You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 3. The range changes make mass drivers better than autocannons as well (assuming you start at range). This is primarily due to replacing Giga Cannons with Tachyon Lances. 06 damage to hull. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Adjusted the maximum range of all non-torpedo missiles. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 3. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 10000. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Missiles have very long range compared to other weapons of similar size and ignore shields. filling a cruisers core with marauder missiles gets more damage (with the obvious benefit of bombers having higher armor pen and being able to be used alongside 2 PDs). For example, I can. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missile corvettes do amazing against unbidden. Guardian Point Defense have +100% vs armor, but no hull multiplier. Hell. I don't fully understand it either, and that's after 150 hours of play. 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. 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. You should still be able to make it work, though. Stellaris Mods Used: Extra Ship Components 3. Marauder missiles are currently the best non-crsis guided slot weapon in the game. ago. Marauder missiles and devastator torpedoes destroy everything. iirc. 3. A secondary question is whether I should replace the disruptors on my. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). I want to have the weapons powerful but not game breaking. Fallen Empires tend to focus on one or two weapon types, capitalize on that. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. On a nice advice, never fight FE ships from long range, they will out damage you. Many. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. ⚄ 🎁. Mining Drone Lasers are 20/15/-. 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. 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. if the enemy is strong just check their composition and counter. On paper their weapon stats make them the best weapon in the game. It's quite effective against large targets and. 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. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Computer should be swarm then picket once you can get 90%. 285. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. 0 unless otherwise noted. Marauder Missiles: Average cycle time: 128. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. 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. I just can't see any practical reason to pick missiles, especially in. Against destroyers,. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I was wrong. RickusRollus • 9 mo. Let me know what you think. Swarm missiles are a bit more tanky but do very little damage. #4. Missiles should be the longest-range weapons. 5. Devastator torp + autocannon/disrupter. 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. No custom sounds or projectiles (yet?) as I have no idea how to. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 2 Whirlwinds, and 2 Marauder Missiles which adds up to a little over 4 times the damage of 4 Cloud Lightning. 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. They're not good for "tanking" PD away from your other missiles. They can beat anything except missile corvettes and couple destroyer variants. In singleplayer you can just mass these, the AI will never counter them. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Business, Economics, and Finance. Right now in Stellaris ship combat is a rock paper scissors game (missiles, lasers/guns, PD) where you doom stack all your ships together and the bigger number generally wins. 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 . 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 . A secondary question is whether I should replace the disruptors on my. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In general, missiles are risky as they are easily countered. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Ascension perks. 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 . This is horrible, the unbidden crisis appeared. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. 3. 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. A. Then find, take, and fortify a system with a neutron star. Stellaris Wiki Active Wikis. I was wrong. Compatible with Stellaris Ver. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. I was wrong. Interceptors with. A searchable list of all technology codes from Stellaris. Antimatter Missiles are Missiles T3. Ships. U. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Are extremely powerful vs AI. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Reduced the range of torpedoes. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Enjoy the game!. 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. Also, this is a mod made for personal use, so the specifications may change drastically from. I was wrong. Fusion Missiles: tech_missiles_2. So far, in 1. The "meta" was declared the first one though because people. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 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). If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. New Worlds (Starting). there are swarmer missiles and whirlwind missiles which help with that. For example, missiles/torps. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Stellaris’s ship design has undergone massive changes with patch 3. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). 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. Zorro Nov 15, 2017 @ 6:06pm. Content is available under Attribution-ShareAlike 3. So I decided to make the 4th Horde. Still learning combat and I thought I had decent missile defense. Business, Economics, and Finance. All disrupters. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. They can beat anything except missile corvettes and couple destroyer variants. This page was last edited on 6 August 2018, at 14:35. ) Torpedos and missiles for every slot possible. On paper their weapon stats make them the best weapon in the game. 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 is the one essential part where there is a meaningful choice between different options. Recently, I've been using a lot of missile fleets in Stellaris. Point Defense is used to fend off Rockets. 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 . e. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 52 Cruisers with 3x Neutron Launchers and max Marauder Missiles in S slots 5x Battleships with Focused Arc Emitter, Hangar Bay, 1x Plasma This fleet was not very useful against the Unbidden and the Contingency, but I love the idea of it so I ran a few of them. On paper their weapon stats make them the best weapon in the game. They have very low DPS. 8, missiles gained the ability to re-target if their original target died before impact. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 对该项目的细节说明请添加至相关页面. So it's just a constant sink. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder Missiles Tech. I was wrong. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. 对该项目的细节说明请添加至相关页面. Zorro Nov 15, 2017 @ 6:06pm. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. Nov 9, 2023Darvin3 • 2 yr. 375 DPS to hull. They also come with built in PD, which allows them to mitigate their torpedo weakness. 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. →. 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. if the enemy is strong just check their composition and counter. Reply. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In 1. 例如:“异种保护区”(建筑)的特殊说明请在. That'll get you the best fleet for killing things that aren't other corvettes. 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. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile, putting space strategy and an epic Stellaris. Still learning combat and I thought I had decent missile defense. The Cruise Missiles tech is available right after Marauder Missiles. RagingJaws Looter of Priceless Artifacts. Weapon components. Add a Comment. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. since they fire and fly. 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. S. I was wrong. I gives the Bastions Whirlwind missiles rather than marauder missiles. 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. Each of the sliders effects only its own category. 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. This is a searchable and complete list of Stellaris technologies and their IDs. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). 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. This ship design is very high value, and. Yes, Arcane Deciphering is very good. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The areas they start are resource rich, so they mostly likely migrated to that area. You want cruisers with 3 aux slots, and fill all of them with afterburners. 65: 26: 86-114 (100. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 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. It has great range, and with 3 Afterburners can be reasonably quick. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 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。. 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 . ago. 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. 2 shields, everything else in armor. . Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Viable for their purpose, yeah. Stellaris Marauder Shipset Mod. 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 . Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 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. Also, this is a mod made for personal use, so the specifications may change drastically from. 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. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. But Energy Torpedoes + Plasma is also a valid choice. Defenses should be 1 shield, 2 armor with advanced afterburners. Stellaris Dev Diary #300 - Happy Anniversary! 3. Hire their fleets (all three of them). Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. ) Torpedos and missiles for every slot possible. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. I honestly think they're ok. I was wrong. ) from Halo. Laser, disruptor, and missiles. Marauder Missiles (S slot) have 7 hull 7 armor. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 例如:“异种保护区”(建筑)的特殊说明请在. Space Stations. 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. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Artillery Computer will let it use that speed to keep its distance. Probably artillery is better. 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. 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. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Then provoke a doom stack to. They do +200% damage to shields. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Stellaris Beating The Contingency Guide. The final essential module is the Combat Computer. 概览. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. I was wrong. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Archer's, Shiva's and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research No custom sounds or projectiles (yet?) as I have no idea how to make them. Darvin3 • 2 yr. And I outfitted all my bastions with full missile only weapons, then the A. I was wrong. I was wrong. Still learning combat and I thought I had decent missile defense. Swarmer missiles imo are massively under rated. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. In general, missiles are risky as they are easily countered. iirc. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. - Torpedoes: Range from T2 - T4. Marauder Missiles: 22. 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 fleet’s only PD. Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my. I was wrong. Stellaris cheats and commands. Missiles are 26/36/46. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Marauder missiles do 7. 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 . Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. In singleplayer you can just mass these, the AI will never counter them. 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 . 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. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. 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),. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Business, Economics, and Finance. 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. They deal "better" damage than torpedoes (their. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. They're looking to be the ultimate missile platform, out of all the hulls. 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 . Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I tend to try and make them as split and even as possible across the board. devastators one of the best things you can put on a corvette Swarmers are specifically for keeping enemy point defense busy whie your other missiles and strikecraft get through. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Marauder Missiles: tech_missiles_5. I just can't see any practical reason to pick missiles, especially in the late game :(Belépés Áruház Közösség. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But there are better ways to counter regular. . In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in. 1. Select a single enemy fleet, then inspect the loadouts of their ship types. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Embarrassingly, I'm still a hefty novice when it comes to ship design. Mining Drone Lasers are 20/15/-. All Discussions. 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.