Marauder missiles stellaris. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Marauder missiles stellaris

 
 Swarmer Missiles have good firepower, and can be backed up by a few regular missilesMarauder missiles stellaris 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)

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 . Stellaris fighting is a big RNG you can help by. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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 it's just a constant sink. 0 changed missile slots, pre-2. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Zorro Nov 15, 2017 @ 6:06pm. 1x Marauder Missile 2x Gauss Starport upgrades: 1x Laser 1x Gauss (for some reason the Citadel upgrade does G-L-G-L instead of L-G like the rest) Gun Batteries: 1x Gauss 1x Plasma Occasionally I get Disruptor or Void Beam in there if I get them early on, but they always swap back at some point before I upgrade to Citadels. ago. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I was wrong. if the enemy is strong just check their composition and counter. XL Cruise Missiles For Stellaris. Efficient, decent range for me, and damage. Their. This is a losing exchange. 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. 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. ; About Stellaris Wiki; Mobile viewThe 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. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. On paper their weapon stats make them the best weapon in the game. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. None worth noting. I was wrong. RickusRollus • 9 mo. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. I was wrong. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. The equipment itself is ok, offers a bit of variety. There are three weapons that seem to be doing best on Corvettes. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. C. 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. Still learning combat and I thought I had decent missile defense. 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. A single Whirlwind takes 7 hits but they have half the cooldown so there are twice as many. What is Stellaris mods? A mod (short for "modification") is an alteration where. only in theory. 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 . During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Common May 9, 2018 @ 1:39am. 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). Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Stellaris. or before, I don't feel that the changes made in 2. I stopped using whirlwind missiles because strike craft work better for the same purpose. Summoning events. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. This is a searchable and complete list of Stellaris technologies and their IDs. Still learning combat and I thought I had decent missile defense. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. . 8 "Gemini" and Galactic Paragons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. VoiDExamples of tier-3 engineering techs are: kinetic battery, kinetic artillery, gauss cannon, marauder missiles, mega cannon. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I'm a veteran of Stellaris, playing since super early days. ago. Marauder Missiles 20000 Devastator Torpedoes vs Marauder Missiles. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Decreased Missile Accuracy from 100% to. Still learning combat and I thought I had decent missile defense. 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 . Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. EN-Torp Evasion tank, anti-shield. 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. Still learning combat and I thought I had decent missile defense. Not to mention you have far fewer missile slots than pre-2. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. I was wrong. 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. Ryika (Banned) Sep 26, 2021 @ 11:58pm. 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. 1 Marauder missile, 1 Energy Torpedo c) 1 Plasma, 2 Disruptors 3 Types of Destroyers same 20/30/40/50 a) All gauss with autocannons b) All mix of Plasma and. 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. 9. Laser, disruptor, and missiles. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Artillery Computer will let it use that speed to keep its distance. 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. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 0 unless otherwise noted. Computer should be swarm then picket once you can get 90%. It's quite effective against large targets and. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Devastator torp + autocannon/disrupter. Ship. 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). Stellaris’s ship design has undergone massive changes with patch 3. 1. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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 . How do you use missiles in. 4. Enjoy the game!. 3. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 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。. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 4 damage, straight to the hull, with 100 range. I was wrong. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. What about with a weaker fleet? We don’t always have the luxury of reaching parity especially at higher difficulties. Fusion Missiles are Missiles T2. Even if. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. This is a powerful combination of long. This part of the chapter contains detailed information on every type of weaponry available in game. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. 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. 8 (applies to 3. 5. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. Contents. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Artillery Computer will let it use that speed to keep its distance. Check out this tech tree. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. In singleplayer you can just mass these, the AI will never counter them. Workshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). Missile Cruiser the long-range missile cruiser is a very solid mid-game option. They do +200% damage to shields. Weapons at GameJunkie. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Not everyone just sits back and turtles to T5. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. I was wrong. All Discussions. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. The end of my last game i had 550. 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 . well missiles are kinda just the baseline I guess. Marauder Missiles Tech. Cheats. 概览. Now (3. 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. Yes, technically. if the enemy is strong just check their composition and counter. 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. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Still learning combat and I thought I had decent missile defense. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Each tactic also gives a small bonus to firing rate and one other stat. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Each of the sliders effects only its own category. 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 fleet whittle down to. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. PD/whirlwind corvettes should be given disrupters ideally. 7, add 25% to hull and 33% from archaeo engineers. RagingJaws Looter of Priceless Artifacts. Also, this is a mod made for personal use, so the specifications may change drastically from. Space Stations. 0. It was my understanding that…Stellaris. Marauder missiles are currently the best non-crsis guided slot weapon in the game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Yes, Arcane Deciphering is very good. e) Battleship. 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. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 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 . Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%. Alright, so I've been really having fun with the changes to missile mechanics. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Point Defense is 8/-/20. But even single neighboring marauder systems have been ignored before by the FE AI before. 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. Marauder Missiles deal 14. Consider checking out. (Ship count, as distinct from fleet power. Scourge missiles are good against armor and hull and slightly better against point-defense. In singleplayer you can just mass these, the AI will never counter them. Point Defense is 8/-/20. I took the two best fleets built with even resources and tested. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. © Valve Corporation. 285. 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 . 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. They also come with built in PD, which allows them to mitigate their torpedo weakness. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). It has great range, and with 3 Afterburners can be reasonably quick. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. N. See moreMarauder Missiles Tech. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. However any missiles or torps suddenly become effective if any amount of strike craft is involved. For the auxiliary slots i do afterburners. Plasma cannons used to be the best, but now after testing, gamma did much much better. 10000. Still learning combat and I thought I had decent missile defense. Defenses should be 1 shield, 2 armor with advanced afterburners. Weapons. Probably artillery is better. Swarmer missiles imo are massively under rated. Last edited by MP ; Sep 26, 2021 @ 11:51pm. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Nano-Missiles are only good in theory. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. That beast will wipe everything vanila AI capable to throw on you. U. 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. The designs are decaying mid-tech and brutalistic, but built using centuries of. 例如:“异种保护区”(建筑)的特殊说明请在. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. which ones are better a huge amount of defense platforms or a few Inon cannons. Stellaris > General Discussions > Topic Details. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. The unbidden are here! My corvettes vanish like flies and I don't see the point in build corvettes every two battlesThe equipment itself is ok, offers a bit of variety. 69 dmg @110 range vs Tachyon Lance 17. I just can't see any practical reason to pick missiles, especially in. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Darvin3 • 2 yr. Engineering research#Marauder Missiles Tech. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Now (3. 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 :(Belépés Áruház Közösség. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 34. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. ago. As a fan of missile weapons in Stellaris since, well, 1. 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. Also, A tachyon lance at the front is powerful. Let me know what you think. 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 . For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. Stellaris. They have very low DPS. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. Still learning combat and I thought I had decent missile defense. Ships. C. Still learning combat and I thought I had decent missile defense. Engineering research#Marauder Missiles Tech. You could use normal missiles for standard attacks. Business, Economics, and Finance. Still learning combat and I thought I had decent missile defense. New Worlds (Starting). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile corvettes do amazing against unbidden. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Pyrosauria. Defenses should be 1 shield, 2 armor with advanced afterburners. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. This is so effective that ~40k fleets 1:2 destro/cruiser. Still learning combat and I thought I had decent missile defense. Stellaris has almost always had a rock/paper/scissors. I think the new meta for ships makes battleships the best. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. 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. Still learning combat and I thought I had decent missile defense. I think the new meta for ships makes battleships the best. FlatEarther98. This is primarily due to replacing Giga Cannons with Tachyon Lances. They're not good for "tanking" PD away from your other missiles. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Auto-best is not good, it frequently makes completely nonsensical design decisions. #3. Still learning combat and I thought I had decent missile defense. All Discussions. Corvettes are quick, cheap to build, and smaller but have high evasion. 0 version now available Fixed Turrets 1. I tend to try and make them as split and even as possible across the board. Still learning combat and I thought I had decent missile defense. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. 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. Missiles are good against small agile targets, Torpedoes are good against big slow ones. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was wrong. Published Jan 21, 2021. . As long as you properly strategize your fleet, you can have alot of fun with this weapon. Missile Defense. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The torpedos are very high dmg, and have some anti-armor capability. The Great Whetstone. Still learning combat and I thought I had decent missile defense. Marauders are always hostile, but will generally not attack empires unless they. 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. 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 . I just can't see any practical reason to pick missiles, especially in the late game :Still learning combat and I thought I had decent missile defense. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Free to update or use in Stellaris by anyone. . 1. Autocannons are 10/20/30. Antimatter Missiles are Missiles T3. point defense is so horribly broken that even T1 breaks missiles. 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. In general, missiles are risky as they are easily countered. C. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 375 DPS to hull. Paradox has basically removed all those stuff from the game. The choice is obvious. They really have a place in the game now. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 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. 23 DPS) and torps will be 75% effective (12. 66 comments. Marauder missile + autocannon/disrupter. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. Still learning combat and I thought I had decent missile defense. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Devastator Torpedoes. ) Torpedos and missiles for every slot possible. 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. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. That's like 7. 5 Average damage per cycle: 100 Average damage per unit time: 1. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 4 damage, straight to the hull, with 100 range. That'll get you the best fleet for killing things that aren't other corvettes. Torpedoes have 17. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris. Lasers are 15/25/35. 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. Stellaris Wiki Active Wikis. The go-to way to use Whirlwinds is part of a balanced Battleship build. These missiles inflict decent damage to. Farnsworth Mar 30, 2018 @ 5:44am. In general, missiles are risky as they are easily countered. Video by Montu Plays. Whirlwinds have 30 hull and 15 armor. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. It's one step. 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. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Professor H. Mass Drivers/Disruptors/Plasma are 20/30/40. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. If you don't have shield hardener yet. Probably artillery is better. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I honestly think they're ok. It’s no longer about amassing Battleships; a mixture of ship classes is essential now.