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. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. The farther the missile has to travel to its target the more time there is for it to get shot down. 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. Missile torpedoes ignore shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris. I just can't see any practical reason to pick missiles, especially in. Autocannons are 10/20/30. 3. I was wrong. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. Stellaris Real-time strategy Strategy video game Gaming. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. 9. Still learning combat and I thought I had decent missile defense. Add a Comment. 7, add 25% to hull and 33% from archaeo engineers. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. since they fire and fly. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. I've found having a balanced fleet comp works best. That's like 7. That's the cool thing about shield/armor bypassing weapons. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. That'll get you the best fleet for killing things that aren't other corvettes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. S. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 6 Combat Re…Basic missiles have good damage, they can also retarget. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This allows you to bring up cheats like max_resources, instant_build,. 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. 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. Missiles feel really hit or miss. Stellaris: Our Ship. Marauder missiles and devastator torpedoes destroy everything. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. This is a large problem if 2 separate fleets come with slight delays to each others. Only in a truly dichotomic situation would most of the answers presented of what's optimal, would actually answer that swarmed missiles and torpedo are not viable because they are not optimal. 0? And where do torpedoes fit in? Thx!Missiles might have range but that doesn't mean there aren't advantages to using them point blank. See moreThis page was last edited on 14 October 2017, at 11:01. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris. Check out this mod and modify your Stellaris experience. If you don't have shield hardener yet. 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 missile + autocannon/disrupter. I was wrong. 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. Cheats. R5: I’m glad we finally get to make a marauder empire. 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. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. honestly youd probably get better missile results if you had a few whirlwinds mixed in. 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 . 69 dmg @110 range vs Tachyon Lance 17. C. But people still used torpedoes because they worked, because missiles are a "base" tech while torpedoes are an "advanced" tech, and it was what the used to use. 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. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. 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 only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. Marauder Missiles----- 这些最尖端的导弹配备有限程度的人工智能导航,极大地提高导弹追踪目标的能力和表现。. What is Stellaris mods? A mod (short for "modification") is an alteration where. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. Stellaris. High evasion fleets neuter missile fleets compared to traditional weapons. 舰船组件; 数据资料; 来自群星中文维基. 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. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. N. 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. Transgenic Crops. 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. 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. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. A place to share content, ask questions and/or talk about the 4X grand strategy game. Still learning combat and I thought I had decent missile defense. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Guardian Point Defense have +100% vs armor, but no hull multiplier. Creating ships. The khan himself, though, will warp out as soon as his armor is depleted every time. List of resources. Still learning combat and I thought I had decent missile defense. They're not good for "tanking" PD away from your other missiles. Ascension perks. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. However any missiles or torps suddenly become effective if any amount of strike craft is involved. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Normal missiles are to be used always. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 概览. 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 . Point Defense is 8/-/20. A study on Missile/Hangars vs Point Defense/Flak in 3. 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). On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Every type of weaponry is. Marauder Missiles: 44 0. They do significantly more. 6+) For those unaware, the "~" command will bring up the console. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Pay especial attention to Moderation Posts in the colour yellow. Content is available under Attribution-ShareAlike 3. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 8, missiles gained the ability to re-target if their original target died before impact. Notes: The table shows the default names/icons of techs. Still learning combat and I thought I had decent missile defense. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Missiles have a very long range, and out-range most weapons early on. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. 3. 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. 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. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Missile Defense. Fusion Missiles: tech_missiles_2. Adjusted the maximum range of all non-torpedo missiles. Scourge missiles are good against armor and hull and slightly better against point-defense. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Since 3. Stellaris Ship Design Guide 2023 [3. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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. You should still be able to make it work, though. They deal "better" damage than torpedoes (their. Auto-best is not good, it frequently makes completely nonsensical design decisions. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 3. So yes, Whirlwind Missiles definitely are too good. 6. 90 dmg. This melts contingency fleets fairly quickly with minimal losses. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. I was wrong. Steam Workshop. which ones are better a huge amount of defense platforms or a few Inon cannons. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. 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. Perfect schiffen for the how for the game. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. As long as you properly strategize your fleet, you can have alot of fun with this weapon. If your concern is battleships and. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Summoning events. Cloaking devices deactivate your shields. 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. 9. Go ham. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Trash Start with full Small Missiles, upgrade to Swarms to help against enemy PD if you are determined to use the hull, Small missiles for anti-Corvette work. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. You want cruisers with 3 aux slots, and fill all of them with afterburners. . 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. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. Marauder missiles do 7. Paradox. Embarrassingly, I'm still a hefty novice when it comes to ship design. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Swarming also works, though yields heavier losses . I'm wondering how to assess my fleets' performance in battle. 35 DPS) and 65% of torps (5. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Energy torpedoes do not ignore shields. That beast will wipe everything vanila AI capable to throw on you. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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). Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. 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. Whirlwinds have 30 hull and 15 armor. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. Regular missiles and torpedoes are so good now. Max out speed and tailor your defences to your opponent. Still learning combat and I thought I had decent missile defense. 0 changed missile slots, pre-2. SuperluminalSquid Technological Ascendancy • 3 mo. Report. They deal "better" damage than torpedoes (their. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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. 例如:“异种保护区”(建筑)的特殊说明请在. I was wrong. 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 single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. Install Marauder Expanded: Dwamak Editions Mod via Steam. Incase missed stream here ya go. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Torpedoes have 17. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I tend to try and make them as split and even as possible across the board. Khan can't hand kiting swarm missile cruisers. 7. Apart from this, Stellaris patch 3. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. You need a strong economy to fuel the war against the Unbidden. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. The areas they start are resource rich, so they mostly likely migrated to that area. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Content is available under Attribution-ShareAlike 3. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Or torps. MelEkara • 8 mo. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. CryptoStellaris Mods Used: Extra Ship Components 3. and marauder missiles in the rest (small slot only). 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. Yes, technically. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. New Worlds Protocol. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. 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. This page was last edited on 6 August 2018, at 14:35. Are extremely powerful vs AI. 56 17. Content is available under Attribution-ShareAlike 3. ago. Still learning combat and I thought I had decent missile defense. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. None worth noting. New Worlds (Starting). The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Common May 9, 2018 @ 1:39am. It is under development and may have unknown bugs. Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Add a Comment. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offBusiness, Economics, and Finance. Swarmer missiles imo are massively under rated. U. Toggle signature. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 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. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. May 10, 2016 790 1. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. 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. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. I find it weird how missiles are treated in Stellaris. I'm wondering how to assess my fleets' performance in battle. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. I honestly think they're ok. Marauder Missiles. 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. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Armor and shields don't matter if the hull is destroyed. 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 . Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. 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. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. ago. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think it has to do with the missile's rate of fire and tracking. Thread starter Keith_C;. We don’t want the best missiles getting shot by. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. I just can't see any practical reason to pick missiles, especially in the late game :(Stellaris, is a primary solo player game, yes you can do multiplayer, and its balanced enough, but Murauders are really meant to be an early game obstacle, Mid game tool, and late game doormat. 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. I was wrong. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META) By LargeAll This. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. This page was last edited on 6 August 2018, at 14:35. 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. None of the Menacing ships cost additional resources for its weapons, which makes it easy for Crisis players to use massive amounts of the Ancient Nano Missile Cloud Launcher, tearing the entire galaxy. 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 . Compatible with Stellaris Ver. Stellaris > General Discussions > Topic Details. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. 4 damage, straight to the hull, with 100 range. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. In singleplayer you can just mass these, the AI will never counter them. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. 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. The khan fleets can't get close enough and just slowly die. 9. They have low base damage, but all. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. 1. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. all eggs in one basket is always the way to go in stellaris, you can then dock on a 6 shipyards station and quickly and cheaply change the. SuperluminalSquid Technological Ascendancy • 3 mo. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. But that still means you need 14 PD shots to block a volley from a single Battleship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. For the auxiliary slots i do afterburners. Khan fleet uses a mix of lasers and kinetics as well as a mix of shields and armor so mixed, kinetic, or energy focused fleets will all perform roughly the same. S. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. I'm wondering how to assess my fleets' performance in battle. ⚄ 🎁. . That’s why nuclear warheads are the basic starting option. 12. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). All types of planets. [Late-game]. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. and then spam devastated torpedoes and marauder missiles. 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. Related Topics. The Cruise Missiles tech is available right after Marauder Missiles. Ex: the missile tiles spawn 2? missile batteries. Still learning combat and I thought I had decent missile defense. This means that there's a 67% chance of the shot connecting and doing damage. ( stellaris noob) i dont have dlc so idk if that contributes. Stellaris Real-time strategy Strategy video game Gaming.