Marauders are always hostile, but will generally not attack empires unless they. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. 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. All types of planets. 1. There no realistic reason to ever switch to anything else. Still learning combat and I thought I had decent missile defense. ): Small, Medium and Large modules. 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 . Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. . 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. . 例如:“异种保护区”(建筑)的特殊说明请在. I was wrong. Corvettes are quick, cheap to build, and smaller but have high evasion. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Devastator torp + autocannon/disrupter. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 8, missiles gained the ability to re-target if their original target died before impact. These missiles inflict decent damage to. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. In singleplayer you can just mass these, the AI will never counter them. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. New Worlds (Starting). Those are the main corvette weapon builds. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. However there is a new classification for specifically “torpedo” weapons which battleships do not have. 285. Missiles are 26/36/46. XL Cruise Missiles For Stellaris. I was wrong. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 15 votes, 14 comments. The Great Whetstone. S. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. Mining Drone Lasers are 20/15/-. well missiles are kinda just the baseline I guess. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. Computer should be swarm then picket once you can get 90%. 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. Marauder Missiles: tech_missiles_5. There no realistic reason to ever switch to anything else. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. 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. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. I get lasers and such via debris but don't care because I never use them anyway. 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. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my. 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. In singleplayer you can just mass these, the AI will never counter them. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). or before, I don't feel that the changes made in 2. Still learning combat and I thought I had decent missile defense. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . In 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. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Depending on your combat computer, your ship will use different tactics and stay at different ranges. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Transgenic Crops. That means to you can load up battleships with them. 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. A secondary question is whether I should replace the disruptors on my. 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. 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. This page was last edited on 6 August 2018, at 14:35. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. Marauder missile + autocannon/disrupter. This is a searchable and complete list of Stellaris technologies and their IDs. C. A study on Missile/Hangars vs Point Defense/Flak in 3. Professor H. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Yes, technically. C. C. Ascension perks. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Business, Economics, and Finance. They are quite diverse in their capabilities, and you can always find the perfect Explosive Weapon to deal any kind of blow against any kind of enemy defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. If you don't have shield hardener yet. 7, add 25% to hull and 33% from archaeo engineers. Core components. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Ryika (Banned) Sep 26, 2021 @ 11:58pm. All weapon slots added by Gun Batteries and the station itself is "M" slot weapons which should be able to equip swarmer/whirlwind missiles but the station will prioritize lower tier energy/kinetic weapons over the missiles. Tier 0 is used for starting technologies. PD/whirlwind corvettes should be given disrupters ideally. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. All disrupters. Contents. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. This page was last edited on 6 August 2018, at 14:35. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Stellaris. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. 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. Point Defense is 8/-/20. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Sounds like you need to up the crisis strength modifier. I gives the Bastions Whirlwind missiles rather than marauder missiles. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. were fair with missiles at all. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. I was wrong. (Ship count, as distinct from fleet power. 10000. . iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. That's like 7. Then provoke a doom stack to. In general, missiles are risky as they are easily countered. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All trademarks are property of their respective owners in the US and other countries. 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. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Against destroyers,. You chose to defend yourself against the raiders and weaken yourself as a result. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Stellaris cheats and commands. That'll get you the best fleet for killing things that aren't other corvettes. Still learning combat and I thought I had decent missile defense. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Regular missiles and torpedoes are so good now. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 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. All Discussions. The "meta" was declared the first one though because people. New Worlds Protocol. 对该项目的细节说明请添加至相关页面. 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 . 06 damage to hull. How do you use missiles in. Marauder Missiles Tech. They have very low DPS. Weapons. They also come with built in PD, which allows them to mitigate their torpedo weakness. Magnetic Accelerator Cannon (M. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. Devastator torp + autocannon/disrupter. Mass Drivers/Disruptors/Plasma are 20/30/40. RickusRollus • 9 mo. 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. 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. 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 . Stellaris. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Stellaris Real-time strategy Strategy video game Gaming. 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. But even single neighboring marauder systems have been ignored before by the FE AI before. Stellaris Ship Design Guide 2023 [3. Use swarm computer and Afterburner. Many. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Explicitly prevented various scripted solar systems from spawning inside Marauder territory. Auto-best is not good, it frequently makes completely nonsensical design decisions. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Still learning combat and I thought I had decent missile defense. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Devastator Torpedoes. And any destoyed FE ship is 1 less ship they field overal unless they Awake. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. capable of causing immense damage to the hull of enemy ships. Artillery Computer will let it use that speed to keep its distance. 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 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. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 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 . Missiles currently in my opinion are not up to par with kinetic and energy weapons. 2 shields, everything else in armor. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Lasers are 15/25/35. 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. I was wrong. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Quantum Missiles: tech_missiles_4. The Unbidden doesn't even have point defense, What. 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. 4 damage, straight to the hull, with 100 range. Still learning combat and I thought I had decent missile defense. Nano-Missiles are only good in theory. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Wiki Active Wikis. Viable for their purpose, yeah. Report. How to Beat the Scavenger Bot in Stellaris. Scourge missiles are good against armor and hull and slightly better against point-defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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 . Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 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. 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 . Marauder missiles do 7. S. 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 . A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Marauder Missiles: tech_swarmer_missiles_1: Swarmer Missiles: tech_swarmer_missiles_2: Whirlwind Missiles: tech_torpedoes_1: Space Torpedoes: tech_torpedoes_2: Armored. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. A. ; 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. I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. It has great range, and with 3 Afterburners can be reasonably quick. 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 . 8 "Gemini" and Galactic Paragons. The Great Whetstone. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 4 damage, straight to the hull, with 100 range. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. The final essential module is the Combat Computer. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 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。. 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. 500"? That's a requirement. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Video by Montu Plays. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. RickusRollus • 9 mo. Autocannons are 10/20/30. Stellaris. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. May 10, 2016 790 1. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Or torps. 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 . N. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Sure, they ignore shields, but 50% anti-shield and 50% anti-armor weapons still kills stuff faster, especially since guns and lasers cant be intercepted. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It is under development and may have unknown bugs. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Business, Economics, and Finance. 1. [deleted] • 6 yr. To unlock any new tech tier, you need 8 techs researched of. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Torpedoes are. Point Defense is used to fend off Rockets. Their. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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. Still learning combat and I thought I had decent missile defense. They do +200% damage to shields. They can beat anything except missile corvettes and couple destroyer variants. 3. All rights reserved. ago. Adjusted the maximum range of all non-torpedo missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. 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 . Creating ships. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 对该项目的细节说明请添加至相关页面. This has a bit of issue. CryptoGo to Stellaris r/Stellaris. Content is available under Attribution-ShareAlike 3. 9. Still unsure how to fit it in my ship designs. iirc. 2. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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 . . Stellaris Ship Design Guide 2023 [3. Ship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So yes, Whirlwind Missiles definitely are too good. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I took the two best fleets built with even resources and tested. For the auxiliary slots i do afterburners. #4. Swarmer missiles can survive point-defense. Zorro Nov 15, 2017 @ 6:06pm. 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. Plasma + autocannons. 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. I was wrong. 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. They're looking to be the ultimate missile platform, out of all the hulls. It has great range, and with 3 Afterburners can be reasonably quick. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. As long as you properly strategize your fleet, you can have alot of fun with this weapon. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 9. 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. Missiles fly faster, therefore, they are better at getting through point defence. There are three weapons that seem to be doing best on Corvettes. I was wrong. I was wrong. 8 (applies to 3. Torpedoes have 17. 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. 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 . Business, Economics, and Finance. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Redirect page. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Add a Comment. 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. ( stellaris noob) i dont have dlc so idk if that contributes. Those are the main corvette weapon builds. . A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. 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. #4. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. I was wrong. In singleplayer you can just mass these, the AI will never counter them. This is horrible, the unbidden crisis appeared. C. I was wrong. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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. 5. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Autocannons are 10/20/30. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Giga Cannon + Kinetic Batteries on an all big gun battleship is also effective against the unbidden and will get the first strike (but has to get through their shields), Carrier or Missile spam variants ignore shields (Marauder missiles do more vs hull). Marauder missiles are currently the best non-crsis guided slot weapon in the game. Redirect page. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Missiles could use a speed and range buff. Ships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Artillery computer. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 5. N. Mining Drone Lasers are 20/15/-. Whirlwinds have 30 hull and 15 armor. I've found that if you use a variety of missiles with different speeds, they become a lot more effective.