25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. Plasma + autocannons. 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. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. Stellaris Wiki Active Wikis. Even if the enemy has PD, with all those swarmer missiles you're breaking through it. 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. Marauder Missiles (S slot) have 7 hull 7 armor. 0 unless otherwise noted. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. They deal "better" damage than torpedoes (their. I honestly think they're ok. They will sometimes ask for tribute. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This page was last edited on 14 October 2017, at 11:01. . The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. Those are the main corvette weapon builds. Stellaris. But how do I decide if a given ship design is performing well? How do I. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. They activate during the mid game and begin to conquer everything they can. 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. Missile Defense. Compatible with Stellaris Ver. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think you can become their vassal if you don't have the power to fight them yet. Flavor entry isWorkshop Link This mod adds two technologies and two XL weapons: Cruise Missiles and Antimatter Cruise Missiles (which is an upgrade to Cruise Missiles). I've found having a balanced fleet comp works best. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Split the Materialist / Spiritualist Axis * Pop Faction Modding Bugged * Missile-based PD test. 99 Badges. You need a strong economy to fuel the war against the Unbidden. 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. Preliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . Torpedoes are. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Toggle signature. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. You could use normal missiles for standard attacks. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Also, this is a mod made for personal use, so the specifications may change. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was raised by the civilized dwamaks, I. 110ish. 35 Devastator. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Report. 56 17. All codes for the game: The main list. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Now (3. So here we get a CtH of 75 - 8 = 67%. I was wrong. 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. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. See moreThis page was last edited on 14 October 2017, at 11:01. 6 Combat Re…Basic missiles have good damage, they can also retarget. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. Stellaris > General Discussions > Topic Details. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Regular missiles and torpedoes are so good now. 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. And as part of Apocalypse, say hello to the Marauders. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Don't go overboard on them, though, because after your fleet is overwhelming the PD anyway they take a solid hit to DPS versus regular missiles for that defense. Mining Drone Lasers are 20/15/-. 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. and marauder missiles in the rest (small slot only). You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. As for Corvettes, I think you can just phase them out when you get Cruisers. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. But how do I decide if a given ship design is performing well? How do I. 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. 7. And if spammed, point defense cannot even compete. Content is available under Attribution-ShareAlike 3. If you own Apocalypse, the great Khan event can break your game if you end up being to close to them during the event. 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. This page was last edited on 6 August 2018, at 14:35. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. As a fan of missile weapons in Stellaris since, well, 1. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. 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 . Space Torpedoes are Torpedoes T2. Enjoy! Toggle signature. Business, Economics, and Finance. Reply . 59 16. To opt-in on Steam -> Right-click Stellaris, Properties, Betas tab, and choose stellaris_test from the drop-down. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). The final essential module is the Combat Computer. 5. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. N. This has a bit of issue. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Creating ships. ago. 4 damage, straight to the hull, with 100 range. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. 1. 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. 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 currently in my opinion are not up to par with kinetic and energy weapons. 3. ' (' )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 。. 6+) For those unaware, the "~" command will bring up the console. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 387K subscribers in the Stellaris community. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 077. Still learning combat and I thought I had decent missile defense. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. How do you use missiles in. 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. The farther the missile has to travel to its target the more time there is for it to get shot down. and then spam devastated torpedoes and marauder missiles. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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 noob) i dont have dlc so idk if that contributes. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Good range too. Stellaris’s ship design has undergone massive changes with patch 3. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Marauder Missiles. 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. These missiles inflict decent damage to. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. Marauder Missiles: 44 0. Enclaves are more like a local feature than an empire and thus have no sliders. 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 . 65: 26: 86-114 (100. It's. 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. And if you are looking to. That'll get you the best fleet for killing things that aren't other corvettes. 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. 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 . Secondly, wow, i really shouldn't had been using corvettes. This is the one essential part where there is a meaningful choice between different options. Yes, technically. 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. There are three weapons that seem to be doing best on Corvettes. I was wrong. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Each of the sliders effects only its own category. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. 9% of fights in Stellaris aren't even close to even, so it barely matters. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. Paradox has basically removed all those stuff from the game. 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. One Marauder cruise have massive damage and a very good range for combat engagement. ) The best early-game fleet compositions and what weapons belong on them. Point. 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. ago. Stellaris has now only Armor and Missiles. 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. 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 . I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I think it has to do with the missile's rate of fire and tracking. Their fleets are maybe 1/5 the size of mine and I know I couldn’t have taken the Marauders on. C. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. 0 changed missile slots, pre-2. I was wrong. Normal missiles have higher DPS while swarmers missiles have higher health (making them more PD resistant). The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. I get lasers and such via debris but don't care because I never use them anyway. [deleted] • 6 yr. Thread starter Keith_C;. How to Beat the Scavenger Bot in Stellaris. . Stellaris has almost always had a rock/paper/scissors. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Compatible with Stellaris Ver. None worth noting. I run a general rule of 1 Swarmer for every 4 regular Missile. Still unsure how to fit it in my ship designs. 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 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. Stellaris. Add a Comment. 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 due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. But Energy Torpedoes + Plasma is also a valid choice. Flak Batteries are used to fend off Strike Crafts. 129. The areas they start are resource rich, so they mostly likely migrated to that area. 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 . 375 DPS to hull. C. 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. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. Artillery computer. Missiles fly faster, therefore, they are better at getting through point defence. For those unaware, the "~" command will bring up the console. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. Stellaris. Normal missiles are to be used always. Go to Stellaris r/Stellaris. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. 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 . Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. The khan fleets can't get close enough and just slowly die. Fusion Missiles are Missiles T2. Defenses should be 1 shield, 2 armor with advanced afterburners. 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. 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 with 2 Whirlwind Missiles. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. The Cruise Missiles tech is available right after Marauder Missiles. Business, Economics, and Finance. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Learn more about U. 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. I'm wondering how to assess my fleets' performance in battle. and have 30 range. A secondary question is whether I should replace the disruptors on my. 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. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 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. Marauder Missiles: tech_missiles_5. 66 comments. The range changes make mass drivers better than autocannons as well (assuming you start at range). Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. 8, missiles gained the ability to re-target if their original target died before impact. Armor and shields don't matter if the hull is destroyed. I just can't see any practical reason to pick missiles, especially in. Still learning combat and I thought I had decent missile defense. If your concern is battleships and. [Late-game]. So pre 2. Yes, even player empires are given an AI personality, which mainly just has an effect on. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Early game I lean very heavy into missiles, with some anti missile screening. In general, missiles are risky as they are easily countered. Thread starter Magnificent. Disruptor or Missile Corvettes are the best. Torpedoes are. On a nice advice, never fight FE ships from long range, they will out damage you. Since 3. Lots of sunlight speed bonuses. A place to share content, ask questions and/or talk about the 4X grand strategy game. Business, Economics, and Finance. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Max out speed and tailor your defences to your opponent. 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. 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. Autocannons are 10/20/30. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Still learning combat and I thought I had decent missile defense. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. Decreased Missile Accuracy from 100% to. If you don’t like the missile, then don’t use it. 1. It has great range, and with 3 Afterburners can be reasonably quick. ): Small, Medium and Large modules. I just can't see any practical reason to pick missiles, especially in the late game :(Giriş Yap Mağaza Topluluk Destek Dili. But how do I decide if a given ship design is performing well? How do I. Biology (Tier 5) Cost: 20000, Weight: 25Is 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. ago. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. 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 . 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. This is a large problem if 2 separate fleets come with slight delays to each others. That beast will wipe everything vanila AI capable to throw on you. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Business, Economics, and Finance. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Still learning combat and I thought I had decent missile defense. Incase missed stream here ya go. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. So it's just a constant sink. The Great Whetstone. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Torpedo Cruisers have been surprisingly effective for me as a missile empire. 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. We don’t want the best missiles getting shot by. 70: 10: 40% Scourge Missiles [edit source]Current Stellaris Ship Meta (for v3. Stellaris: Bug Reports. On to utilities - you have a grand total of 10 Larges. But I see so many people saying they're useless. The Great Whetstone. Transgenic Crops. honestly youd probably get better missile results if you had a few whirlwinds mixed in. I lost a lot of them and this actually made them very unsustainable. Professor H. Marauder missiles are currently the best non-crsis guided slot weapon in the game. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. First I'd like to commend the new Marauder missile system. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. Even if you can't imagine any of the events or situations which could be built on the interactions between those three types, it should be obvious that. only in theory. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. On paper their weapon stats make them the best weapon in the game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 6 also includes new galaxy shapes to explore, new story events, a new. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. I was wrong. A study on Missile/Hangars vs Point Defense/Flak in 3. (Ship count, as distinct from fleet power. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. or before, I don't feel that the changes made in 2. I'm wondering how to assess my fleets' performance in battle. N. Paradox has basically removed all those stuff from the game. 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. Still learning combat and I thought I had decent missile defense. Hire their fleets (all three of them). Weapons at GameJunkie. But how do I decide if a given ship design is performing well? How do I. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Lasers are 15/25/35. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I stopped using whirlwind missiles because strike craft work better for the same purpose. 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. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Just keep building more until you snowball right over them. I'm wondering how to assess my fleets' performance in battle. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. But how do I decide if a given ship design is performing well? How do I. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. They deal "better" damage than torpedoes (their. You want cruisers with 3 aux slots, and fill all of them with afterburners. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). They are good at nullifying most attacks against stationary structures. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range.