Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. As long as you properly strategize your fleet, you can have alot of fun with this weapon. So yes, Whirlwind Missiles definitely are too good. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. 9. All disrupters. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. ago. A secondary question is whether I should replace the disruptors on my. Reply . 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. Reduced the range of torpedoes. 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. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. As long as you properly strategize your fleet, you can have alot of fun with this weapon. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. C. 35 DPS) and 65% of torps (5. Content is available under Attribution-ShareAlike 3. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. I was wrong. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. However any missiles or torps suddenly become effective if any amount of strike craft is involved. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. Armor and shields don't matter if the hull is destroyed. 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. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. So here we get a CtH of 75 - 8 = 67%. Huge alloy production is a must to reinforce fleet casualties. Still learning combat and I thought I had decent missile defense. C. Perfect schiffen for the how for the game. point defense is so horribly broken that even T1 breaks missiles. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 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. 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 . ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. *. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. It has great range, and with 3 Afterburners can be reasonably quick. Still learning combat and I thought I had decent missile defense. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Marauder missiles do 7. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. Still learning combat and I thought I had decent missile defense. 7, add 25% to hull and 33% from archaeo engineers. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 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 . Still learning combat and I thought I had decent missile defense. 4. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. 12. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. 报警机器人 于6年前 修改了 此页面。. If someone hires them and you can't counter them, you just have to take it on the nose. Giga Cannon/Tachyon, 3x Kinetic Artillery. Marauder Missiles deal 14. Just keep building more until you snowball right over them. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. Normal missiles are to be used always. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. It's one step. 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 . In singleplayer you can just mass these, the AI will never counter them. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. There are three weapons that seem to be doing best on Corvettes. 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. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 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 . Cloaking devices deactivate your shields. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. Depending on your combat computer, your ship will use different tactics and stay at different ranges. They're not good for "tanking" PD away from your other missiles. Common May 9, 2018 @ 1:39am. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 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. Missile corvettes do amazing against unbidden. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. How to Beat the Scavenger Bot in Stellaris. You want cruisers with 3 aux slots, and fill all of them with afterburners. 5 Average damage per cycle: 100 Average damage per unit time: 1. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. 110ish. 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. They do +200% damage to shields. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. This is a large problem if 2 separate fleets come with slight delays to each others. These missiles inflict decent damage to. 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. This page was last edited on 6 August 2018, at 14:35. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. since they fire and fly. 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 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 . And if you are looking to. In singleplayer you can just mass these, the AI will never counter them. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris has now only Armor and Missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Dev Diary #300 - Happy Anniversary! 3. 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. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. or before, I don't feel that the changes made in 2. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. ago. It's really strong, very generalist, and the AI absolutely does not know how to handle it. So it's just a constant sink. 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. The fleet itself was fine but i kept needing to build reinforcements. Finally are the trade fleets that float around and try to make deals. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. 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. Archer Missile Pods: Small, Medium and Large modules. They will sometimes ask for tribute. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. 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 was wrong. Still unsure how to fit it in my ship designs. Contents. 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. ago. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. But I see so many people saying they're useless. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. New Worlds (Starting). iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . But how do I decide if a given ship design is performing well? How do I. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 9. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. 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. They do significantly more. Stellaris > General Discussions > Topic Details. 0 unless otherwise noted. The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. ) from Halo. 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. 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. Now (3. Cheats. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 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). Swarm missiles are a bit more tanky but do very little damage. 3. Stellaris has now only Armor and Missiles. I'm a veteran of Stellaris, playing since super early days. 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%. 8, missiles gained the ability to re-target if their original target died before impact. 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. Energy torpedoes do not ignore shields. 971 DPS), a clear win for the missiles. Stellaris Wiki Active Wikis. 0 (Actual),. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. 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. Marauders are not a threat unless you make them. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Stellaris > General Discussions > Topic Details. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. 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 . 0 changed missile slots, pre-2. I honestly think they're ok. Toggle signature. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. Also, this is a mod made for personal use, so the specifications may change. Still learning combat and I thought I had decent missile defense. ago. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s. The Cruise Missiles tech is available right after Marauder Missiles. Zorro Nov 15, 2017 @ 6:06pm. Business, Economics, and Finance. 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. 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. Hull = 0 ---> destroyed. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. Still learning combat and I thought I had decent missile defense. Best. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. This allows you to bring up cheats like max_resources, instant_build,. 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 . Also, this is a mod made for personal use, so the specifications may change drastically from. Pay especial attention to Moderation Posts in the colour yellow. 3. First I'd like to commend the new Marauder missile system. This mod adds some weapons used by the United Nations Space Command (U. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Missiles are guaranteed damage against anyone with weak PD screen. 5x to Rare Techs is important to draw them early. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my. I was wrong. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Missiles have a very long range, and out-range most weapons early on. 5. 35 Devastator. 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. 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. Still learning combat and I thought I had decent missile defense. It's hilarious, really. But Energy Torpedoes + Plasma is also a valid choice. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris. 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. So don't take an even fight there? 99. . Still learning combat and I thought I had decent missile defense. S. 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. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Nuclear Missiles: tech_missiles_1. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 4 damage, straight to the hull, with 100 range. 1. Missles have the biggest max reach in the game of all weapons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. only in theory. ago. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Fuzati Intelligent Research Link • 6 yr. Recently, I've been using a lot of missile fleets in Stellaris. Decreased Missile Accuracy from 100% to. Related Topics. And if spammed, point defense cannot even compete. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. 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. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Nano-Missiles are only good in theory. 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. 1. I just can't see any practical reason to pick missiles, especially in. But how do I decide if a given ship design is performing well? How do I. Good range too. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Enjoy! Toggle signature. 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. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. Marauder raid request always busy. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Point Defense is 8/-/20. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. 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. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. Marauder missiles and devastator torpedoes destroy everything. 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. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. 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. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I can design the defense platforms and pick what weapons they have, thats fine. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. What is Stellaris mods? A mod (short for "modification") is an alteration where. PD/whirlwind corvettes should be given disrupters ideally. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 8 (applies to 3. 59 16. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Sliders of marauder strength (just as for other empire types) could solve the problem. All codes for the game: The main list. Auto-best is not good, it frequently makes completely nonsensical design decisions. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. CryptoStellaris Mods Used: Extra Ship Components 3. 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-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Rockets (Marauder Missiles or Nuclear Missiles etc. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. ) 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. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Missiles should be the longest-range weapons. That's like 7. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. Set your ship's computer to artillery and auxiliary slot to Afterburners. That's how it is in every scifi pretty much, no idea why stellaris failed to pick it up. Yes, even player empires are given an AI personality, which mainly just has an effect on. (Marauder Missile): Fuck if I know. Stellaris Real-time strategy Strategy video game Gaming. It has great range, and with 3 Afterburners can be reasonably quick. 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. Compatible with Stellaris Ver. 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. Marauder Missiles: 44 0. I'm wondering how to assess my fleets' performance in battle. 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. Stellaris. 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. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I was wrong. Still learning combat and I thought I had decent missile defense. 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). They also come with built in PD, which allows them to mitigate their torpedo weakness. Magnetic Accelerator Cannon (M. 129. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Every type of weaponry is. 129. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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 . Incase missed stream here ya go. which ones are better a huge amount of defense platforms or a few Inon cannons. 9. A new Stellaris update 3. I'm wondering how to assess my fleets' performance in battle. Adjusted the maximum range of all non-torpedo missiles. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 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. 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. No, not really. 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. There no realistic reason to ever switch to anything else. . Normal missiles are to be used always. ago. But how do I decide if a given ship design is performing well? How do I. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. I was wrong. I'm wondering how to assess my fleets' performance in battle. 18 votes, 13 comments. 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). Plasma + autocannons. 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. For those unaware, the "~" command will bring up the console. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Only has G slot chassis. But how do I decide if a given ship design is performing well? How do I. Still learning combat and I thought I had decent missile defense. Space Torpedoes are Torpedoes T2. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event.