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. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). 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. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Still learning combat and I thought I had decent missile defense. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Paradox has basically removed all those stuff from the game. Not to mention you have far fewer missile slots than pre-2. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. They do +200% damage to shields. Related Topics. 2 shields, everything else in armor. However any missiles or torps suddenly become effective if any amount of strike craft is involved. 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. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. There no realistic reason to ever switch to anything else. 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. Armor and shields don't matter if the hull is destroyed. That beast will wipe everything vanila AI capable to throw on you. Rockets (Marauder Missiles or Nuclear Missiles etc. Hazard Feb 23, 2018 @ 7:02am. Still learning combat and I thought I had decent missile defense. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. honestly youd probably get better missile results if you had a few whirlwinds mixed in. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. I was wrong. This mod adds some weapons used by the United Nations Space Command (U. Cloaking devices deactivate your shields. . Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 110ish. Still learning combat and I thought I had decent missile defense. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. They activate during the mid game and begin to conquer everything they can. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. It's. But speaking about evasion, a picket computer can go a long. 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. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. 0 changed missile slots, pre-2. Using missiles is a commitment: either you go out of your way to get. Incase missed stream here ya go. 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. The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. This ship design is very high value, and. 6. 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 . Plasma + autocannons. I'm wondering how to assess my fleets' performance in battle. 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. . . 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. 6+) For those unaware, the "~" command will bring up the console. You need a strong economy to fuel the war against the Unbidden. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. e) Battleship. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. 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. 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 deal 14. I can design the defense platforms and pick what weapons they have, thats fine. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 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 Cruise Missiles tech is available right after Marauder Missiles. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Stellaris has almost always had a rock/paper/scissors. So don't take an even fight there? 99. 35 DPS) and 65% of torps (5. I was wrong. They're looking to be the ultimate missile platform, out of all the hulls. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. First I'd like to commend the new Marauder missile system. Zorro Nov 15, 2017 @ 6:06pm. They have low base damage, but all. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. But how do I decide if a given ship design is performing well? How do I. Compatible with Stellaris Ver. 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 . This means that there's a 67% chance of the shot connecting and doing damage. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Stellaris: Every Weapon Ranked in the 3. 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. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Content is available under Attribution-ShareAlike 3. You should still be able to make it work, though. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6 also includes new galaxy shapes to explore, new story events, a new. Best. Missles are ONLY bad because the god damn ships charge straight into close combat. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. It has great range, and with 3 Afterburners can be reasonably quick. I don't fully understand it either, and that's after 150 hours of play. I find it weird how missiles are treated in Stellaris. I get lasers and such via debris but don't care because I never use them anyway. I think it has to do with the missile's rate of fire and tracking. 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. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. This allows you to bring up cheats like max_resources, instant_build,. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. EN-Torp Evasion tank, anti-shield. 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 . This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. I think the new meta for ships makes battleships the best. 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. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. 0 unless otherwise noted. Report. 4. Marauder missiles and devastator torpedoes destroy everything. I have 50 destroyers fitted with flak turrets and that is my. I was wrong. The range changes make mass drivers better than autocannons as well (assuming you start at range). During war though, you will run out of minor artifacts and will need to revert to marauder missiles. I just can't see any practical reason to pick missiles, especially in the late game :(XL Cruise Missiles For Stellaris. if the enemy is strong just check their composition and counter. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). CryptoI'm wondering how to assess my fleets' performance in battle. Nuclear Missiles: tech_missiles_1. Scourge missiles are good against armor and hull and slightly better against point-defense. A marauder missile will be destroyed in 2 hits on average from PD. 6. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Have there been improvements post 2. 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. 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. The khan fleets can't get close enough and just slowly die. Go to Stellaris r/Stellaris. 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 there are better ways to counter regular. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. So it's just a constant sink. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. I was wrong. But how do I decide if a given ship design is performing well? How do I. In singleplayer you can just mass these, the AI will never counter them. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. 0 unless otherwise noted. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. One Marauder cruise have massive damage and a very good range for combat engagement. N. Torpedoes are slower than missiles and have worse range. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. Compatible with Stellaris Ver. 概览. I was wrong. Still learning combat and I thought I had decent missile defense. Destroyers (~70 evasion) will dodge 30%. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. Stellaris has now only Armor and Missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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'm wondering how to assess my fleets' performance in battle. 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. But how do I decide if a given ship design is performing well? How do I. This part of the chapter contains detailed information on every type of weaponry available in game. Stellaris Wiki Active Wikis. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. I have played. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. A. Even if you can't imagine any of the events or situations which could be built on the interactions between those three types, it should be obvious that. 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. Since 3. Stellaris Ship Design Guide 2023 [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 . Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. A searchable list of all technology codes from Stellaris. Antimatter Missiles: tech_missiles_3. Scourge missiles are good against armor and hull and slightly better against point-defense. iirc. I'm wondering how to assess my fleets' performance in battle. It's a really. In my game they had multiple 15k fleets in their systems before even having the Khan event start. Regular missiles and torpedoes are so good now. 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),. S. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. #4. 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. A secondary question is whether I should replace the disruptors on my. Stellaris - Archeo-Engineering does not calculate effects in ship designer. ): Small, Medium and Large modules. Something that is puzzling me in 2. ago. Ryika (Banned) Sep 26, 2021 @ 11:58pm. ago. However there is a new classification for specifically “torpedo” weapons which battleships do not have. How to Beat the Scavenger Bot in Stellaris. 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. I was wrong. Those are the main corvette weapon builds. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. This meant the remaining missiles targeted on that ship were wasted. First I'd like to commend the new Marauder missile system. Are extremely powerful vs AI. Darvin3 • 2 yr. Whirlwinds have 30 hull and 15 armor. But how do I decide if a given ship design is performing well? How do I. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. A new Stellaris update 3. I was wrong. Max out speed and tailor your defences to your opponent. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. 0 unless otherwise noted. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. I'm wondering how to assess my fleets' performance in battle. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I since switched to marauder missiles and had a much better time. Flak Batteries are used to fend off Strike Crafts. But how do I decide if a given ship design is performing well? How do I. Interceptors with. This has a bit of issue. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Still learning combat and I thought I had decent missile defense. which ones are better a huge amount of defense platforms or a few Inon cannons. 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. 8 (applies to 3. Still learning combat and I thought I had decent missile defense. . Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Apart from this, Stellaris patch 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Missile Defense. 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. 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. EN-Torp Evasion tank, anti-shield. Yes, technically. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Khan can't hand kiting swarm missile cruisers. 129. This is primarily due to replacing Giga Cannons with Tachyon Lances. 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 . It's really strong, very generalist, and the AI absolutely does not know how to handle it. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. Enclaves are more like a local feature than an empire and thus have no sliders. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. I was wrong. 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 . The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. If you keep a healthy stock of minerals/energy/food they can be easily bought off. Adjusted the maximum range of all non-torpedo missiles. Mid I usually go into missiles and fighters, with the remainder being autocannons. Stellaris > General Discussions > Topic Details. 18 votes, 13 comments. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. 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. The Cruise Missiles tech is available right after Marauder Missiles. 11 average damage and small disruptors do 4. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Not everyone just sits back and turtles to T5. S. Information from today's Dev stream about 3. That means to you can load up battleships with them. Viable for their purpose, yeah. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. On a nice advice, never fight FE ships from long range, they will out damage you. 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. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Using missiles is a commitment: either you go out of your way to get. Reduced the range of torpedoes. High evasion fleets neuter missile fleets compared to traditional weapons. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Finally are the trade fleets that float around and try to make deals. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. 06 damage to hull. And as part of Apocalypse, say hello to the Marauders. 舰船组件; 数据资料; 来自群星中文维基. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. But I see so many people saying they're useless. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Perfect schiffen for the how for the game. 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. [deleted] • 6 yr. moved to Stellaris . 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. What is Stellaris mods? A mod (short for "modification") is an alteration where. So on my two latest games, spawned next to Marauder empires. 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. 59 16. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Currently restricted to a [G] slot, available only on Vettes and Cruisers in modules with limited numbers of the aforementioned slots, missiles are a no go in any mid and late game decent ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. My. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The powerful Spinal Mount really hammers opposing Battleships and Cruisers, while Strike Craft do very well against Destroyers and Corvettes and all those Missiles overwhelm enemy Point Defense. The kinetic kill missile was so fast it evaded point defense and was extremely fast. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. But how do I decide if a given ship design is performing well? How do I. 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. As a fan of missile weapons in Stellaris since, well, 1. I think it has to do with the missile's rate of fire and tracking. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. Torpedo Cruisers have been surprisingly effective for me as a missile empire. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This is so effective that ~40k fleets 1:2 destro/cruiser. Missiles currently in my opinion are not up to par with kinetic and energy weapons. 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 . . If the empire preferred. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. . 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. I was wrong. I've found having a balanced fleet comp works best. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. The choice is obvious. N. Still learning combat and I thought I had decent missile defense. Fusion Missiles: tech_missiles_2. - Torpedoes: Range from T2 - T4. Plasma cannons used to be the best, but now after testing, gamma did much much better. 修改完毕后,请刷新上面的文本。 分类: . They have very low DPS. Stellaris > General Discussions > Topic Details. 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. point defense is so horribly broken that even T1 breaks missiles. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent.