Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It has great range, and with 3 Afterburners can be reasonably quick. But even single neighboring marauder systems have been ignored before by the FE AI before. Then provoke a doom stack to. All types of planets. All disrupters. and have 30 range. [deleted] • 6 yr. 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 . It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Missile corvettes do amazing against unbidden. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. No, not really. e. Stellaris technology list and IDs cheat. Stellaris cheats and commands. Marauder missiles are currently the best non-crsis guided slot weapon in the game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 4 damage, straight to the hull, with 100 range. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. Go to Stellaris r/Stellaris. Stellaris Ship Design Guide 2023 [3. I tend to try and make them as split and even as possible across the board. For the auxiliary slots i do afterburners. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. On paper their weapon stats make them the best weapon in the game. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. This is a powerful combination of long. Marauder missiles and devastator torpedoes destroy everything. I. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. PD/whirlwind corvettes should be given disrupters ideally. Doctrine: Fluid Fleet Templates. Mining Drone Lasers are 20/15/-. [Late-game]. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of most weapons while countering all ship classes, it. 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 . Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Real-time strategy Strategy video game Gaming. What is Stellaris mods? A mod (short for "modification") is an alteration where. Marauder Missiles: 22. All trademarks are property of their respective owners in the US and other countries. →. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Stellaris. Weapons. 23 DPS) and torps will be 75% effective (12. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. . 4. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 15 votes, 14 comments. Marauder missiles do 7. The designs are decaying mid-tech and brutalistic, but built using centuries of. C. 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 . Think of corvettes as an expandable screen. In general, missiles are risky as they are easily countered. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Still learning combat and I thought I had decent missile defense. SuperluminalSquid Technological Ascendancy • 3 mo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 34. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Still learning combat and I thought I had decent missile defense. Not to mention you have far fewer missile slots than pre-2. 06 damage to hull. Laser, disruptor, and missiles. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. S. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. I was wrong. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. There are three weapons that seem to be doing best on Corvettes. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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 . Marauders are always hostile, but will generally not attack empires unless they. 387K subscribers in the Stellaris community. Mass Drivers/Disruptors/Plasma are 20/30/40. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Missiles could use a speed and range buff. Still learning combat and I thought I had decent missile defense. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. I just can't see any practical reason to pick missiles, especially in. Stellaris. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. 5 Average damage per cycle: 100 Average damage per unit time: 1. Those are the main corvette weapon builds. . 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. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Missile Defense. 375 DPS to hull. 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. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 795 DPS), a small win for the missiles. 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. I don't put any Shields on mine. Stellaris Marauder Shipset Mod. 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. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Last edited by MP ; Sep 26, 2021 @ 11:51pm. 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 . 概览. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. 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. A. Antimatter Missiles: tech_missiles_3. Decreased Missile Accuracy from 100% to. 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 . Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. A. They can beat anything except missile corvettes and couple destroyer variants. The torpedos are very high dmg, and have some anti-armor capability. 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. 3. Autocannons are good when combined with Carriers, since Strike Craft. 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. #3. Plasma cannons used to be the best, but now after testing, gamma did much much better. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 18 votes, 13 comments. Content is available under Attribution-ShareAlike 3. They deal "better" damage than torpedoes (their. Yes, technically. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. 10000. 129. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Magnetic Accelerator Cannon (M. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. MelEkara • 8 mo. This is a losing exchange. *. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. #3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Devastator torp + autocannon/disrupter. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. CryptoGo to Stellaris r/Stellaris. so compared to other missiles, theyre strong but not outrageously so. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. (Ship count, as distinct from fleet power. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). - Torpedoes: Range from T2 - T4. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. Swarm missiles are a bit more tanky but do very little damage. Viable for their purpose, yeah. - 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. And any destoyed FE ship is 1 less ship they field overal unless they Awake. 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. Interceptors with. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. If you don't have shield hardener yet. Plasma cannons used to be the best, but now after testing, gamma did much much better. I was wrong. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. Video by Montu Plays. Nov 9, 2023Darvin3 • 2 yr. Torpedoes have 17. 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. Still learning combat and I thought I had decent missile defense. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Then find, take, and fortify a system with a neutron star. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Stellaris > General Discussions > Topic Details. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. This has a bit of issue. Sounds like you need to up the crisis strength modifier. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 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. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Thread starter Keith_C;. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Cruiser VS Battleship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Lasers are 15/25/35. I think the new meta for ships makes battleships the best. 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. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. 7 DPS and have +25% vs hull for a total of 18. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. In singleplayer you can just mass these, the AI will never counter them. I was wrong. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Devastator torp + autocannon/disrupter. 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 . (marauder missiles and disruptors). Reduced the range of torpedoes. 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 . 7 DPS and have +25% vs hull for a total of 18. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. I don't fully understand it either, and that's after 150 hours of play. See moreMarauder Missiles Tech. Defenses should be 1 shield, 2 armor with advanced afterburners. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. N. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. Still learning combat and I thought I had decent missile defense. 0 unless otherwise noted. This page was last edited on 6 August 2018, at 14:35. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. Marauder missiles do 7. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. Stellaris. Maybe the lack of speed boosts for kiting has been my issue. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Are extremely powerful vs AI. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. 06 damage to hull. Whirlwinds have 30 hull and 15 armor. 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. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Still learning combat and I thought I had decent missile defense. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). I think the new meta for ships makes battleships the best. On to utilities - you have a grand total of 10 Larges. In general, missiles are risky as they are easily countered. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. Stellaris Dev Diary #300 - Happy Anniversary! 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. In 1. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. A secondary question is whether I should replace the disruptors on my. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. They do +200% damage to shields. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. N. 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 . Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. 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. Missiles may be fixed in the upcoming balance patch, but they are trash right now. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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. if the enemy is strong just check their composition and counter. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 0. RickusRollus • 9 mo. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Thus, against corvettes, missiles will be 90% effective (13. Reply . 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 . Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. 11 average damage and small disruptors do 4. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 2. But I see so many people saying they're useless. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. 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 . Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). You could use normal missiles for standard attacks. You chose to defend yourself against the raiders and weaken yourself as a result. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I think the new meta for ships makes battleships the best. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. Stellaris Ship Design Guide 2023 [3. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 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. . 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 . On paper their weapon stats make them the best weapon in the game. It's a really. I was wrong. Still learning combat and I thought I had decent missile defense. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. This is primarily due to replacing Giga Cannons with Tachyon Lances. As for Corvettes, I think you can just phase them out when you get Cruisers. Or torps. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/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 . At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Cheats. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missiles: tech_missiles_5. Pyrosauria. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Adjusted the maximum range of all non-torpedo missiles. well missiles are kinda just the baseline I guess. I took the two best fleets built with even resources and tested. This page was last edited on 6 August 2018, at 14:35. 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. Scourge missiles are good against armor and hull and slightly better against point-defense.