stellaris marauder missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. stellaris marauder missiles

 
 Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missilesstellaris marauder missiles A new Stellaris update 3

ago. And if spammed, point defense cannot even compete. Compatible with Stellaris Ver. I get lasers and such via debris but don't care because I never use them anyway. 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. If you keep a healthy stock of minerals/energy/food they can be easily bought off. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 56 17. Missiles are a little better, it takes 5 shots to shoot down a Whirlwind Missile and 2 shots to shoot down a Marauder. 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. 6. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Also, this is a mod made for personal use, so the specifications may change. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Those are the main corvette weapon builds. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. Still learning combat and I thought I had decent missile defense. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Content is available under Attribution-ShareAlike 3. If the empire preferred. So here we get a CtH of 75 - 8 = 67%. Stellaris Mods Used: Extra Ship Components 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. EN-Torp Evasion tank, anti-shield. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. 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 . If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. 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. Free to update or use in Stellaris by anyone. Accuracy describes how good the weapon is at firing at an enemy ship in general. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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),. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. Still learning combat and I thought I had decent missile defense. 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. 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. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Something that is puzzling me in 2. PD/whirlwind corvettes should be given disrupters ideally. But how do I decide if a given ship design is performing well?The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. - Swarmer Missiles: Range from T4 - 5. 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. Recently, I've been using a lot of missile fleets in Stellaris. 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. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. ) The best early-game fleet compositions and what weapons belong on them. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. I'm wondering how to assess my fleets' performance in battle. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Common May 9, 2018 @ 1:39am. If someone hires them and you can't counter them, you just have to take it on the nose. They are good at nullifying most attacks against stationary structures. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Reduced the range of torpedoes. Business, Economics, and Finance. Stellaris: Bug Reports. Stellaris: Our Ship. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 15 votes, 14 comments. Hazard Feb 23, 2018 @ 7:02am. 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. It is under development and may have unknown bugs. 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. Fleet weapons in Stellaris. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Business, Economics, and Finance. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. N. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. I lost a lot of them and this actually made them very unsustainable. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. . Weapons at GameJunkie. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. The range changes make mass drivers better than autocannons as well (assuming you start at range). On a nice advice, never fight FE ships from long range, they will out damage you. They activate during the mid game and begin to conquer everything they can. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. I run a general rule of 1 Swarmer for every 4 regular Missile. Summoning events. 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. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Antimatter Missiles: tech_missiles_3. Missiles could use a speed and range buff. Set your ship's computer to artillery and auxiliary slot to Afterburners. Stellaris. 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 have played. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Direct Download: Download. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Artillery computer. Plasma + autocannons. I was wrong. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. I personally use only lasers since the release of Stellaris because constantly there are some problems with the other types. Stellaris has now only Armor and Missiles. Ex: the missile tiles spawn 2? missile batteries. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. Paradox has basically removed all those stuff from the game. My. The areas they start are resource rich, so they mostly likely migrated to that area. Missiles currently in my opinion are not up to par with kinetic and energy weapons. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. 6 Combat Re…Basic missiles have good damage, they can also retarget. Stellaris. 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. Maybe the lack of speed boosts for kiting has been my issue. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. since they fire and fly. 6 and some little future nuggets. I think you can become their vassal if you don't have the power to fight them yet. Go to Stellaris r/Stellaris. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. 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. Explicitly prevented various scripted solar systems from spawning inside Marauder territory. I just can't see any practical reason to pick missiles, especially in the late game :(XL Cruise Missiles For Stellaris. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. 35 DPS) and 65% of torps (5. 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. Starbase weapons. A secondary question is whether I should replace the disruptors on my. You want cruisers with 3 aux slots, and fill all of them with afterburners. N. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 35 Devastator. Missile corvettes do amazing against unbidden. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. A searchable list of all technology codes from Stellaris. Point Defense is 8/-/20. #1. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. 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 . 66 comments. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. But how do I decide if a given ship design is performing well? How do I. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It is under development and may have unknown bugs. I just can't see any practical reason to pick missiles, especially in the late game :( ログイン ストアStill learning combat and I thought I had decent missile defense. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. Corvettes: I would say that Marauder Missiles and Autocannons are also viable weapon choices here, although the Disruptor is definitely the most noteworthy stand-alone option. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. This part of the chapter contains detailed information on every type of weaponry available in game. Thoughts on 3. 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. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. This melts contingency fleets fairly quickly with minimal losses. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I was wrong. Paradox has basically removed all those stuff from the game. 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. I was wrong. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 0) 100: 25%: 14. Missiles feel really hit or miss. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. CryptoI'm wondering how to assess my fleets' performance in battle. The end of my last game i had 550. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. 59 16. 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. The farther the missile has to travel to its target the more time there is for it to get shot down. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Devastator Torpedoes in the T slots, Marauder Missiles in the S slots, and Whirlwind Missiles in the M slot. In times long past, 4. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I was raised by the civilized dwamaks, I. A study on Missile/Hangars vs Point Defense/Flak in 3. Still learning combat and I thought I had decent missile defense. New Worlds Protocol. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. (Ship count, as distinct from fleet power. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. 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. In general, missiles are risky as they are easily countered. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 0 changed missile slots, pre-2. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Ryika (Banned) Sep 26, 2021 @ 11:58pm. I was wrong. Whirlwinds have 30 hull and 15 armor. Marauders are not a threat unless you make them. 66 comments. 5. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. So pre 2. 1. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Cloaking devices deactivate your shields. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. 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. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. there are swarmer missiles and whirlwind missiles which help with that. I was wrong. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Point Defense is used to fend off Rockets. You need a strong economy to fuel the war against the Unbidden. As for Corvettes, I think you can just phase them out when you get Cruisers. 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 . Creating ships. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. Best. Wormholes and L gates work for the Unbidden, and your gateways can be captured. 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. The various missiles are all T5, but they skip shields and for a battleship with all standard techs and no repeatable shields are about 25% of total hit points on a battleship. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. and then spam devastated torpedoes and marauder missiles. But I see so many people saying they're useless. I was wrong. Hull = 0 ---> destroyed. Stellaris: Every Weapon Ranked in the 3. SuperluminalSquid Technological Ascendancy • 3 mo. . Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. Weapons. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. Content is available under Attribution-ShareAlike 3. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I'm wondering how to assess my fleets' performance in battle. I think it has to do with the missile's rate of fire and tracking. That's like 7. Torpedoes are. The Great Whetstone. 0 (Actual),. It makes comparing something like Ancient Nano-Missile Cloud Launchers to Marauder Missiles (or other similar comparisons) unnecessarily difficult, as you can't be sure how the additional damage is. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. But how do I decide if a given ship design is performing well? How do I. Only has G slot chassis. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. 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. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. But how do I decide if a given ship design is performing well? How do I. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 9. Still learning combat and I thought I had decent missile defense. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Swarmer missiles can survive point-defense. Scourge missiles are good against armor and hull and slightly better against point-defense. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. I get lasers and such via debris but don't care because I never use them anyway. 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. 11 average damage and small disruptors do 4. Or torps. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. But Energy Torpedoes + Plasma is also a valid choice. e) Battleship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 6. Use PD, shield, and shield hardeners. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Early game I lean very heavy into missiles, with some anti missile screening. How do you use missiles in. But speaking about evasion, a picket computer can go a long. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. 8 "Gemini" and Galactic Paragons. 110ish. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Still learning combat and I thought I had decent missile defense. Business, Economics, and Finance. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). The go-to way to use Whirlwinds is part of a balanced Battleship build. Originally posted by StormhawkV: Energy torpedos are not missiles but energy projectiles and therefore cannot get shot down by point defense. I think the new meta for ships makes battleships the best. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern. Sliders of marauder strength (just as for other empire types) could solve the problem. Disruptor or Missile Corvettes are the best. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 69 dmg @110 range vs Tachyon Lance 17. . See moreThis page was last edited on 14 October 2017, at 11:01. Learn more about U. Zorro Nov 15, 2017 @ 6:06pm. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. The khan fleets can't get close enough and just slowly die. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. 0 is the starbase weapons. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. But people still used torpedoes because they worked, because missiles are a "base" tech while torpedoes are an "advanced" tech, and it was what the used to use. Now (3. 2. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. They deal "better" damage than torpedoes (their. 2 shields, everything else in armor. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. All types of planets. List of resources. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. High evasion fleets neuter missile fleets compared to traditional weapons. In reality, some missiles will get shot down and most targets have armor, so it. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I'm wondering how to assess my fleets' performance in battle. Giga Cannon/Tachyon, 3x Kinetic Artillery. Arc Emitter + Carrier core (mix of PD systems with missiles, Strike Craft) + 2 x Whirlwind missiles in rear. Compatible with Stellaris Ver. Using missiles is a commitment: either you go out of your way to get. 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. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. 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 . since they fire and fly. Are extremely powerful vs AI. 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 . 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. 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. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. C. 8 (applies to 3. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Still learning combat and I thought I had decent missile defense. Transgenic Crops. - 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. Notes: The table shows the default names/icons of techs. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. Flak Cannons:Missiles have much, much higher damage output than Disruptors. Armor and shields don't matter if the hull is destroyed. and marauder missiles in the rest (small slot only). Getting traditions. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris > General Discussions > Topic Details. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. ( stellaris noob) i dont have dlc so idk if that contributes. There no realistic reason to ever switch to anything else. Each tactic also gives a small bonus to firing rate and one other stat. Marauder missile + autocannon/disrupter. In singleplayer you can just mass these, the AI will never counter them. A new Stellaris update 3. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 0 I remember missiles were pretty broken in general. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. Marauder missiles do 7.