marauder missiles stellaris. Still learning combat and I thought I had decent missile defense. marauder missiles stellaris

 
Still learning combat and I thought I had decent missile defensemarauder missiles stellaris Since 3

Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Plasma cannons used to be the best, but now after testing, gamma did much much better. Lasers are 15/25/35. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. *. 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. Marauder Missiles (S slot) have 7 hull 7 armor. 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. I was wrong. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . 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. 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. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). But I see so many people saying they're useless. Devastator torp + autocannon/disrupter. For the auxiliary slots i do afterburners. Missiles are 26/36/46. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. if the enemy is strong just check their composition and counter. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. . 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. On a nice advice, never fight FE ships from long range, they will out damage you. 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. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. #3. Then provoke a doom stack to. In singleplayer you can just mass these, the AI will never counter them. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. I just can't see any practical reason to pick missiles, especially in. 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. 795 DPS), a small win for the missiles. Scourge missiles are good against armor and hull and slightly better against point-defense. Ryika (Banned) Sep 26, 2021 @ 11:58pm. You should still be able to make it work, though. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Weapon components. This part of the chapter contains detailed information on every type of weaponry available in 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 noob) i dont have dlc so idk if that contributes. 例如:“异种保护区”(建筑)的特殊说明请在. A. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Go to Stellaris r/Stellaris. . Their. 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. It's hilarious, really. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Ships. Published Jan 21, 2021. 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. Marauder missiles do 7. ) from Halo. 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 have very long range compared to other weapons of. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. great range, good dmg. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. It's one step. Nuclear Missiles: tech_missiles_1. Defenses should be 1 shield, 2 armor with advanced afterburners. 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 . That beast will wipe everything vanila AI capable to throw on you. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. And if spammed, point defense cannot even compete. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. These IDs are usually used with the research_technology tech ID command. I think the new meta for ships makes battleships the best. It was my understanding that…Stellaris. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. ; 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. Marauder Missiles Tech. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. The reason is that Called Shot boost. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. 2. Devastator Torpedoes. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. Tier 0 is used for starting technologies. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. As a fan of missile weapons in Stellaris since, well, 1. I just can't see any practical reason to pick missiles, especially in the late game :(Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. I was wrong. Pyrosauria. I think the new meta for ships makes battleships the best. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. That means to you can load up battleships with them. Laser, disruptor, and missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 06 damage to hull. If they mostly use plasma, go heavy on shields. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. *. ) Torpedos and missiles for every slot possible. I'm a veteran of Stellaris, playing since super early days. So it's just a constant sink. 70: 10: 40% Scourge Missiles [edit source]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 the auxiliary slots i do afterburners. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Corvettes are quick, cheap to build, and smaller but have high evasion. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0) 100: 25%: 14. Space Torpedoes are Torpedoes T2. Auto-best is not good, it frequently makes completely nonsensical design decisions. . 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). 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. EN-Torp Evasion tank, anti-shield. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think the new meta for ships makes battleships the best. 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. Torpedoes have 17. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. CryptoGo to Stellaris r/Stellaris. No custom sounds or projectiles (yet?) as I have no idea how to. Stellaris Wiki Active Wikis. Plasma + autocannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Ascension perks. . 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 . Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Auto-best is not good, it frequently makes completely nonsensical design decisions. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. That's like 7. 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). I was wrong. It's quite effective against large targets and. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. But I research one of everything before I really focus on repeatables for my weapon type, the diminishing returns hits hard and all those useless techs are fast to do. All Discussions. Core components. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. 0 unless otherwise noted. Through analysis, we found that this weapon can not only penetrate your shield and armour but also has additional hull damage, and the S-slot weapon does not even need to be carried by the battleship. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 8 "Gemini" and Galactic Paragons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Reduced the range of torpedoes. Swarmer missiles can. 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. The areas they start are resource rich, so they mostly likely migrated to that area. And if spammed, point defense cannot even compete. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. 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. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. Business, Economics, and Finance. 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 . - 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. Each of the sliders effects only its own category. N. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 3. As long as you properly strategize your fleet, you can have alot of fun with this weapon. The Cruise Missiles tech is available right after Marauder Missiles. C. 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 they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. SuperluminalSquid Technological Ascendancy • 3 mo. 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 . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 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). 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. 对该项目的细节说明请添加至相关页面. The range changes make mass drivers better than autocannons as well (assuming you start at range). In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. I was wrong. In times long past, 4. Ship designer. Hell. 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. Content is available under Attribution-ShareAlike 3. Swarmer missiles imo are massively under rated. Enclaves are more like a local feature than an empire and thus have no sliders. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 11 average damage and small disruptors do 4. Cheats. 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. Thread starter Keith_C;. 23 DPS) and torps will be 75% effective (12. ) 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. Huge alloy production is a must to reinforce fleet casualties. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Notes: The table shows the default names/icons of techs. Lasers are 15/25/35. I have 50 destroyers fitted with flak turrets and that is. You should still be able to make it work, though. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). I've found that if you use a variety of missiles with different speeds, they become a lot more effective. This has a bit of issue. May 10, 2016 790 1. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 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. The Unbidden doesn't even have point defense, What. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). You go to ship customization and go to the tile to change its loadout. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Missiles fly faster, therefore, they are better at getting through point defence. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. S. 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 . 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. Missiles may be fixed in the upcoming balance patch, but they are trash right now. The Great Whetstone. 5. X. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Creating ships. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. I just can't see any practical reason to pick missiles, especially in the late game :Caesitas Technological Ascendancy • 6 yr. 34. Battleships shouldn’t be carrier platforms IMO, especially with how bad strike craft are in vanilla stellaris. Marauder missile + autocannon/disrupter. 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. and have 30 range. 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. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. You could use normal missiles for standard attacks. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. 2. Business, Economics, and Finance. And as part of Apocalypse, say hello to the Marauders. And I outfitted all my bastions with full missile only weapons, then the A. 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 . They have very low DPS. N. Even having to break through armor, this is still going to massively out-perform Cloud Lightning. For example, missiles/torps. Still learning combat and I thought I had decent missile defense. . Every type of weaponry is. 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 . Using missiles is a commitment: either you go out of your way to get. All disrupters. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Nano-Missiles are only good in theory. so compared to other missiles, theyre strong but not outrageously so. Guardian Point Defense have +100% vs armor, but no hull multiplier. Missiles will almost never achieve this; it takes huge damage bonuses for a marauder missile to reach 250 hull damage, half the hull of a late-game corvette. They also come with built in PD, which allows them to mitigate their torpedo weakness. I was wrong. Missile Defense. I was wrong. So I decided to make the 4th Horde. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. 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. Think of corvettes as an expandable screen. 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. 7 DPS and have +25% vs hull for a total of 18. I get lasers and such via debris but don't care because I never use them anyway. ago. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Guardian Point Defense have +100% vs armor, but no hull multiplier. They have very low DPS. Stellaris Beating The Contingency Guide. I was wrong. Max out speed and tailor your defences to your opponent. Even if. Those are the main corvette weapon builds. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Yes, Arcane Deciphering is very good. They can beat anything except missile corvettes and couple destroyer variants. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. C. I was wrong. 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 . Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. 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. This ship design is very high value, and. All trademarks are property of their respective owners in the US and other countries. For example, missiles/torps. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. Since 3. 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. 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 . Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. Plasma cannons used to be the best, but now after testing, gamma did much much better. 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. Missile Defense. Interceptors with. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. 7, add 25% to hull and 33% from archaeo engineers. Ex: the missile tiles spawn 2? missile batteries. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. This mod adds some weapons used by the United Nations Space Command (U. Antimatter Missiles: tech_missiles_3. 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. Still learning combat and I thought I had decent missile defense. Swarm missiles are a bit more tanky but do very little damage. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. Stellaris - Archeo-Engineering does not calculate effects in ship designer. (Ship count, as distinct from fleet power. Computer should be swarm then picket once you can get 90%. Go to Stellaris r/Stellaris. The Great Whetstone. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. The final essential module is the Combat Computer. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 5. 66 comments. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Still learning combat and I thought I had decent missile defense. On to utilities - you have a grand total of 10 Larges. Torpedoes are. 3. Point Defense is 8/-/20. PD/whirlwind corvettes should be given disrupters ideally. 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 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. Whirlwinds have 30 hull and 15 armor. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Stellaris Ship Design Guide 2023 [3. On paper their weapon stats make them the best weapon in the game. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. Lasers are a little bit better up to about 65% armour, but not a lot, missiles are a bit better up to about 75%.