stellaris marauder missiles. This is primarily due to replacing Giga Cannons with Tachyon Lances. stellaris marauder missiles

 
 This is primarily due to replacing Giga Cannons with Tachyon Lancesstellaris marauder missiles  Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario

Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. 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. 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. 56 17. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. 0. 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. ( stellaris noob) i dont have dlc so idk if that contributes. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. ' (' )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 。. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. This means that there's a 67% chance of the shot connecting and doing damage. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. I would generally avoid them except when you know your opponent does not have pd, and even then only against ai, as human opponents would quickly adopt of, and it is easier for them to add pd than for you to spec away from missiles. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. [deleted] • 6 yr. Thoughts on 3. Stellaris’s ship design has undergone massive changes with patch 3. 90 dmg. Each tactic also gives a small bonus to firing rate and one other stat. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. Content is available under Attribution-ShareAlike 3. This is primarily due to replacing Giga Cannons with Tachyon Lances. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 15 votes, 14 comments. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. 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. 2 shields, everything else in armor. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Swarm missiles are a bit more tanky but do very little damage. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. They have 100% accuracy, very high tracking and now re-target so you do not waste missles on wrecks in space. Typically I'll run with a decent number of screening point-defense Corvettes, a few missile types and the rest a mix of kinetic and energy to tear down shields and armor set to whatever the maximum range you can get for the weapons. It's one step. 99 Badges. I've found having a balanced fleet comp works best. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Energy torpedoes do not ignore shields. Marauder raid request always busy. - Torpedoes: Range from T2 - T4. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). What is Stellaris mods? A mod (short for "modification") is an alteration where. Mass Drivers/Disruptors/Plasma are 20/30/40. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 6 also includes new galaxy shapes to explore, new story events, a new. This page was last edited on 14 October 2017, at 11:01. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90% For example, missiles/torps. AnAngryYeti Mar 4, 2020 @ 2:03pm. They do +200% damage to shields. I was wrong. Swarmer missiles imo are massively under rated. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. I was wrong. I'm wondering how to assess my fleets' performance in battle. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 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. 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 . This is the one essential part where there is a meaningful choice between different options. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. Farnsworth Mar 30, 2018 @ 5:44am. 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. I was wrong. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. The 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. Viable for their purpose, yeah. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 8 "Gemini" and Galactic Paragons. 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 have higher DPS while swarmers missiles have higher health (making them more PD resistant). So it's just a constant sink. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Flak Cannons:Missiles have much, much higher damage output than Disruptors. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. Ascension perks. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. C. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. I was playing a game of Stellaris with two friends. They deal "better" damage than torpedoes (their. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In 1. EN-Torp Evasion tank, anti-shield. I think it has to do with the missile's rate of fire and tracking. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. 3. I was wrong. 9. Armor and shields don't matter if the hull is destroyed. Incase missed stream here ya go. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Laser, disruptor, and 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. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. The "meta" was declared the first one though because people. ago. 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. 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. All disrupters. It is under development and may have unknown bugs. Also, this is a mod made for personal use, so the specifications may change drastically from. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. 6 Combat Re…Basic missiles have good damage, they can also retarget. 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. Point Defense is 8/-/20. which ones are better a huge amount of defense platforms or a few Inon cannons. Missile Defense. S. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I was wrong. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. ago. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. In times long past, 4. #1. *. 10000. Swarmer missiles can. Caesitas Technological Ascendancy • 6 yr. They have low base damage, but all. . 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 . 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It is under development and may have unknown bugs. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. 18 votes, 13 comments. 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 . Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. 4. 110ish. But how do I decide if a given ship design is performing well? How do I. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. Still learning combat and I thought I had decent missile defense. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 报警机器人 于6年前 修改了 此页面。. But I see so many people saying they're useless. But that still means you need 14 PD shots to block a volley from a single Battleship. You should still be able to make it work, though. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. 35 Devastator. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 9% of fights in Stellaris aren't even close to even, so it barely matters. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. First I'd like to commend the new Marauder missile system. It's hilarious, really. 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. 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. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. Have there been improvements post 2. Perfect schiffen for the how for the game. Hire their fleets (all three of them). Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). 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. 7, add 25% to hull and 33% from archaeo engineers. The choice is obvious. 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. 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. 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. Stellaris. EN-Torp Evasion tank, anti-shield. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. there are swarmer missiles and whirlwind missiles which help with that. 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. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. 1 , Marauders are simply to powerful of a weapon to be used against you or against the AI. 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. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. 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. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Wormholes and L gates work for the Unbidden, and your gateways can be captured. This ship design is very high value, and. 0? And where do torpedoes fit in? Thx!Missiles might have range but that doesn't mean there aren't advantages to using them point blank. Use swarm computer and Afterburner. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. Report. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. (marauder missiles and disruptors). 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. As for Corvettes, I think you can just phase them out when you get Cruisers. The designs are decaying mid-tech and brutalistic, but built using centuries of. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris. 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. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. So it's just a constant sink. . 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. 66 comments. 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. Use swarm computer and Afterburner. Archer Missile Pods: Small, Medium and Large modules. But how do I decide if a given ship design is performing well? How do I. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. Scourge missiles are good against armor and hull and slightly better against point-defense. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Reply . ago. I was wrong. iirc. 3. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Missiles have very long range compared to other weapons of similar size and ignore shields. 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 . But how do I decide if a given ship design is performing well? How do I. 5. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Still learning combat and I thought I had decent missile defense. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. While I don't like short-ranged weapons o A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. Stellaris: Bug Reports. 修改完毕后,请刷新上面的文本。 分类: . Since 3. Mid I usually go into missiles and fighters, with the remainder being autocannons. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Fleet weapons in Stellaris. 1. They also ignore shields. 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. Enjoy! Toggle signature. e) Battleship. Starbase weapons. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. ago. 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. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. C. The go-to way to use Whirlwinds is part of a balanced Battleship build. 0 is the starbase weapons. Never publicly comment or answer to a moderation post. Still learning combat and I thought I had decent missile defense. 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 . But how do I decide if a given ship design is performing well? How do I. Use PD, shield, and shield hardeners. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. In singleplayer you can just mass these, the AI will never counter them. U. Transgenic Crops. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Business, Economics, and Finance. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Marauder missile + autocannon/disrupter. 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 . 例如:“异种保护区”(建筑)的特殊说明请在. So don't take an even fight there? 99. 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 . The equipment itself is ok, offers a bit of variety. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Interceptors with. Stellaris Real-time strategy Strategy video game Gaming. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. So yes, Whirlwind Missiles definitely are too good. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Huge alloy production is a must to reinforce fleet casualties. Stellaris: Our Ship. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Point Defense is used to fend off Rockets. Last edited by MP ; Sep 26, 2021 @ 11:51pm. That means to you can load up battleships with them. Fusion Missiles: tech_missiles_2. I run a general rule of 1 Swarmer for every 4 regular Missile. Apart from this, Stellaris patch 3. 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. Still learning combat and I thought I had decent missile defense. 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. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. That'll get you the best fleet for killing things that aren't other corvettes. Stellaris Dev Diary #300 - Happy Anniversary! 3. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. and have 30 range. This is the trigger block to decide if they'll hire a marauder fleet (i've skipped over a few other checks on marauder fleet states, only showing the pertinent bits). I was wrong. That said, Marauders waking up at 2300 is not impossible to beat. Still learning combat and I thought I had decent missile defense. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. These missiles inflict decent damage to. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. Stellaris > General Discussions > Topic Details. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. But how do I decide if a given ship design is performing well? How do I. CryptoI'm wondering how to assess my fleets' performance in battle. Information from today's Dev stream about 3. Pay especial attention to Moderation Posts in the colour yellow. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. Ex: the missile tiles spawn 2? missile batteries. ) Torpedos and missiles for every slot possible. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. I'm wondering how to assess my fleets' performance in battle. Torpedoes are slower than missiles and have worse range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I run a general rule of 1 Swarmer for every 4 regular Missile. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. I'm wondering how to assess my fleets' performance in battle. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You need a strong economy to fuel the war against the Unbidden. Showing 1 - 14 of 14 comments. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Darvin3 • 2 yr. Still unsure how to fit it in my ship designs. r/Stellaris • Idea: missile fleets. 3. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Set your ship's computer to artillery and auxiliary slot to Afterburners. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. 7 DPS and have +25% vs hull for a total of 18. 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. Certain weapons damage hull bypassing shields and/or armour, but otherwise weapons must first deplete the shields, then the armour, and only then can they harm the hull. Huge alloy production is a must to reinforce fleet casualties. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. Notes: The table shows the default names/icons of techs. 1.