Darvin3 • 2 yr. There are three weapons that seem to be doing best on Corvettes. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. Or torps. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. This mod adds some weapons used by the United Nations Space Command (U. That means to you can load up battleships with them. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Normal missiles are to be used always. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. All codes for the game: The main list. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. CryptoGo to Stellaris r/Stellaris. Their abilities have been tempered in battle, and our forces have even adopted several complex [marauder species name] combat maneuvers that will give them an edge in future conflicts. 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. 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. The designs are decaying mid-tech and brutalistic, but built using centuries of. 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. Marauders are always hostile, but will generally not attack empires unless they. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. Stellaris > General Discussions > Topic Details. iirc. The equipment itself is ok, offers a bit of variety. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 5. On a nice advice, never fight FE ships from long range, they will out damage you. Using missiles is a commitment: either you go out of your way to get. 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 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 . Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Stellaris Ship Design Guide 2023 [3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. 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 . for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. Stellaris > General Discussions > Topic Details. SuperluminalSquid Technological Ascendancy • 3 mo. Business, Economics, and Finance. This page was last edited on 6 August 2018, at 14:35. Content is available under Attribution-ShareAlike 3. 例如:“异种保护区”(建筑)的特殊说明请在. Notes: The table shows the default names/icons of techs. Reply . Thread starter Keith_C;. I think the new meta for ships makes battleships the best. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. . Is there any reason to select missiles over artillery on L slots? I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. It has great range, and with 3 Afterburners can be reasonably quick. Check out this mod and modify your Stellaris experience. Still learning combat and I thought I had decent missile defense. Select a single enemy fleet, then inspect the loadouts of their ship types. 387K subscribers in the Stellaris community. If they mostly use plasma, go heavy on shields. In singleplayer you can just mass these, the AI will never counter them. 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. 12. Report. 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. How to Beat the Scavenger Bot in Stellaris. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. Viable for their purpose, yeah. Getting traditions. Think of corvettes as an expandable screen. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 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. 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. 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. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Artillery Computer will let it use that speed to keep its distance. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I just can't see any practical reason to pick missiles, especially in the late game :(Вход Магазин. 66 comments. I was wrong. Enjoy the game!. since they fire and fly. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 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 . CryptoTorpedo Cruisers have been surprisingly effective for me as a missile empire. Missiles are 26/36/46. 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. Common May 9, 2018 @ 1:39am. 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. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 69 dmg @110 range vs Tachyon Lance 17. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Zorro Nov 15, 2017 @ 6:06pm. e. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 0 unless otherwise noted. ago. Scourge missiles are good against armor and hull and slightly better against point-defense. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. ago. The torpedos are very high dmg, and have some anti-armor capability. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. © Valve Corporation. 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. Recently, I've been using a lot of missile fleets in Stellaris. 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. Still learning combat and I thought I had decent missile defense. It is under development and may have unknown bugs. I just can't see any practical reason to pick missiles, especially in the late game : เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติStill learning combat and I thought I had decent missile defense. 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 . ago. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Redirect page. 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. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Marauder missile + autocannon/disrupter. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. For example, missiles/torps. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. However there is a new classification for specifically “torpedo” weapons which battleships do not have. It's one step. EN-Torp Evasion tank, anti-shield. Transgenic Crops. Marauders Caravaneers Available only with the Apocalypse DLC enabled. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. 2 Whirlwinds, and 2 Marauder Missiles which adds up to a little over 4 times the damage of 4 Cloud Lightning. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. I was wrong. Maybe the lack of speed boosts for kiting has been my issue. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. If you ask an experienced player "What is the best mech in this game?", about 80% of the answer will be Marauder. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 23 DPS) and torps will be 75% effective (12. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 5 Average damage per cycle: 100 Average damage per unit time: 1. 3. There no realistic reason to ever switch to anything else. Torpedoes have 17. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Hell. Stellaris Beating The Contingency Guide. To unlock any new tech tier, you need 8 techs researched of. Guardian Point Defense have +100% vs armor, but no hull multiplier. In singleplayer you can just mass these, the AI will never counter them. 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. New Worlds (Starting). 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. Mass Drivers/Disruptors/Plasma are 20/30/40. For example, missiles/torps. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Stellaris > General Discussions > Topic Details. 对该项目的细节说明请添加至相关页面. Energy torpedoes do not ignore shields. Still learning combat and I thought I had decent missile defense. I was wrong. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. 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 . [deleted] • 6 yr. Still learning combat and I thought I had decent missile defense. 375 DPS to hull. Missile Defense. 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% The meta isn't established yet, but some of the dominant designs that get talked about a lot: Spinal Mount Carrier Battleships with Focused Arc Emitter and Whirlwind/Marauder Missiles. C. 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. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Not everyone just sits back and turtles to T5. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Tier 0 is used for starting technologies. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. RagingJaws Looter of Priceless Artifacts. point defense is so horribly broken that even T1 breaks missiles. There no realistic reason to ever switch to anything else. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missiles should be the longest-range weapons. That beast will wipe everything vanila AI capable to throw on you. Weapons at GameJunkie. You chose to defend yourself against the raiders and weaken yourself as a result. The Cruise Missiles tech is available right after Marauder 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 . They're not good for "tanking" PD away from your other missiles. The "meta" was declared the first one though because people. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. The reason is that Called Shot boost. 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. Archer Missile Pods: Small, Medium and Large modules. 0 unless otherwise noted. Swarm missiles are a bit more tanky but do very little damage. 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. Point Defense is used to fend off Rockets. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Stellaris Dev Diary #300 - Happy Anniversary! 3. 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. Swarmer missiles can. Still learning combat and I thought I had decent missile defense. Interceptors with. 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 . Torpedoes are. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Ex: the missile tiles spawn 2? missile batteries. ago. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. These are also easily moddable via its file, see #Tiers . Reduced the range of torpedoes. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. 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. Nano-Missiles are only good in theory. 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. 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 . 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. This ship design is very high value, and. I was wrong. I tend to try and make them as split and even as possible across the board. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They also ignore shields. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. Mass Drivers/Disruptors/Plasma are 20/30/40. Probably artillery is better. Marauder missiles and devastator torpedoes destroy everything. All Discussions. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. CryptoHow to Beat the Scavenger Bot in Stellaris. 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. This is a powerful combination of long. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Learn more about U. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 15 votes, 14 comments. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. No, not really. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Probably artillery is better. Fleet weapons in Stellaris. Missiles have very long range compared to other weapons of similar size and ignore shields. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. ) Torpedos and missiles for every slot possible. 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. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. Also, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Pyrosauria. Content is available under Attribution-ShareAlike 3. Still learning combat and I thought I had decent missile defense. I was wrong. I was wrong. Devastator torp + autocannon/disrupter. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. PD/whirlwind corvettes should be given disrupters ideally. Stellaris cheats and commands. - Swarmer Missiles: Range from T4 - 5. ; About Stellaris Wiki; Mobile view 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. have you tried the nano missiles? base damage 4. I was wrong. You should still be able to make it work, though. They're looking to be the ultimate missile platform, out of all the hulls. For the auxiliary slots i do afterburners. That'll get you the best fleet for killing things that aren't other corvettes. Fusion Missiles are Missiles T2. It's one step. And if spammed, point defense cannot even compete. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. Doctrine: Fluid Fleet Templates. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. R5: I’m glad we finally get to make a marauder empire. Also, this is a mod made for personal use, so the specifications may change drastically from. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Zero point energy is a hard requirement as well. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Fallen Empires tend to focus on one or two weapon types, capitalize on that. How do you use missiles in. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Compatible with Stellaris Ver. All trademarks are property of their respective owners in the US and other countries. A searchable list of all technology codes from Stellaris. In general, missiles are risky as they are easily countered. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . But even single neighboring marauder systems have been ignored before by the FE AI before. 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. 7, add 25% to hull and 33% from archaeo engineers. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. This is primarily due to replacing Giga Cannons with Tachyon Lances. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Yes, technically. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Ascension perks. only in theory. 0 version now available Fixed Turrets 1. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Their. I was wrong. 概览. In general, missiles are risky as they are easily countered. In times long past, 4 Great Marauder Hordes reaved the stars. Business, Economics, and Finance. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 8, missiles gained the ability to re-target if their original target died before impact. 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. I was wrong. The end of my last game i had 550. *. This is so effective that ~40k fleets 1:2 destro/cruiser. It's a really. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. 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. Kinda defeats the purpose of raising changes for the Khan event to occur by spawning 3 marauder empires if the FE takes out one of the possible spawns right at the start of the game. 3. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. The areas they start are resource rich, so they mostly likely migrated to that area. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). 9. I was wrong. 3. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. S. Redirect page. MelEkara • 8 mo. Still learning combat and I thought I had decent missile defense. 8 (applies to 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. No custom sounds or projectiles (yet?) as I have no idea how to. They deal "better" damage than torpedoes (their. I took the two best fleets built with even resources and tested.