stellaris marauder missiles. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. stellaris marauder missiles

 
 The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettesstellaris marauder missiles  I lost a lot of them and this actually made them very unsustainable

Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. The fleet itself was fine but i kept needing to build reinforcements. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. 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. 2 shields, everything else in armor. Toggle signature. This is primarily due to replacing Giga Cannons with Tachyon Lances. N. #1. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Devastator torp + autocannon/disrupter. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. 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. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Reply . This allows you to bring up cheats like max_resources, instant_build,. So it's just a constant sink. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 34. 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. I'm wondering how to assess my fleets' performance in battle. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mid I usually go into missiles and fighters, with the remainder being autocannons. They do significantly more. Auto-best is not good, it frequently makes completely nonsensical design decisions. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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. 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). Swarming also works, though yields heavier losses . Ex: the missile tiles spawn 2? missile batteries. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Devastator Torpedoes. I don't fully understand it either, and that's after 150 hours of play. wrist or shoulder mounted variants of the shrunken down marauder missiles, the plasma lance, a weapon that can fire sustained beams of plasma at the risk of overheating. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Nano-Missiles are only good in theory. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 90 dmg. 077. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. I get lasers and such via debris but don't care because I never use them anyway. 10000. This mod adds some weapons used by the United Nations Space Command (U. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. I just can't see any practical reason to pick missiles, especially in the late game :(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. 6 is now available on PC. They deal "better" damage than torpedoes (their. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If the empire preferred. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. Missile corvettes do amazing against unbidden. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Showing 1 - 14 of 14 comments. Compatible with Stellaris Ver. ): Small, Medium and Large modules. 2. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. But how do I decide if a given ship design is performing well? How do I. This means that there's a 67% chance of the shot connecting and doing damage. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. 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. I have 50 destroyers fitted with flak turrets and that is my. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. It's. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I stopped using whirlwind missiles because strike craft work better for the same purpose. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. The Cruise Missiles tech is available right after Marauder Missiles. And if you are looking to. Missile Defense. Stellaris. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. ) from Halo. 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. Stellaris > General Discussions > Topic Details. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. 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 . Perfect schiffen for the how for the game. Each of the sliders effects only its own category. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. That’s why nuclear warheads are the basic starting option. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Point. Business, Economics, and Finance. They also ignore shields. . In singleplayer you can just mass these, the AI will never counter them. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Thread starter Keith_C;. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). M910. 66 comments. 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. How do you use missiles in. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. And I outfitted all my bastions with full missile only weapons, then the A. 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. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Incase missed stream here ya go. Compatible with Stellaris Ver. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. I think the new meta for ships makes battleships the best. 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. Flak Batteries are used to fend off Strike Crafts. Huge alloy production is a must to reinforce fleet casualties. moved to Stellaris . Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 0 I remember missiles were pretty broken in general. This melts contingency fleets fairly quickly with minimal losses. First I'd like to commend the new Marauder missile system. I'm wondering how to assess my fleets' performance in battle. Cheats. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. RickusRollus • 9 mo. Stellaris has now only Armor and Missiles. 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. Nuclear Missiles: tech_missiles_1. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). I was wrong. 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 gives the Bastions Whirlwind missiles rather than marauder missiles. So here we get a CtH of 75 - 8 = 67%. I think the new meta for ships makes battleships the best. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Still learning combat and I thought I had decent missile defense. 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. Getting traditions. AnAngryYeti Mar 4, 2020 @ 2:03pm. The choice is obvious. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. 69 dmg @110 range vs Tachyon Lance 17. Stellaris. . 报警机器人 于6年前 修改了 此页面。. 0 unless otherwise noted. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. In my game they had multiple 15k fleets in their systems before even having the Khan event start. and have 30 range. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. So pre 2. I lost a lot of them and this actually made them very unsustainable. Contents. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Have there been improvements post 2. Learn more about U. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. Reduced the range of torpedoes. 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. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Also, this is a mod made for personal use, so the specifications may change drastically from. Rockets (Marauder Missiles or Nuclear Missiles etc. Enclaves are more like a local feature than an empire and thus have no sliders. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. *. There are three weapons that seem to be doing best on Corvettes. This page was last edited on 14 October 2017, at 11:01. Huge alloy production is a must to reinforce fleet casualties. Khan can't hand kiting swarm missile cruisers. 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. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Artillery computer. I was wrong. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. 18 votes, 13 comments. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 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 . Transgenic Crops. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris. 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. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. S. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 4 damage, straight to the hull, with 100 range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. A marauder missile will be destroyed in 2 hits on average from PD. In 1. Torpedoes have 17. ago. 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 with 2 Whirlwind Missiles. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. It is only visible to you. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. Torpedo Cruisers have been surprisingly effective for me as a missile empire. Never publicly comment or answer to a moderation post. I was wrong. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You'll want to max your. High evasion fleets neuter missile fleets compared to traditional weapons. 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. 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. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. Stellaris: Bug Reports. 6+) For those unaware, the "~" command will bring up the console. I was wrong. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. 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. SuperluminalSquid Technological Ascendancy • 3 mo. 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. Normal missiles are to be used always. It is under development and may have unknown bugs. turn "Marauder empires" to off in the galaxy creation thing. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. Still learning combat and I thought I had decent missile defense. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. C. New Worlds Protocol. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. A secondary question is whether I should replace the disruptors on my. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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 . 8, missiles gained the ability to re-target if their original target died before impact. This is so effective that ~40k fleets 1:2 destro/cruiser. ago. 5 Average damage per cycle: 100 Average damage per unit time: 1. Go to Stellaris r/Stellaris. While I don't like short-ranged weapons o A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I was wrong. *. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 11 average damage and small disruptors do 4. 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 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. Flak Artillery: tech_flak_batteries_3. Only in a truly dichotomic situation would most of the answers presented of what's optimal, would actually answer that swarmed missiles and torpedo are not viable because they are not optimal. I was wrong. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. either they will annoy you until you finally take them out, or they will unite and take over the galaxy while you just sit there akwardly doing nothing. FlatEarther98. Using missiles is a commitment: either you go out of your way to get. I was wrong. Stellaris: Our Ship. 1. 129. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. 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 also come with built in PD, which allows them to mitigate their torpedo weakness. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. Regular missiles and torpedoes are so good now. 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. Things coming 3. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. ) Torpedos and missiles for every slot possible. 5. Stellaris Real-time strategy Strategy video game Gaming. Fuzati Intelligent Research Link • 6 yr. Torpedoes are. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. But I see so many people saying they're useless. 4. 7. 387K subscribers in the Stellaris community. 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),. How to Beat the Scavenger Bot in Stellaris. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. 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 . Stellaris > General Discussions > Topic Details. A. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. They have very low DPS. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . I was raised by the civilized dwamaks, I. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). . You want cruisers with 3 aux slots, and fill all of them with afterburners. Missiles fly faster, therefore, they are better at getting through point defence. 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. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Professor H. 375 DPS to hull. The farther the missile has to travel to its target the more time there is for it to get shot down. ) 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. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. Marauder Missiles deal 14. Still learning combat and I thought I had decent missile defense. . The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Stellaris has now only Armor and Missiles. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. So I decided to make the 4th Horde. 概览. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. May 10, 2016 790 1. - Swarmer Missiles: Range from T4 - 5. 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. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. But that still means you need 14 PD shots to block a volley from a single Battleship. Check out this mod and modify your Stellaris experience. 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. 6. 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. I find it weird how missiles are treated in Stellaris. I can't design the main station and pick what it uses beyond "adding two missile slots" -. I can design the defense platforms and pick what weapons they have, thats fine. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. Use swarm computer and Afterburner. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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 / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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。. MelEkara • 8 mo. ago. Marauder Missiles: 44 0. honestly youd probably get better missile results if you had a few whirlwinds mixed in. hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. But how do I decide if a given ship design is performing well? How do I. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. They have low base damage, but all. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 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 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). So on my two latest games, spawned next to Marauder empires. 1. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. I don't put any Shields on mine. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. Right now in Stellaris ship combat is a rock paper scissors game (missiles, lasers/guns, PD) where you doom stack all your ships together and the bigger number generally wins. But how do I decide if a given ship design is performing well? How do I. Now (3. A. 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.