fire rate (just slightly. 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 . 6+) For those unaware, the "~" command will bring up the console. 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 . Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. This page was last edited on 6 August 2018, at 14:35. As a fan of missile weapons in Stellaris since, well, 1. I have 50 destroyers fitted with flak turrets and that is. Compatible with Stellaris Ver. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). Summoning events. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. if the enemy is strong just check their composition and counter. Getting traditions. 69 dmg @110 range vs Tachyon Lance 17. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. What is Stellaris mods? A mod (short for "modification") is an alteration where. MelEkara • 8 mo. 5. 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. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Reply. So yes, Whirlwind Missiles definitely are too good. 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. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Ryika (Banned) Sep 26, 2021 @ 11:58pm. 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. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 2 shields, everything else in armor. 0. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Let me know what you think. 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. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Select a single enemy fleet, then inspect the loadouts of their ship types. #3. devastators one of the best things you can put on a corvette Swarmers are specifically for keeping enemy point defense busy whie your other missiles and strikecraft get through. I was wrong. I honestly think they're ok. 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. These missiles inflict decent damage to. - Swarmer Missiles: Range from T4 - 5. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. ago. They're not good for "tanking" PD away from your other missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You need a strong economy to fuel the war against the Unbidden. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. 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. A. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ago. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 5 Average damage per cycle: 100 Average damage per unit time: 1. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They're not good for "tanking" PD away from your other missiles. Those are the main corvette weapon builds. Still learning combat and I thought I had decent missile defense. Doctrine: Fluid Fleet Templates. I get lasers and such via debris but don't care because I never use them anyway. But I see so many people saying they're useless. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. I was wrong. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Still learning combat and I thought I had decent missile defense. Nano-Missiles are only good in theory. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Hire their fleets (all three of them). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Embarrassingly, I'm still a hefty novice when it comes to ship design. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Yes, technically. You should still be able to make it work, though. Magnetic Accelerator Cannon (M. Free to update or use in Stellaris by anyone. Recently, I've been using a lot of missile fleets in Stellaris. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. They're looking to be the ultimate missile platform, out of all the hulls. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. That means to you can load up battleships with them. Quantum Missiles: tech_missiles_4. Devastator Torpedoes. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Darvin3 • 2 yr. great range, good dmg. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Swarmer missiles imo are massively under rated. On paper their weapon stats make them the best weapon in the game. e. I was wrong. 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. As long as you properly strategize your fleet, you can have alot of fun with this weapon. The Unbidden doesn't even have point defense, What. EN-Torp Evasion tank, anti-shield. 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. Tier 0 is used for starting technologies. SuperluminalSquid Technological Ascendancy • 3 mo. Add a Comment. 06 damage to hull. have you tried the nano missiles? base damage 4. 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. I stopped using whirlwind missiles because strike craft work better for the same purpose. 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),. (marauder missiles and disruptors). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Core components. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. 7 DPS and have +25% vs hull for a total of 18. Missiles have very long range compared to other weapons of. 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. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Checking AI fleet comp, and build there are 2 possibilities. Efficient, decent range for me, and damage. Report.