I run a general rule of 1 Swarmer for every 4 regular Missile. point defense is so horribly broken that even T1 breaks missiles. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 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. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. Computer should be swarm then picket once you can get 90%. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Hazard Feb 23, 2018 @ 7:02am. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles. Best. Marauder Missiles: tech_missiles_5. 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. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. Missile corvettes do amazing against unbidden. 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. Missiles should be the longest-range weapons. Pay especial attention to Moderation Posts in the colour yellow. 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. 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. Rockets (Marauder Missiles or Nuclear Missiles etc. Marauder missiles are currently the best non-crsis guided slot weapon in the game. A searchable list of all technology codes from Stellaris. 报警机器人 于6年前 修改了 此页面。. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. Now (3. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. 5 Average damage per cycle: 100 Average damage per unit time: 1. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Devastator torp + autocannon/disrupter. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Missiles currently in my opinion are not up to par with kinetic and energy weapons. 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. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. It is under development and may have unknown bugs. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. Marauder missiles do 7. 971 DPS), a clear win for the missiles. 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. Content is available under Attribution-ShareAlike 3. Creating ships. 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 . Set your ship's computer to artillery and auxiliary slot to Afterburners. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The fleet itself was fine but i kept needing to build reinforcements. A study on Missile/Hangars vs Point Defense/Flak in 3. Stellaris > General Discussions > Topic Details. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 9. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I can design the defense platforms and pick what weapons they have, thats fine. 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. 4 damage, straight to the hull, with 100 range. Flak Batteries are used to fend off Strike Crafts. Viable for their purpose, yeah. Related Topics. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Flak Cannons:Missiles have much, much higher damage output than Disruptors. I was wrong. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. ago. Catteraine said: 5. 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. May 10, 2016 790 1. 9. Cloaking devices deactivate your shields. - Torpedoes: Range from T2 - T4. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A secondary question is whether I should replace the disruptors on my. 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. 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. 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 . Reply. 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. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Use swarm computer and Afterburner. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Or torps. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 99 Badges. 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. Normal missiles are to be used always. 0 unless otherwise noted. So I decided to make the 4th Horde. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Real-time strategy Strategy video game Gaming. Being that it is a missile, it can also be shot down by point defense. 0 version now available Fixed Turrets 1. I just can't see any practical reason to pick missiles, especially in. This page was last edited on 6 August 2018, at 14:35. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. Since 3. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. Missiles feel really hit or miss. Stellaris > General Discussions > Topic Details. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. N. In singleplayer you can just mass these, the AI will never counter them. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. M910. Are extremely powerful vs AI. Huge alloy production is a must to reinforce fleet casualties. A secondary question is whether I should replace the disruptors on 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. Direct Download: Download. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 舰船组件; 数据资料; 来自群星中文维基. - Swarmer Missiles: Range from T4 - 5. How do you use missiles in. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Use PD, shield, and shield hardeners. But how do I decide if a given ship design is performing well? How do I. If you don't have shield hardener yet. Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. 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. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Hull = 0 ---> destroyed. But how do I decide if a given ship design is performing well? How do I. and have 30 range. 35 DPS) and 65% of torps (5. We don’t want the best missiles getting shot by. Contents. . Antimatter Missiles are Missiles T3. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Stellaris’s ship design has undergone massive changes with patch 3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . For 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. 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Thread starter Keith_C;. New Worlds (Starting). Apart from this, Stellaris patch 3. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. C. 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. 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 . Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Before Battleships, the only way to hard counter (and I mean winning with a lower alloy fleet cost) missile cruisers without doing asymmetrical warfare is by using Shield hardeners on your own cruisers + using missiles or fighters yourself (to not suffer the annoying hit and run). But how do I decide if a given ship design is performing well? How do I. I get lasers and such via debris but don't care because I never use them anyway. Torpedoes are slower than missiles and have worse range. Marauder Missiles: Average cycle time: 128. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Space Stations. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Still learning combat and I thought I had decent missile defense. 7 DPS and have +25% vs hull for a total of 18. I was wrong. *. It's. Plasma cannons used to be the best, but now after testing, gamma did much much better. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. I think it has to do with the missile's rate of fire and tracking. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). 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 . You want cruisers with 3 aux slots, and fill all of them with afterburners. since they fire and fly. Guardian Point Defense have +100% vs armor, but no hull multiplier. It is under development and may have unknown bugs. And if spammed, point defense cannot even compete. 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. 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. New Worlds Protocol. 06 damage to hull. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. My. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Go to Stellaris r/Stellaris. 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. Flak Artillery: tech_flak_batteries_3. 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 . Paradox has basically removed all those stuff from the game. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. I was wrong. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the enemy's point-defense capabilities. Marauder Missiles. I was wrong. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Ex: the missile tiles spawn 2? missile batteries. Missles have the biggest max reach in the game of all weapons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. I was wrong. 6 also includes new galaxy shapes to explore, new story events, a new. The Cruise Missiles tech is available right after Marauder Missiles. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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 . 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. Stellaris > General Discussions > Topic Details. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Yes, technically. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. ( stellaris noob) i dont have dlc so idk if that contributes. Missile Defense. Good range too. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Normal missiles are to be used always. Khan can't hand kiting swarm missile cruisers. I can't design the main station and pick what it uses beyond "adding two missile slots" -. Check out this mod and modify your Stellaris experience. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 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. 3. A marauder missile will be destroyed in 2 hits on average from PD. Rockets (Marauder Missiles or Nuclear Missiles etc. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Still learning combat and I thought I had decent missile defense. 7. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. RagingJaws Looter of Priceless Artifacts. They do significantly more. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. 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 . Swarmer missiles imo are massively under rated. How does it perform in battle vs regular marauder missiles? How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. This is horrible, the unbidden crisis appeared. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. I'm wondering how to assess my fleets' performance in battle. So on my two latest games, spawned next to Marauder empires. I was wrong. This page was last edited on 14 October 2017, at 11:01. Point. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Still learning combat and I thought I had decent missile defense. Getting traditions. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. PD/whirlwind corvettes should be given disrupters ideally. The choice is obvious. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. As a fan of missile weapons in Stellaris since, well, 1. In singleplayer you can just mass these, the AI will never counter them. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Mining Drone Lasers are 20/15/-. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. . I was wrong. First I'd like to commend the new Marauder missile system. ago. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. 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 study on Missile/Hangars vs Point Defense/Flak in 3. 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're still concerned about using so many missiles you can 50/50 disruptor and missile ships. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. You need a strong economy to fuel the war against the Unbidden. Stellaris has almost always had a rock/paper/scissors. . If you have any questions or ideas, please feel free to leave a comment. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Weapons. Common May 9, 2018 @ 1:39am. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 0 version now available Fixed Turrets 1. . Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. 66 comments. Hell. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). 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 . Artillery computer. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. If it'd happened at, say, 2380, or even 2360, you'd have been fine. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. So don't take an even fight there? 99. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I think the new meta for ships makes battleships the best. Stellaris Wiki Active Wikis. 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: Our Ship. 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. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. there are swarmer missiles and whirlwind missiles which help with that. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 修改完毕后,请刷新上面的文本。 分类: . 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. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. C. Marauders are not a threat unless you make them. Not everyone just sits back and turtles to T5. I was wrong. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. The "meta" was declared the first one though because people. You go to ship customization and go to the tile to change its loadout. Still learning combat and I thought I had decent missile defense. 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. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. I'm wondering how to assess my fleets' performance in battle. Enjoy! Toggle signature. Auto-best is not good, it frequently makes completely nonsensical design decisions. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. But there are better ways to counter regular. 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. Max out speed and tailor your defences to your opponent. And I outfitted all my bastions with full missile only weapons, then the A. turn "Marauder empires" to off in the galaxy creation thing. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. FlatEarther98. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. There are three weapons that seem to be doing best on Corvettes. S. 077. 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. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. 9% of fights in Stellaris aren't even close to even, so it barely matters. 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. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. None worth noting. Energy torpedoes do not ignore shields. . Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Business, Economics, and Finance. 90 dmg. I run a general rule of 1 Swarmer for every 4 regular Missile.